"The Social Play in Connected Places: A Model of Imaginary Identity, Locomotion, and Aggregation Provoking Visual Consumption in VR Worlds"
<Conference Information>
2019 Fall Conference of The Korea Society of Management Information Systems
Session D4: AR/VR
Time: 16:40 ~ 17:40, Satureday 2nd November
Room: #B206 Hyundai Motors School of Business Building, Korea University
Full time table : http://www.kmis.or.kr/kmis/file/2019_fall_program_guide.pdf
1. The Social Play in Connected Places
: A Model of Imaginary Identity, Locomotion, and Aggregation
Provoking Visual Consumption in VR Worlds
Heejung Kwon, Ph.D., Information & Interaction Design, Underwood International College, Yonsei University
Andrew Hudson-Smith, Professor of Digital Urban Systems, Centre for Advanced Spatial Analysis, The Bartlett, UCL
2019 Fall Conference of The Korea Society of Management Information Systems
Session D4: AR/VR
Time: 16:40 ~ 17:40, Saturday 2nd November
Room: #B206 Hyundai Motors School of Business Building, Korea University
2. Bridging Digital, Physical and Human for Smarter Business and Society 2
Social Play
5G
Web 3.0
Facebook Horizon
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3. Bridging Digital, Physical and Human for Smarter Business and Society 3
The Future of Retail
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4. Bridging Digital, Physical and Human for Smarter Business and Society 4
Immersive Shopping Experience
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5. Game Studies
• Social Play (Isbister, 2010)
−Contextual Factors
−Motivational Factors
−Conceptual and Theoretical Grounding
• Social Learning
• Emotional Contagion
• Physical Feedback Loop
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6. Game Studies
• Pro-social Interaction (McVeigh-Schultz, 2018)
−What’s it mean to “Be Social” in VR?
• Onboarding, Place, and Contextual Cues
• Space and Navigation
• Social Mechanics
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7. Game Studies
• Avatar Systems in the Commercial Social VR Ecology
(Kolesnichenko, 2019)
−Embodied Locomotion
−Avatar Aesthetics
−Personal Space
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An Avatar’s Relationship to Virtual Identity
An avatar’s aesthetics, appearance, customization and representation aspects strongly correlate with a user’s virtual identity and the perceptions of others.
Tafi Avatar VRChat Edition Beta
2019 KMIS Fall Conference
9. Research Method
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Social VR
Retail Model
Single Holistic
Case
Sansar Project
Collecting Data
Time Period
December 2016 – Present
Esp. since the Avatar 2.0 Launch
on 2nd August 2019
Data Analysis
Variables
− Creation
− Social Play
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10. Social VR Components
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Category Features Functions
Creation
Avatar Customization Identity Creation
Store Exchanges
Currency Sansar Cash
World Building Environment Creation
Social
Events VR Meetup
Discord Connection Tutorial/Technical Help
Who’s online Connectivity
Who’s near me Voice Interaction
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11. Agent Walkthrough
A Social VR Workflow for Marketplaces
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1.1. Avatar Customisation
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1.2. Marvelous Designer Editor
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2.1. 3D Modeling
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2.2. Direct Sculpting
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3.1. World Creation (Visit Mode)
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3.2. World Creation (Edit Mode)
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4. Exhibition Space
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5.1. Prime Portal : The Centre of Aggregation
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5.2. Teleporter
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6.1. Inworld Shopping Area
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6.2. Web Shopping Page
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7. Discord Community
24. Social VR Cross-Media Cloud Model
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Aggregation
Avatar
Locomotion
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25. Conclusion
• Social Play Experiences in VR Worlds
−Immersive Devices
−Immersive Experiences
−Context Manipulation
−Increased Emotional Contagion
−Increased Physical Feedback
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Future Studies
• Business Dynamics in Social VR Circulation Systems
−Self expression and creation influence to locomotion and
aggregation.
−Social interactions and locomotion are interrelated.
−Visual/audial cues signify social navigations internally and
externally.
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For More Information
https://www.facebook.com/IoT.UX/