It Is Complicated: Interacting with Children in Social Virtual Reality
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Samsung Announces New Windows-Based Virtual-Reality Headset at Microsoft Event 4 October 2017, by Matt Day, the Seattle Times
Samsung announces new Windows-based virtual-reality headset at Microsoft event 4 October 2017, by Matt Day, The Seattle Times Samsung is joining Microsoft's virtual reality push, Microsoft also said that it had acquired AltspaceVR, announcing an immersive headset that pairs with a California virtual reality software startup that was Windows computers. building social and communications tools until it ran into funding problems earlier this year. The Korean electronics giant unveiled its Samsung HMD Odyssey at a Microsoft event in San ©2017 The Seattle Times Francisco recently. It will sell for $499. Distributed by Tribune Content Agency, LLC. The device joins Windows-based immersive headsets built by Lenovo, HP, Acer and Dell, and aimed for release later this year. Microsoft is among the companies seeking a slice of the emerging market for modern head-mounted devices. High-end headsets, like Facebook-owned Oculus's Rift and the HTC Vive, require powerful Windows PCs to run. Others, including the Samsung Gear VR and Google's Daydream, are aimed at the wider audience of people who use smartphones. Microsoft's vision, for now, is tied to the PC, and specifically new features in the Windows operating system designed to make it easier to build and display immersive environments. The company also has its own hardware, but that hasn't been on display recently. Microsoft's HoloLens was a trailblazer when it was unveiled in 2015. The headset, whose visor shows computer-generated images projected onto objects in the wearer's environment without obscuring the view of the real world completely, was subsequently offered for sale to developers and businesses. -
New Realities Risks in the Virtual World 2
Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK. -
Virtual Reality for Telecommuting
Virtual Reality for Telecommuting Yaying Zhang Abstract Microsoft Vancouver The COVID-19 outbreak resulted in a large scale [email protected] prevention action of quarantine, which made many Figure 1: Floating emojis in people and companies unable to conduct normal work AltspaceVR [1]. Brennan Jones activities for weeks. This triggered vast discussions in Department of Computer the improvement of telecommuting technologies. Science Although telecommuting is beneficial, it is currently not University of Calgary widely accepted, especially in traditional industries like [email protected] farming, retail, and manufacturing. One reason is that it cannot completely replace the experience of working locally yet. One key requirement is for technologies to provide a “feeling of presence,” so that remote users feel as if they are there with colleagues, and to be able to manipulate machines remotely as easy as (or better than) when they are on-site. This is a major challenge Figure 2: In AltspaceVR [1] 101 Events, a host teaches the that virtual reality (VR) can play a role in solving. This audience how to use AltspaceVR’s paper discusses current VR technologies for connecting functionalities with slides and humans to humans and humans to things in microphone speech. telecommuting, as well as the gaps and potential directions VR practitioners can work toward addressing. Introduction In late 2019 and early 2020, a novel coronavirus outbreak, COVID-19, struck Wuhan, China around Lunar New Year, when hundreds of millions of people were travelling for family gatherings. Infections rose Copyright is held by the author/owner(s). sharply from tens to hundreds to thousands. -
Phantoms, Crashers, and Harassers: Emergent Governance of Social Spaces in Virtual Reality
Phantoms, Crashers, and Harassers: Emergent Governance of Social Spaces in Virtual Reality Author: Anne Hobsona July 2020 Working Paper 2020.013 The Center for Growth and Opportunity at Utah State University is a university-based academic research center that explores the scientific foundations of the interaction between individuals, business, and government. This working paper represents scientific research that is intended for submission to an academic journal. The views expressed in this paper are those of the author(s) and do not necessarily reflect the views of the Center for Growth and Opportunity at Utah State University or the views of Utah State University. a Anne Hobson is a PhD student in economics at George Mason University. Abstract This paper examines the process by which human interactions give shape to social order in VRChat, a multiuser virtual reality (VR) platform. It relies on primary and secondary source analysis and case studies to show how polycentric governance solutions arise to solve collective action problems such as harassment in virtual reality social spaces. Game developers and end users coproduce informal and formal rules to govern behavior in a polycentric order wherein venue-specific rulesets compete. Case studies from VRCh- at demonstrate that VR social spaces that empower users to self-moderate and coproduce the rules by which they are governed lead to more robust, self-sustaining communities. Furthermore, user-specified governance (that is, rulesets that are created by and tailored to users in the community), in contrast to platform-imposed governance, is critical to sustaining cooperation in VR social spaces. 2 1. Introduction Virtual reality (VR) is “a computer-generated display that allows or compels the user (or users) to have a sense of being present in an environment other than the one they are actually in, and to interact with that environment” (Schroeder 1996, 25). -
Hate in Social VR New Challenges Ahead for the Next Generation of Social Media
Hate in Social VR New Challenges Ahead for the Next Generation of Social Media Sections 1 Introduction: ADL and New Technologies 5 Cautionary Tales: Hate, Bias, and Harassment in Video Games, Social Media, and the Tech 2 Hopes and Fears for the Future of Social Virtual Industry Reality 6 Sexism, Racism, and Anti-Semitism in Social VR 3 Social VR: Industry Overview and Technological Today Affordances 7 What Comes Next for Social VR? 4 Hopeful Futures: Equity, Justice, and VR 8 Bibliography 9 Appendix: Codes of Conduct and Content Reporting and Moderation in Social VR 1 / 65 INTRODUCTION: ADL AND NEW TECHNOLOGIES The timeless mission of the Anti-Defamation League (ADL) is to stop the defamation of the Jewish people and secure justice and fair treatment to all. The mission of ADL’s Center for Technology and Society is to ask the question “How do we secure justice and fair treatment for all in a digital environment?” Since 1985, when it published its report on “Electronic Bulletin Boards of Hate,” ADL has been at the forefront of evaluating how new technologies can be used for good and misused to promote hate and harassment in society. At the same time, ADL has worked with technology companies to show them how they can address these issues and work to make the communities their products foster more respectful and inclusive. We continue this work today alongside Silicon Valley giants such as Facebook, Twitter, Google, Microsoft, Reddit, and others. This report represents a forward-looking review of the hopes and issues raised by the newest ecosystem of community fostering technology products: social virtual reality, or social VR. -
Law, Virtual Reality, and Augmented Reality
UNIVERSITY of PENNSYLVANIA LAW REVIEW Founded 1852 Formerly AMERICAN LAW REGISTER © 2018 University of Pennsylvania Law Review VOL. 166 APRIL 2018 NO. 5 ARTICLE LAW, VIRTUAL REALITY, AND AUGMENTED REALITY MARK A. LEMLEY† & EUGENE VOLOKH†† Virtual Reality (VR) and Augmented Reality (AR) are going to be big—not just for gaming but for work, for social life, and for evaluating and buying real-world products. Like many big technological advances, they will in some ways challenge legal doctrine. In this Article, we will speculate about some of these upcoming challenges, asking: † William H. Neukom Professor, Stanford Law School; partner, Durie Tangri LLP. Article © 2018 Mark A. Lemley & Eugene Volokh. †† Gary T. Schwartz Professor of Law, UCLA School of Law; academic affiliate, Mayer Brown LLP. Thanks to Sam Bray, Ryan Calo, Anupam Chander, Julie Cohen, Kristen Eichensehr, Nita Farahany, James Grimmelmann, Rose Hagan, Claire Hill, Chad Huston, Sarah Jeong, Bill McGeveran, Emily Murphy, Lisa Ouellette, Richard Re, Zahr Said, Rebecca Tushnet, Vladimir Volokh, and the participants at the UC Davis conference on Future-Proofing Law, the Stanford Law School conference on regulating disruption, the Internet Law Works in Progress Conference, and workshops at Stanford Law School, Duke Law School, the University of Minnesota Law School, and the University of Washington for comments on prior drafts; and to Tyler O’Brien and James Yoon for research assistance. (1051) 1052 University of Pennsylvania Law Review [Vol. 166: 1051 (1) How might the law treat “street crimes” in VR and AR—behavior such as disturbing the peace, indecent exposure, deliberately harmful visuals (such as strobe lighting used to provoke seizures in people with epilepsy), and “virtual groping”? Two key aspects of this, we will argue, are the Bangladesh problem (which will make criminal law very hard to practically enforce) and technologically enabled self-help (which will offer an attractive alternative protection to users, but also a further excuse for real-world police departments not to get involved). -
How People Social in VR: a Behavior Mapping Study in Virtual Environments
How People Social in VR: A Behavior Mapping Study in Virtual Environments Maozhu Mao, Chiba University, Japan The Asian Conference on Psychology & the Behavioral Science 2021 Official Conference Proceedings Abstract Social VR is emerging with commercialized VR equipment in recent years. In 2020, the COVID-19 global pandemic dramatically changed people’s life. Governments recommend people stay at home, and the number of people in social VR also increased. This study focused on VRChat, one of the most popular and free-to-play social VR games. A systematic observation and behavior mapping had been conducted for a week (five weekdays and two weekends) in three maps (Worlds). Based on the VRChat user number and time relationship, each map’s observation was conducted every 2 hours, starting from 8:00 to 22:00 (JST), and over 1000 users have been observed. And the map selection is based on language use and cultural elements in the map, including Japan, China, and English-speaking countries. People’s positions on the map, behaviors, topics of conversation, and language use have been collected. The mapping results present on maps and other data such as the number of people, people’s behaviors, and distance between people are statistically analyzed. The results of this study are 1. People would like to socialize in front of mirrors with a variety of avatars. 2. Only a few people take seats in virtual environments since most users are sitting in the real world when they are in VR. 3. Most people’s distances between each other are from 1 to 2 meters, and the distance is statically different compared to people in front of mirrors and other areas. -
List of Application Added in ARL #2607
List of Application added in ARL #2607 Application Name Publisher .NET Framework 19.0 Microsoft .NET Runtime 6 Preview Microsoft .NET SDK 6 Preview Microsoft 3DMark UL 3uTools 2.35 3uTools 4D 17.6 4D 4K Stogram 3.0 OpenMedia ABACUS Studio 8.0 Avolution ABCpdf .NET 11.1 WebSupergoo Software ACQUITY Column Manager 1.7 Waters Acrobat Elements 17.1 Adobe ACT Enterprise Client 2.12 Access Control ACT Enterprise Client 2.3 Access Control ACTEnterprise 2.3 Vanderbilt Actiance Vantage OpenText Actional Agent 9.0 Progress Software Active Directory (AD) Bridge 8.5 Enterprise BeyondTrust Active Directory/LDAP Connector 5.0 Auth0 Active Intelligence Engine 4.4 Attivio ActivePresenter 8.1 Atomi Systems ActivePython 3.8 ActiveState ActivInspire 2.17 Promethean Activity Monitor 4.0 STEALTHbits Technologies Activity Monitor Agent 2.4 STEALTHbits Technologies ActiViz.NET 8.2 Supported Kitware SAS ActiViz.NET 8.2 Trial Kitware SAS ActiViz.NET 9.0 Supported Kitware SAS Acumen Cumulative 8.5 Deltek AD Tidy 2.6 Cjwdev AdAnalytics Adslytic Add-in Express for Microsoft Office and .NET 8.3 Professional Add-in Express Add-in Express for Microsoft Office and .NET 9.4 Premium Add-in Express Adlib PDF 5.1 Enterprise Adlib AdminStudio 2021 Flexera AdminStudio 2021 ZENworks Flexera Advance Design 2020 GRAITEC Advance Design 2021 GRAITEC Advanced SystemCare 14.0 IObit Advertising Editor 11.29 Microsoft Advisor 9.5 Belarc AFP Viewer 7.50 ISIS Papyrus Europe AG Agile Requirements Designer 3.1 Broadcom Alfresco Content Services 6.0 Alfresco Software AltspaceVR 4.1 Microsoft -
Innovative Learning Environments in STEM Higher Education
SPRINGER BRIEFS IN STATISTICS Jungwoo Ryoo Kurt Winkelmann Editors Innovative Learning Environments in STEM Higher Education Opportunities, Challenges, and Looking Forward SpringerBriefs in Statistics SpringerBriefs present concise summaries of cutting-edge research and practical applications across a wide spectrum of felds. Featuring compact volumes of 50 to 125 pages, the series covers a range of content from professional to academic. Typical topics might include: • A timely report of state-of-the art analytical techniques • A bridge between new research results, as published in journal articles, and a contextual literature review • A snapshot of a hot or emerging topic • An in-depth case study or clinical example • A presentation of core concepts that students must understand in order to make independent contributions SpringerBriefs in Statistics showcase emerging theory, empirical research, and practical application in Statistics from a global author community. SpringerBriefs are characterized by fast, global electronic dissemination, standard publishing contracts, standardized manuscript preparation and formatting guidelines, and expedited production schedules. More information about this series at http://www.springer.com/series/8921 Jungwoo Ryoo • Kurt Winkelmann Editors Innovative Learning Environments in STEM Higher Education Opportunities, Challenges, and Looking Forward Editors Jungwoo Ryoo Kurt Winkelmann Pennsylvania State University Valdosta State University Altoona, PA, USA Valdosta, GA, USA This book is an open access publication. -
Social Virtual Reality: Ethical Considerations and Future
Social Virtual Reality: Ethical Considerations and Future Directions for An Emerging Research Space Divine Maloney* Guo Freeman† Andrew Robb‡ Clemson University Clemson University Clemson University ABSTRACT Therefore, in this paper we provide an overview of modern So- cial VR, critically review current scholarship in the area, point re- The boom of commercial social virtual reality (VR) platforms in searchers towards unexplored areas, and raise ethical considerations recent years has signaled the growth and wide-spread adoption of for how to ethically conduct research on these sites and which re- consumer VR. Social VR platforms draw aspects from traditional search areas require additional attention. 2D virtual worlds where users engage in various immersive experi- ences, interactive activities, and choices in avatar-based representa- 2 Social VIRTUAL REALITY tion. However, social VR also demonstrates specific nuances that extend traditional 2D virtual worlds and other online social spaces, 2.1 Defining and Characterizing Commercial Social VR such as full/partial body tracked avatars, experiencing mundane ev- For the purpose of this paper, we adopt and expand McVeigh et eryday activities in a new way (e.g., sleeping), and an immersive al.’s [49, 50] work to define social VR as any commercial 3D vir- means to explore new and complex identities. The growing pop- tual environment where multiple users can interact with one another ularity has signaled interest and investment from top technology through VR HMDs. We focus on commercial applications of Social companies who each have their own social VR platforms. Thus far, VR for two reasons. First, VR’s relevance and societal impact will social VR has become an emerging research space, mainly focus- likely have a more significant impact on commercial VR uses than ing on design strategies, communication and interaction modalities, non-commercial uses. -
Harassment in Social Virtual Reality: Challenges for Platform Governance
Harassment in Social Virtual Reality: Challenges for Platform Governance LINDSAY BLACKWELL, Oculus VR, USA NICOLE ELLISON, Oculus VR, USA NATASHA ELLIOTT-DEFLO, Oculus VR, USA RAZ SCHWARTZ, Oculus VR, USA In immersive virtual reality (VR) environments, experiences of harassment can be exacerbated by features such as synchronous voice chat, heightened feelings of presence and embodiment, and avatar movements that can feel like violations of personal space (such as simulated touching or grabbing). Simultaneously, efforts to govern these developing spaces are made more complex by the distributed landscape of virtual reality applications and the dynamic nature of local community norms. To beter understand this nascent social and psychological environment, we interviewed VR users (n=25) about their experiences with harassment, abuse, and discomfort in social VR. We find that users’ definitions of what constitutes online harassment are subjective and highly personal, which poses significant challenges for the enforcement of platform- or application-level policies. We also find that embodiment and presence in VR spaces make harassment feel more intense, while ephemerality and non-standardized application controls make it difficult to escape or report unwanted behavior. Finally, we find that shared norms for appropriate behavior in social VR are still emergent, and that users distinguish between newcomers who unknowingly violate expectations for appropriate behavior and those users who aim to cause intentional harm. We draw from social norms theory to help explain why norm formation is particularly challenging in virtual reality environments, and we discuss the implications of our findings for the top-down governance of online communities by platforms. We conclude by recommending alternative strategies for community governance. -
Instructions for Visual Forum VR Mingle
Instructions for Visual Forum VR Mingle We will use the platform AltspaceVR from Microsoft. It is compatible with most VR headsets: All Oculus headsets, HTC Vive headsets and Windows mixed reality headsets. It is also possible to use AltspaceVR from a PC computer. Please take your time to familiarize yourself with AltspaceVR before the actual mingling. If you have any troubles before or during the event, send an email to [email protected] and we will help you! Using PC-client or using headset connected to PC (HTC Vive, Oculus Rift S etc.) Download the application from Microsoft Store (https://www.microsoft.com/sv-se/p/altspacevr/9nvr7mn2fchq) or from Steam Store (https://store.steampowered.com/app/407060/AltspaceVR/) if you prefer using Steam. When it is installed you will start the application and create an account. You can select your username as you want, but please use your real name as display name so we can identify you at the mingle. The user account is free and gives you access to the event. After creating an account you will go through a short tutorial about how to walk and navigate in the virtual reality environments. The event is public and open for everyone. The event can be found here: https://account.altvr.com/events/1566543403276042609 Click the link above and then "Enter now" to open the AltspaceVR application and join the event. If you can't see the "Enter now" icon, you need to login to the site with the user account you created when you installed the app.