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dmi: ADMC 2020 Impact the Future by Design
Creative Social VR Practices in Connected Environments:
The 5G Lift for Retails in Digital Urban Context
Heejung Kwon, Ph.D.
Information & Interaction Design, Underwood International College, Yonsei University
Andrew Hudson-Smith, Professor of Digital Urban Systems
The Bartlett Centre for Advanced Spatial Analysis, UCL
Time : Thursday, 06 August 2020, 10 -11 am (EDT) Track 2 Session 1
dmi: ADMC 2020 Impact the Future by Design 2
Introduction
• Social VR, the new digital ecology
− “What is home?”
− Research Questions
• First, how will the interaction between ecological conditions, and human
cognitions shape the requirements of emerging experience architectures?
• Second, what digital instruments will facilitate and enhance the distributed
collaborations among users?
• Lastly, what model will explain the dynamics between the normative evolvement,
and digital instruments as social infrastructures?
dmi: ADMC 2020 Impact the Future by Design 3
Theoretical Background
• Social Commercial Features (Kolesnichenko, 2019)
1) Embodied Locomotion (teleportation, flying, jumping, walking)
2) Avatar Aesthetics (visual and behavioural fidelity, avatar selection,
appearances, customization)
3) Personal Space (avatar personal bubbles)
4) Social Mechanics (friending, emoting, muting, blocking, etc.)
5) Avatar’s Relation to Virtual Identity (such as personalization
affordances of avatars)
dmi: ADMC 2020 Impact the Future by Design 4
High Level Analysis of Avatar Affordance in Social VR Application (Kolesnichenko et al, 2019)
dmi: ADMC 2020 Impact the Future by Design 5
Facebook Spaces Mozilla Hubs High Fidelity Rec Room AltspaceVR Anyland VRChat
Embodied Locomotion:
Teleportation ○ ● ● ● ● ● ●
Other Navigation Mechanics ○ ○ ● ● ● ● ●
Create Custom Worlds ○ ○ ● ● ● ● ●
Default Avatar Selection ● ● ● ● ● ○ ●
In-world Avatar Customization ● ○ ● ● ● ○ ○
Import Avatar ○ ○ ● ○ ○ ○ ●
Share Custom Avatar ○ ○ ○ ○ ○ ● ●
Humanoid Avatars ● ○ ● ● ● ● ●
Non-humanoid Avatars ○ ● ● ○ ● ● ●
Photo-generated Personal
Avatar ● ○ ○ ○ ○ ○ ○
Built-in Facial Expressions ● ○ ○ ● ○ ○ ●
Emoting System ● ○ ● ● ● ○ ○
Personal Space Mechanics ● ● ● ● ● ○ ●
Embodied Social Mechanics ● ○ ● ● ● ○ ○
Unique Affordances Image Recognition Import Media File in VR Platform Creation Tools Group Travel Cross-platform Support In-world Creation Tools Import Custom Avatar
Theoretical Background
• Social Play (Isbister, 2010)
−Contextual Factors
−Motivational Factors
−Conceptual and Theoretical Grounding
• Social Learning
• Emotional Contagion
• Physical Feedback Loop
dmi: ADMC 2020 Impact the Future by Design 6
Theoretical Background
• Prosocial Interaction (McVeigh-Schultz, 2018)
− In VR worlds, user experience interests escalates emotional and social
aspects of everyday usages.
− UX research concerns focus on how embodied digital spaces amplify
emotional experiences, and how it changes people’s interactions even more.
− People tend to be more friendly, or sometimes more aggressive, or
sometimes extremely raged.
− What is “being social” in virtual world? Or how pro-social behaviours affect
the interactions in virtual worlds?
dmi: ADMC 2020 Impact the Future by Design 7
dmi: ADMC 2020 Impact the Future by Design 8
dmi: ADMC 2020 Impact the Future by Design 9
Recursive Identities
• Social VR Retail Model
− An avatar is a pivotal substance that proposes and operates social
relationships (Kolesnichenko, 2019)
− Component-based Social VR avatar commerce is a unit architecture that
builds up meta-social VR worlds, which is equivalent to what city is for
society.
− Figure 1 shows the Sansar project inworld merchant system UI. Sansar
project corporate system only mediates the distribution of user-created
fashion items in the cross-channel of inworld and web interfaces.
dmi: ADMC 2020 Impact the Future by Design 10
dmi: ADMC 2020 Impact the Future by Design 11
Recursive Identities
dmi: ADMC 2020 Impact the Future by Design 12
Figure 2. The Aneja’s recursive avatar creation research(2019) presented two pipelines for retargeting an expression from human to the
avatar. A) Expression Synthesis via Action Units Controls. Its pipeline takes a human video as an input, recognizes 12 FACS Action Units from
the user’s detected face and synthesizes the same expression on the avatar’s face. B) Expression Synthesis via Bone Position Controls. Its
pipeline takes a human video as an input, detects the user’s face, generates 3D parameters on the primary character ’Ray’ through a 3D-CNN
and synthesizes the same expression on the avatar’s face.
Recursive Spaces
dmi: ADMC 2020 Impact the Future by Design 13
Figure 3. Hierarchical Recursion Generating Fractal Self-Similarity: Top-Down (left) to Bottom-Up (right) (Batty & Hudson-Smith, 2007)
Recursive Spaces
dmi: ADMC 2020 Impact the Future by Design 14
Figure 4. VRChat Home Kit: A shell of
recursive world
Recursive Spaces
dmi: ADMC 2020 Impact the Future by Design 15
Figure 5. VRChat Recursive instances that
unlimitedly copy the original world
Research Method
• Artefact Analysis and Model
− Artefact Models in 3D worlds
− The 3 Tier model of participants,
application artefacts, and
controller suggested how we
should standardise the design
artefacts analysis targets in VR
environments.
dmi: ADMC 2020 Impact the Future by Design 16
Figure 6. Principal VW layout with space 'dimensions'
and application 'artefacts' (Christiansson, 2001)
Data Collection & Analysis
dmi: ADMC 2020 Impact the Future by Design 17
Category Features Functions
Creation
Avatar Customization Identity Creation
Store Exchanges
Digital Currency Pro-social Market
World Building Environment Creation
Social
Events VR Meetup
Discord Connection Tutorial/Technical Help
Who’s online Connectivity
Who’s near me Voice Interaction
Table 2. Social VR Components
Data Collection & Analysis
dmi: ADMC 2020 Impact the Future by Design 18
Figure 7. Recursively Embedding the Virtual City (Batty & Hudson-Smith, 2007)
Results & Conclusions
dmi: ADMC 2020 Impact the Future by Design 19
Channel Artefact Action Code
Social VR Inworld Avatar Customization
Shopping Interface
Currency Market
3D Building
Emote Controller
Communication (Voice/Chat)
Avatar Locomotion
World Quest #Creation
#Internal
Discord Team Features
Communication with Service Providers
Event
Help/Tutorial
World Quest Support
Peer Leaning
Wider Connection
#Information
#External
#Community Hub
Web Administration/Profile
Shopping
Event
Help/Tutorial
Downloads
Program Updates
Shopping
Learning
Administration
#Backend
#Trade
Table 3. Cross-channel Artefacts of Social Play
Social VR Cross-Channel Cloud Model
Impact the Future by Design 20
Aggregation
Avatar
Locomotion
dmi: ADMC 2020
dmi: ADMC 2020
Future Studies
• The Architecture of Digital Labyrinth
− Spatial cognition and human perception in connected environments of twin world
− HCI models for AI: Autonomous systems and human creativity
• More Research Questions
− What will be a locus of attention when we are collectively migrating digital spaces
that are embodied to contain and transit multi-layered experiences of human and
artificial intelligences?
− How will the shell of 5G network spaces transform markets, and their values?
Impact the Future by Design 21
dmi: ADMC 2020 Impact the Future by Design 22
dmi: ADMC 2020 Impact the Future by Design 23
For More Information
https://www.facebook.com/IoT.UX/

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Social VR practices and 5G's impact on digital retail

  • 1. dmi: ADMC 2020 Impact the Future by Design Creative Social VR Practices in Connected Environments: The 5G Lift for Retails in Digital Urban Context Heejung Kwon, Ph.D. Information & Interaction Design, Underwood International College, Yonsei University Andrew Hudson-Smith, Professor of Digital Urban Systems The Bartlett Centre for Advanced Spatial Analysis, UCL Time : Thursday, 06 August 2020, 10 -11 am (EDT) Track 2 Session 1
  • 2. dmi: ADMC 2020 Impact the Future by Design 2
  • 3. Introduction • Social VR, the new digital ecology − “What is home?” − Research Questions • First, how will the interaction between ecological conditions, and human cognitions shape the requirements of emerging experience architectures? • Second, what digital instruments will facilitate and enhance the distributed collaborations among users? • Lastly, what model will explain the dynamics between the normative evolvement, and digital instruments as social infrastructures? dmi: ADMC 2020 Impact the Future by Design 3
  • 4. Theoretical Background • Social Commercial Features (Kolesnichenko, 2019) 1) Embodied Locomotion (teleportation, flying, jumping, walking) 2) Avatar Aesthetics (visual and behavioural fidelity, avatar selection, appearances, customization) 3) Personal Space (avatar personal bubbles) 4) Social Mechanics (friending, emoting, muting, blocking, etc.) 5) Avatar’s Relation to Virtual Identity (such as personalization affordances of avatars) dmi: ADMC 2020 Impact the Future by Design 4
  • 5. High Level Analysis of Avatar Affordance in Social VR Application (Kolesnichenko et al, 2019) dmi: ADMC 2020 Impact the Future by Design 5 Facebook Spaces Mozilla Hubs High Fidelity Rec Room AltspaceVR Anyland VRChat Embodied Locomotion: Teleportation ○ ● ● ● ● ● ● Other Navigation Mechanics ○ ○ ● ● ● ● ● Create Custom Worlds ○ ○ ● ● ● ● ● Default Avatar Selection ● ● ● ● ● ○ ● In-world Avatar Customization ● ○ ● ● ● ○ ○ Import Avatar ○ ○ ● ○ ○ ○ ● Share Custom Avatar ○ ○ ○ ○ ○ ● ● Humanoid Avatars ● ○ ● ● ● ● ● Non-humanoid Avatars ○ ● ● ○ ● ● ● Photo-generated Personal Avatar ● ○ ○ ○ ○ ○ ○ Built-in Facial Expressions ● ○ ○ ● ○ ○ ● Emoting System ● ○ ● ● ● ○ ○ Personal Space Mechanics ● ● ● ● ● ○ ● Embodied Social Mechanics ● ○ ● ● ● ○ ○ Unique Affordances Image Recognition Import Media File in VR Platform Creation Tools Group Travel Cross-platform Support In-world Creation Tools Import Custom Avatar
  • 6. Theoretical Background • Social Play (Isbister, 2010) −Contextual Factors −Motivational Factors −Conceptual and Theoretical Grounding • Social Learning • Emotional Contagion • Physical Feedback Loop dmi: ADMC 2020 Impact the Future by Design 6
  • 7. Theoretical Background • Prosocial Interaction (McVeigh-Schultz, 2018) − In VR worlds, user experience interests escalates emotional and social aspects of everyday usages. − UX research concerns focus on how embodied digital spaces amplify emotional experiences, and how it changes people’s interactions even more. − People tend to be more friendly, or sometimes more aggressive, or sometimes extremely raged. − What is “being social” in virtual world? Or how pro-social behaviours affect the interactions in virtual worlds? dmi: ADMC 2020 Impact the Future by Design 7
  • 8. dmi: ADMC 2020 Impact the Future by Design 8
  • 9. dmi: ADMC 2020 Impact the Future by Design 9
  • 10. Recursive Identities • Social VR Retail Model − An avatar is a pivotal substance that proposes and operates social relationships (Kolesnichenko, 2019) − Component-based Social VR avatar commerce is a unit architecture that builds up meta-social VR worlds, which is equivalent to what city is for society. − Figure 1 shows the Sansar project inworld merchant system UI. Sansar project corporate system only mediates the distribution of user-created fashion items in the cross-channel of inworld and web interfaces. dmi: ADMC 2020 Impact the Future by Design 10
  • 11. dmi: ADMC 2020 Impact the Future by Design 11
  • 12. Recursive Identities dmi: ADMC 2020 Impact the Future by Design 12 Figure 2. The Aneja’s recursive avatar creation research(2019) presented two pipelines for retargeting an expression from human to the avatar. A) Expression Synthesis via Action Units Controls. Its pipeline takes a human video as an input, recognizes 12 FACS Action Units from the user’s detected face and synthesizes the same expression on the avatar’s face. B) Expression Synthesis via Bone Position Controls. Its pipeline takes a human video as an input, detects the user’s face, generates 3D parameters on the primary character ’Ray’ through a 3D-CNN and synthesizes the same expression on the avatar’s face.
  • 13. Recursive Spaces dmi: ADMC 2020 Impact the Future by Design 13 Figure 3. Hierarchical Recursion Generating Fractal Self-Similarity: Top-Down (left) to Bottom-Up (right) (Batty & Hudson-Smith, 2007)
  • 14. Recursive Spaces dmi: ADMC 2020 Impact the Future by Design 14 Figure 4. VRChat Home Kit: A shell of recursive world
  • 15. Recursive Spaces dmi: ADMC 2020 Impact the Future by Design 15 Figure 5. VRChat Recursive instances that unlimitedly copy the original world
  • 16. Research Method • Artefact Analysis and Model − Artefact Models in 3D worlds − The 3 Tier model of participants, application artefacts, and controller suggested how we should standardise the design artefacts analysis targets in VR environments. dmi: ADMC 2020 Impact the Future by Design 16 Figure 6. Principal VW layout with space 'dimensions' and application 'artefacts' (Christiansson, 2001)
  • 17. Data Collection & Analysis dmi: ADMC 2020 Impact the Future by Design 17 Category Features Functions Creation Avatar Customization Identity Creation Store Exchanges Digital Currency Pro-social Market World Building Environment Creation Social Events VR Meetup Discord Connection Tutorial/Technical Help Who’s online Connectivity Who’s near me Voice Interaction Table 2. Social VR Components
  • 18. Data Collection & Analysis dmi: ADMC 2020 Impact the Future by Design 18 Figure 7. Recursively Embedding the Virtual City (Batty & Hudson-Smith, 2007)
  • 19. Results & Conclusions dmi: ADMC 2020 Impact the Future by Design 19 Channel Artefact Action Code Social VR Inworld Avatar Customization Shopping Interface Currency Market 3D Building Emote Controller Communication (Voice/Chat) Avatar Locomotion World Quest #Creation #Internal Discord Team Features Communication with Service Providers Event Help/Tutorial World Quest Support Peer Leaning Wider Connection #Information #External #Community Hub Web Administration/Profile Shopping Event Help/Tutorial Downloads Program Updates Shopping Learning Administration #Backend #Trade Table 3. Cross-channel Artefacts of Social Play
  • 20. Social VR Cross-Channel Cloud Model Impact the Future by Design 20 Aggregation Avatar Locomotion dmi: ADMC 2020
  • 21. dmi: ADMC 2020 Future Studies • The Architecture of Digital Labyrinth − Spatial cognition and human perception in connected environments of twin world − HCI models for AI: Autonomous systems and human creativity • More Research Questions − What will be a locus of attention when we are collectively migrating digital spaces that are embodied to contain and transit multi-layered experiences of human and artificial intelligences? − How will the shell of 5G network spaces transform markets, and their values? Impact the Future by Design 21
  • 22. dmi: ADMC 2020 Impact the Future by Design 22
  • 23. dmi: ADMC 2020 Impact the Future by Design 23 For More Information https://www.facebook.com/IoT.UX/