Our survey of 464 XR users reveals that limited awareness of XR’s granular data collection restricts privacy-protective strategies, highlighting the need for better user education and transparent data practices in XR environments.
Social Virtual Reality (SVR) allows real individuals to communicate and engage in simulated physical environments and activities.
Social Virtual Reality (SVR) consists of multi-user digital platforms that afford various co-located activities and collaborations in simulated environments.
Study reveals AI-assisted writing enhances readability but may miss critical insights, 'human touch'. It advocates for reviewers' focus on research quality and unbiased judgment, regardless of writing tools used.
Presence, as a psychological state, is typically assessed using questionnaires. While many researchers in this field assume that these self-report instruments are standardized, the reliability of such questionnaires remains uncertain.
This project aims to identify key factors influencing tabletop game purchasing decisions by conducting a qualitative analysis of player perspectives.
Video games face the challenge of providing onboarding that motivates new players to engage with a game beyond their initial experience.
In Social Virtual Reality (SVR), mediated social communication blends with simulated virtual environments and bodies.
Our study reveals nine deceptive design patterns in Overwatch's transition to free-to-play, emphasizing the need for balanced player investment, fairness, and transparent communication in the evolving games industry.
Tired of boring online meetings? We're testing video, audio, & avatars to find the perfect mix. Early results show avatars boost engagement. Stay tuned for our findings on how to make meetings awesome.