Immersive Design XR
  • Immersive Design XR
  • Learning Goals Immersive Design XR
  • Basic assignments (lesson 1-2)
    • Basic introductory workshop
    • Basic assignment Concept & Identity
    • Basic assignment User Experience Design
    • Basic assignment Interaction Techniques
  • Expert assignments (lesson 3-8)
    • ANALYSIS operating space (lesson 3)
    • CREATE: space through Light & Sound (lesson 4)
    • TEST: introduction VR-methods (lesson 5)
    • TEST: testscripts & questionnaires (lesson 6)
    • EVALUATE: heuristic evaluation & personal plan IED (lesson 7)
  • Concept & Identity
    • C&I: storytelling
    • C&I: virtual identity
    • C&I: body ownership
    • C&I: emotions & sentiment
  • User Experience Design
    • UX: general design principles & patterns
    • UX: space (II) social space
    • UX: space (I) active sensing
    • UX: human factors (I) cognition
    • UX: human factors (II) sensory perception
    • UX: human factors (III): ergonomics
  • Interaction Techniques
    • IT: navigation
    • IT: wayfinding
    • IT: system control
    • IT: selection & manipulation
    • IT: feedback, feedforward & force feedback
  • Testing in XR
    • Testing (I): immersion, presence & agency
    • Testing (II): methods for testing
    • Testing (III): questionnaires
  • Related Materials
    • Narrative Theory
    • Social Space theory
    • Social Space experts
    • Embodied Reality: being bodily
    • Movement & Animation
    • Avatar Creation Tools
    • Audio & Sound
    • Hardware Technology
    • Prototyping Controllers
    • 3D Data Visualisation
    • Mobile AR/MR
  • Getting Started
    • Getting Started - History Reality Caravan
    • Getting Started - Founding Brothers & Sisters
    • Getting Started - Advice for Designers VR by Jaron Lanier
    • Getting Started - Play! Games in STEAM
    • Getting started - Platforms & Engines
    • Getting Started: controllers & environments
  • Organisational
    • MIT License
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On this page
  • Social Interaction: background information
  • Personal Space in VR
  • Social Space in VR
  • Examples of Social VR
  • Human Values in Social Space
  • Addition information
  1. User Experience Design

UX: space (II) social space

PreviousUX: general design principles & patternsNextUX: space (I) active sensing

Last updated 6 years ago

Social Interaction: background information

For a quick introduction in to the theoretical body of knowledge of social space in the virtual world, specified on VR implementation, have look at the videos below.

Personal Space in VR

Personal Space, Proxemics, a termed coined by Edward Hall in 1963, is a subclass of non-verbal communication that relates to the distances that people maintain between each other out of personal or cultural preference or in different contexts. Hall distinguished between basic categories of distance including intimate, personal, social and public. For example, a zone of 45cm around a person is considered personal territory and reserved only for close friends. Beyond this is social space in which normal interaction between colleagues and strangers takes place. This does, of course, depend on context. Think, for example, of sharing a crowded lift full of strangers. Our normal boundaries in this case must be changed to accommodate the context. In general however transgression of territorial zones may be considered either alarming or even threatening and our physiology has evolved to make us aware of, and react to, these situations.

Social Space in VR

Examples of Social VR

  1. VirtualSpace, a novel system that allows overloading multiple users immersed in different VR experiences into the same physical space. VirtualSpace accomplishes this by containing each user in a subset of the physical space at all times, which we call tiles; app-invoked maneuvers then shuffle tiles and users across the entire physical space. This allows apps to move their users to where their narrative requires them to be while hiding from users that they are confined to a tile. We show how this enables VirtualSpace to pack four users into 16m2.

Human Values in Social Space

Questions - What are meaningful ways of relating, acts and perspectives in your VR world? - Where do people find it easiest to practice this value, including difficult challenges? - What makes these spaces easier to achieve this value?

Addition information

article 1: article 2:

https://www.wareable.com/vr/best-virtual-reality-social-experiences-967

Social VR is still young, as companies are starting to figure out how to best match up people and let them have a grand virtual time. So what exactly are the differences between them, and which world is the best for your needs? article 3:

George Siantonas talks about how virtual working impacts on the dynamics of teams in multi national organisations and how to deal with some of the challenges this causes.

Sinespace.

Example: Facebook Spaces allows up to four Oculus Rift-wearing Facebook friends to create and customise avatars, based on profile pics. You can hang out in a 360-degree environment, chat via voice, take virtual selfies, draw 3D objects and interact with each other via waving, pointing and facial expressions – all done using the handheld Touch controllers.

JanusVR turns any webpage into its own three dimensional space where users can meet and explore with others. JanusVR re-imagines webpages as collaborative 3D webspaces interconnected by portals.

A person explains most of their actions by using their values. This explanation is called “giving a reason” for your action. And the ability to give reasons that make sense to other people (usually by referring to values) is called “being rational.” Human beings are so attached to being rational that they won’t do things for which they can anticipate not being able to give a reason. This hesitancy to do anything without a reason is what makes us predictable as individuals and makes society function. article 6:

https://medium.com/what-to-build/how-to-design-social-systems-without-causing-depression-and-war-3c3f8e0226d1

1. The Psychology of Social Interaction
2. Challenges in Human-Avatar Interaction I
3. Challenges in Human-Agent Interaction II
4. Evaluation of Social Interaction in VR
5. Self-Avatar | Implementation and Applications
6. Summary of Social VR
Proxemics in social VR
VR Theory: Proxemics (Part 1)
Social Reality: the social VR platforms worth diving into
article 4: The VR Sociable Network
article 5: Understanding, Experiences and Sharing: from Interaction to Empathy
Challenges of Virtual Working | George Siantonas
Example: VR pioneer Jaron Lanier speaks in social VR world of Sinespace
VirtualSpace: overloading Physical Space with Multiple Virtual Reality Users
Facebook Spaces
High Fidelity, Philip Rosedale
High Fidelity Social VR Live Demo with Philip Rosedale
Janus VR (was not great at the time of writing this, but it might now)
Human Values basics
Investigating Social Distances between Humans, Virtual Humans and Virtual Robots in Mixed Reality
Psychophysiological Responses to Virtual Crowds and its Effects on Cognition
A System for the Notation of Proxemic Behavior