Avatar realism and social interaction quality in virtual reality

Author(s):  
Daniel Roth ◽  
Jean-Luc Lugrin ◽  
Dmitri Galakhov ◽  
Arvid Hofmann ◽  
Gary Bente ◽  
...  
2021 ◽  
pp. 026540752110441
Author(s):  
Xingyu Zhang ◽  
Jing Liu ◽  
Xiying Li ◽  
Hongjuan Ling ◽  
Jingjin Shao ◽  
...  

Social interaction is an important way that we as humans connect with others. Socioemotional selectivity theory emphasizes the importance of close relationships, and Chinese culture attaches great importance to family members. As such, this study aimed to examine the differences in the quality of interactions that older Chinese adults have with close partners (e.g., children, friends, and relatives) as well as with other partners (e.g., neighbors, colleagues, and strangers) and to examine the association between interaction quality and emotional experience across these interactions. We collected data from 213 older adults over the course of 14 days. Results indicate that (1) compared to other partners, interactions with close partners are considered to be of higher quality; (2) in interactions with children and relatives, interaction quality is positively associated with positive affect (PA) and negatively associated with negative affect (NA); in interactions with friends and neighbors, interaction quality is only associated with PA; in interactions with colleagues and strangers, interaction quality is not associated with either PA or NA. Overall, interactions with close partners were shown to be considered to be of higher quality, and that the quality of interactions with family members was closely associated with emotional experience.


1993 ◽  
Vol 2 (2) ◽  
pp. 153-161 ◽  
Author(s):  
Valerie E. Stone

Like most new technologies, virtual reality (VR) has been the subject of a great deal of idealization. This paper both debunks that idealization by discussing some problems that certain types of VR could cause and emphasizes how other types of VR could bring the technology closer to its ideal. Virtual reality is divided into four types: social (there are real other people to interact with), nonsocial (other interactants are simulations of people), creative (users can create elements in the virtual environment), and noncreative (users interact with a fixed environment created for them). Nonsocial VR may cause problems by making it difficult for children and adolescents to learn social skills. Noncreative VR is problematic because it places limits on users' creativity and freedom. Engineers developing VR technology are encouraged to develop social and creative VR.


2013 ◽  
Vol 48 (4) ◽  
pp. 290-300 ◽  
Author(s):  
Fengfeng Ke ◽  
Tami Im ◽  
Xinrong Xue ◽  
Xinhao Xu ◽  
Namju Kim ◽  
...  

Author(s):  
Nigel Newbutt

The role of virtual reality technologies to help people with autism has been well documented and is an area of research that continues to develop. While the evidence base is somewhat limited, there are many studies that have started to explore the potential of virtual reality technologies for people with autism. Work conducted by Strickland et al. (1996), Murray (1997), Charitos et al. (2000), Parsons and Mitchell (2002), Parsons et al. (2006, 2007), Cobb (2007), Fabri and Moore (2005), and Fabri et al. (2004) have all added to this positive picture of virtual reality technologies to support people on the autism spectrum, specifically in terms of social interaction and social skills development. This chapter uncovers the evidence base and work of others in relation to virtual reality technologies used by people with autism. This chapter concludes with a view as to what future work might pursue in this field.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Cindy Yunhsin Chou ◽  
Wei Wei Cheryl Leo ◽  
Tom Chen

Purpose Applying social exchange theory as the theoretical basis, this paper aims to examine the impacts of two forms of digital social interaction on social well-being and helping behavior of customers: moderator–customer interaction quality and customer–customer social support. Furthermore, this paper investigates customer exchange ideology as a moderator of these impacts. Design/methodology/approach This paper adopted a purposive sampling method for survey materials sent to customers of firm-hosted virtual communities (FHVCs) using a consumer panel service company. The self-administered survey was developed from existing scales, and 265 usable responses were obtained. Findings Both forms of digital social interaction within FHVCs positively impact social well-being, which in turn positively influences helping behavior in the community. Social well-being is decomposed into social integration and social contribution, and each partially mediates the impact of customer–customer social support and moderator–customer interaction quality on helping behavior. This finding provides greater explanatory power for the role that digital social interactions have in predicting customer helping behavior in an FHVC. In addition, an exchange ideology positively moderates the impact of customer–customer social support on helping behavior via social integration. Originality/value This paper demonstrates that resource exchange dynamics occur digitally within FHVCs, which then affect social well-being and helping behaviors in customers. From a practical point of view, this study indicates the potential that digital interactions have in generating social and economic value through helping behaviors.


2011 ◽  
Vol 20 (3) ◽  
pp. 235-238 ◽  
Author(s):  
M. Bellani ◽  
L. Fornasari ◽  
L. Chittaro ◽  
P. Brambilla

Autism spectrum disorders are characterized by core deficits with regard to three domains, i.e. social interaction, communication and repetitive or stereotypic behaviour. It is crucial to develop intervention strategies helping individuals with autism, their caregivers and educators in daily life. For this purpose, virtual reality (VR), i.e. a simulation of the real world based on computer graphics, can be useful as it allows instructors and therapists to offer a safe, repeatable and diversifiable environment during learning. This mini review examines studies that have investigated the use of VR in autism.


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