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Cyan DeVeaux
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Journal Articles
Publisher: Journals Gateway
PRESENCE: Virtual and Augmented Reality 1–27.
Published: 29 August 2024
Abstract
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Social virtual reality (VR), by definition, focuses on people using networked VR systems to bring avatars together. Previous studies have examined how different factors affect social interaction, in small groups such as dyads or triads. However, in a typical social VR scene there tends to be dozens of avatars, even those not directly interacting with a given user. Furthermore, beyond the virtual environment, VR users are also situated in various immediate physical social contexts. In two field experiments, we investigate how the presence of virtual and physical people contextualize and influence nonverbal behaviors. Study 1 examines virtual context and asks how interacting with others in a private or public virtual environment influences nonverbal outcomes during interactions in a social VR platform. Across two sessions, participants ( n = 104) met either in a private virtual environment with their group members alone or in a public environment surrounded by four other groups. Results showed that participants moved their avatars slower and stood closer to group members in public versus private environments. Study 2 examines physical context and asks how interacting with virtual others while physically together or alone influences nonverbal behaviors. Participants ( n = 61) met in virtual environments while they were in either a shared physical environment or separated physical environments. Results showed that, compared to remote participants, participants who were physically together moved their bodies more slowly, but their avatars faster. Moreover, there was more mutual gaze among remote participants. We discuss implications to theories of social influence in VR.
Journal Articles
Publisher: Journals Gateway
PRESENCE: Virtual and Augmented Reality (2022) 31: 47–67.
Published: 01 December 2022
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The present research investigates the effectiveness of using a telepresence system compared to a video conferencing system and the effectiveness of using two cameras compared to one camera for remote physical therapy. We used Telegie as our telepresence system, which allowed users to see an environment captured with RGBD cameras in 3D through a VR headset. Since both telepresence and the inclusion of a second camera provide users with additional spatial information, we examined this affordance within the relevant context of remote physical therapy. Our dyadic study across different time zones paired 11 physical therapists with 76 participants who took on the role of patients for a remote session. Our quantitative questionnaire data and qualitative interviews with therapists revealed several important findings. First, after controlling for individual differences among participants, using two cameras had a marginally significant positive effect on physical therapy assessment scores from therapists. Second, the spatial ability of patients was a strong predictor of therapist assessment. And third, the video clarity of remote communication systems mattered. Based on our findings, we offer several suggestions and insights towards the future use of telepresence systems for remote communication.