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Digital Proxemics: Designing Social and Collaborative Interaction in Virtual Environments
Open accessAbstract
Behaviour in virtual environments might be informed by our experiences in physical environments, but virtual environments are not constrained by the same physical, perceptual, or social cues. Instead of replicating the properties of physical spaces, one can create virtual experiences that diverge from reality by dynamically manipulating environmental, aural, and social properties. This paper explores digital proxemics, which describe how we use space in virtual environments and how the presence of others influences our behaviours, interactions, and movements. First, we frame the open challenges of digital proxemics in terms of activity, social signals, audio design, and environment. We explore a subset of these challenges through an evaluation that compares two audio designs and two displays with different social signal affordances: head-mounted display (HMD) versus desktop PC. We use quantitative methods using instrumented tracking to analyse behaviour, demonstrating how personal space, proximity, and attention compare between desktop PC and HMDs.
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“Among recent CHI studies [36, 68, 95, 96] that demonstrate the strong effects of social presence of working or learning in the metaverse”
From The Promise and Peril of ChatGPT in Higher Education: Opportunities, Challenges, and Design Implications (2024) · cites this paper as [96]
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Park, H., & Ahn, D. (2024) · Proceedings of the CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642785 · Cited by 84
Metadata
- Authors
- Williamson, J. R., O'Hagan, J., Guerra-Gomez, J. A., Williamson, J. H., Cesar, P., & Shamma, D. A.
- Affiliations
- University of Glasgow (GB)
- School of Computing Science, University of Glasgow, United Kingdom
- Computer Science, Northeastern University, United States
- Centrum Wiskunde & Informatica (NL)
- Toyota Research Institute (US)
- Venue
- CHI Conference on Human Factors in Computing Systems
- Publisher
- ACM
- Published
- 2022-04-29
- Pages
- 1-12
- OpenAlex
- W4225163490
- Cited by
- 63
- References
- 0
- Citations by year
- 2026: 12 · 2025: 19 · 2024: 16 · 2023: 14 · 2022: 2
- FWCI
- 10.20
- Type
- conference paper
- Language
- en
- Open access
- hybrid
- doi.org
- Licence
- Locations
- CHI Conference on Human Factors in Computing Systems (publishedVersion, cc-by-nc-sa)
- ENLIGHTEN (Jurnal Bimbingan dan Konseling Islam) (acceptedVersion, cc-by-sa)
- Centrum Wiskunde & Informatica (CWI), the national research institute for mathematics and computer science in the Netherlands (submittedVersion)
- Data Archiving and Networked Services (DANS) (submittedVersion, other-oa)
- Data Archiving and Networked Services (DANS) (submittedVersion)
- Funders
- H2020 European Research Council (835197)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Physical Sciences › Computer Science › Human-Computer Interaction › Interactive and Immersive Displays
- Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
- Keywords
- virtual worlds, social interaction, collaborative interaction, personal space, proximity, attention, social signals, sound design, head-mounted displays, presence
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