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논문 기본 정보

자료유형
학술저널
저자정보
Seung Jin Chung (Yonsei University) Hyun-jae Jo (Shingu College) Hyunju Lee (Yonsei University)
저널정보
한국디자인학회 Archives of Design Research Archives of Design Research Vol.35 No.3 (Wn.143)
발행연도
2022.8
수록면
53 - 67 (15page)
DOI
10.15187/adr.2022.08.35.3.53

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초록· 키워드

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Background: Despite the significant level of recent interest in social virtual reality (VR), there has been little discussion about environment design considerations that affect social interactions. This study suggests two possibilities for environment design in social VR. One is reality-based worlds where the definition of place is obvious, and the other is virtuality-based worlds where the definition of place is ambiguous. This study aims to explore environment roles in social VR by comparing behaviours and users’ responses in the two environments, with a focus on the early stages of social VR.
Methods: This study collected data from 46 research participants who were assigned to a team and arranged in a virtuality-based or reality-based environment setting. In order to explore initial social interactions, data of exploration and meeting sessions were collected. The differences in behaviour, according to their environment, were compared based on the coding scheme via video recording. For qualitative analysis, a contextual interview was held to understand affective responses by the given environment and the environmental factors influencing behaviours.
Results: As a result of the behaviour observation analysis, specific behaviours were prominent according to the provided environment designs in the early stages of social interactions. Significantly, we found that the behaviour of gazing at other participants (S_HeD) was significantly higher in the virtuality-based environment, and the behaviour of manipulating objects (In_Obj) was prominent in the reality-based space during the exploration session. On the other hand, the gap in behaviour decreased during the meeting session. As a result of the interview analysis, it was revealed that the virtuality-based environment indicates freedom to users, while the reality-based environment provides familiarity.
Conclusions: This research contributes to exploring the design possibilities and considerations through user data analysis of the different social VR environments. The study illustrates the importance of environment design in social VR and showes that the design can induce specific behaviours according to its contextual meaning. Also, social interactions can be motivated depending on how users affectively accept the environment. Understanding the role of environment design is significant for successful social VR functioning.

목차

Abstract
1. Introduction
2. Literature Review
3. Methods
4. Results
5. Discussion
6. Conclusion
References

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