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As Virtual Reality (VR) applications gain more momentum recently, the social and communication aspects of VR experiences become more relevant. In this paper, we present some initial results of understanding the type of applications and factors that users would find relevant for Social VR. We conducted a study involving 91 participants, and identified 4 key use cases for Social VR: video conferencing, education, gaming and watching movies. Further, we identified 2 important factors for such experiences: interacting within the experience, and enjoying the experience. Our results serve as an initial step before performing more detailed studies on the functional requirements for specific Social VR applications. We also discuss the necessary research to fill in current technological gaps in order to move Social VR experiences forward.
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As Virtual Reality (VR) applications gain more momentum recently, the social and communication aspects of VR experiences become more relevant. In this paper, we present some initial results of understanding the type of applications and factors that users would find relevant for Social VR. We conducted a study involving 91 participants, and identified 4 key use cases for Social VR: video conferencing, education, gaming and watching movies. Further, we identified 2 important factors for such experiences: interacting within the experience, and enjoying the experience. Our results serve as an initial step before performing more detailed studies on the functional requirements for specific Social VR applications. We also discuss the necessary research to fill in current technological gaps in order to move Social VR experiences forward.
Multimedia experiences allow us to access other worlds, to live other people's stories, to communicate with or experience alternate realities. Different spaces, times or situations can be entered thanks to multimedia contents and systems, which coexist with our current reality, and are sometimes so vivid and engaging that we feel we are living in them. Advances in multimedia are making it possible to create immersive experiences that may involve the user in a different or augmented world, as an alternate reality. AltMM 2016, the 1st International Workshop on Multimedia Alternate Realities at ACM Multimedia, aims at exploring how the synergy between multimedia technologies and effects can foster the creation of alternate realities and make their access an enriching, valuable and real experience. The workshop program will contain a combination of oral and invited keynote presentations, and poster, demo and discussion sessions, altogether enabling interactive scientific sharing and discussion between practitioners and researchers.
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Multimedia experiences allow us to access other worlds, to live other people's stories, to communicate with or experience alternate realities. Different spaces, times or situations can be entered thanks to multimedia contents and systems, which coexist with our current reality, and are sometimes so vivid and engaging that we feel we are living in them. Advances in multimedia are making it possible to create immersive experiences that may involve the user in a different or augmented world, as an alternate reality. AltMM 2016, the 1st International Workshop on Multimedia Alternate Realities at ACM Multimedia, aims at exploring how the synergy between multimedia technologies and effects can foster the creation of alternate realities and make their access an enriching, valuable and real experience. The workshop program will contain a combination of oral and invited keynote presentations, and poster, demo and discussion sessions, altogether enabling interactive scientific sharing and discussion between practitioners and researchers.