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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
Bridging Digital, Physical and Human for Smarter Business and Society 2
Social Play
5G
Web 3.0
Facebook Horizon
2019 KMIS Fall Conference
Bridging Digital, Physical and Human for Smarter Business and Society 3
The Future of Retail
2019 KMIS Fall Conference
Bridging Digital, Physical and Human for Smarter Business and Society 4
Immersive Shopping Experience
2019 KMIS Fall Conference
Game Studies
• Social Play (Isbister, 2010)
−Contextual Factors
−Motivational Factors
−Conceptual and Theoretical Grounding
• Social Learning
• Emotional Contagion
• Physical Feedback Loop
Bridging Digital, Physical and Human for Smarter Business and Society 52019 KMIS Fall Conference
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
Bridging Digital, Physical and Human for Smarter Business and Society 62019 KMIS Fall Conference
Game Studies
• Avatar Systems in the Commercial Social VR Ecology
(Kolesnichenko, 2019)
−Embodied Locomotion
−Avatar Aesthetics
−Personal Space
Bridging Digital, Physical and Human for Smarter Business and Society 72019 KMIS Fall Conference
Bridging Digital, Physical and Human for Smarter Business and Society 8
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
Research Method
Bridging Digital, Physical and Human for Smarter Business and Society 9
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
2019 KMIS Fall Conference
Social VR Components
Bridging Digital, Physical and Human for Smarter Business and Society 10
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
2019 KMIS Fall Conference
Agent Walkthrough
A Social VR Workflow for Marketplaces
Bridging Digital, Physical and Human for Smarter Business and Society 112019 KMIS Fall Conference
2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 12
1.1. Avatar Customisation
2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 13
1.2. Marvelous Designer Editor
2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 14
2.1. 3D Modeling
2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 15
2.2. Direct Sculpting
Bridging Digital, Physical and Human for Smarter Business and Society 16
3.1. World Creation (Visit Mode)
2019 KMIS Fall Conference
2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 17
3.2. World Creation (Edit Mode)
2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 18
4. Exhibition Space
2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 19
5.1. Prime Portal : The Centre of Aggregation
2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 20
5.2. Teleporter
2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 21
6.1. Inworld Shopping Area
Bridging Digital, Physical and Human for Smarter Business and Society 222019 KMIS Fall Conference
6.2. Web Shopping Page
Bridging Digital, Physical and Human for Smarter Business and Society 232019 KMIS Fall Conference
7. Discord Community
Social VR Cross-Media Cloud Model
Bridging Digital, Physical and Human for Smarter Business and Society 24
Aggregation
Avatar
Locomotion
2019 KMIS Fall Conference
Conclusion
• Social Play Experiences in VR Worlds
−Immersive Devices
−Immersive Experiences
−Context Manipulation
−Increased Emotional Contagion
−Increased Physical Feedback
Bridging Digital, Physical and Human for Smarter Business and Society 252019 KMIS Fall Conference
2019 KMIS Fall Conference
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.
Bridging Digital, Physical and Human for Smarter Business and Society 26
2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 27
2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 28
For More Information
https://www.facebook.com/IoT.UX/

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The Social Play in Connected Places

  • 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 2019 KMIS Fall Conference
  • 3. Bridging Digital, Physical and Human for Smarter Business and Society 3 The Future of Retail 2019 KMIS Fall Conference
  • 4. Bridging Digital, Physical and Human for Smarter Business and Society 4 Immersive Shopping Experience 2019 KMIS Fall Conference
  • 5. Game Studies • Social Play (Isbister, 2010) −Contextual Factors −Motivational Factors −Conceptual and Theoretical Grounding • Social Learning • Emotional Contagion • Physical Feedback Loop Bridging Digital, Physical and Human for Smarter Business and Society 52019 KMIS Fall Conference
  • 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 Bridging Digital, Physical and Human for Smarter Business and Society 62019 KMIS Fall Conference
  • 7. Game Studies • Avatar Systems in the Commercial Social VR Ecology (Kolesnichenko, 2019) −Embodied Locomotion −Avatar Aesthetics −Personal Space Bridging Digital, Physical and Human for Smarter Business and Society 72019 KMIS Fall Conference
  • 8. Bridging Digital, Physical and Human for Smarter Business and Society 8 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 Bridging Digital, Physical and Human for Smarter Business and Society 9 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 2019 KMIS Fall Conference
  • 10. Social VR Components Bridging Digital, Physical and Human for Smarter Business and Society 10 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 2019 KMIS Fall Conference
  • 11. Agent Walkthrough A Social VR Workflow for Marketplaces Bridging Digital, Physical and Human for Smarter Business and Society 112019 KMIS Fall Conference
  • 12. 2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 12 1.1. Avatar Customisation
  • 13. 2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 13 1.2. Marvelous Designer Editor
  • 14. 2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 14 2.1. 3D Modeling
  • 15. 2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 15 2.2. Direct Sculpting
  • 16. Bridging Digital, Physical and Human for Smarter Business and Society 16 3.1. World Creation (Visit Mode) 2019 KMIS Fall Conference
  • 17. 2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 17 3.2. World Creation (Edit Mode)
  • 18. 2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 18 4. Exhibition Space
  • 19. 2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 19 5.1. Prime Portal : The Centre of Aggregation
  • 20. 2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 20 5.2. Teleporter
  • 21. 2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 21 6.1. Inworld Shopping Area
  • 22. Bridging Digital, Physical and Human for Smarter Business and Society 222019 KMIS Fall Conference 6.2. Web Shopping Page
  • 23. Bridging Digital, Physical and Human for Smarter Business and Society 232019 KMIS Fall Conference 7. Discord Community
  • 24. Social VR Cross-Media Cloud Model Bridging Digital, Physical and Human for Smarter Business and Society 24 Aggregation Avatar Locomotion 2019 KMIS Fall Conference
  • 25. Conclusion • Social Play Experiences in VR Worlds −Immersive Devices −Immersive Experiences −Context Manipulation −Increased Emotional Contagion −Increased Physical Feedback Bridging Digital, Physical and Human for Smarter Business and Society 252019 KMIS Fall Conference
  • 26. 2019 KMIS Fall Conference 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. Bridging Digital, Physical and Human for Smarter Business and Society 26
  • 27. 2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 27
  • 28. 2019 KMIS Fall Conference Bridging Digital, Physical and Human for Smarter Business and Society 28 For More Information https://www.facebook.com/IoT.UX/