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
Web 3.0
5G 2019 KMIS Fall Conference
Social Play Facebook Horizon Bridging Digital, Physical and Human for Smarter Business and Society
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The Future of Retail
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Immersive Shopping Experience
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Game Studies • Social Play (Isbister, 2010) − Contextual Factors − Motivational Factors − Conceptual and Theoretical Grounding • Social Learning • Emotional Contagion • Physical Feedback Loop 2019 KMIS Fall Conference
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Game Studies • Pro-social Interaction (McVeigh-Schultz, 2018) −What’s it meant to “Be Social” in VR? • Onboarding, Place, and Contextual Cues • Space and Navigation • Social Mechanics
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Game Studies • Avatar Systems in the Commercial Social VR Ecology (Kolesnichenko, 2019) −Embodied Locomotion −Avatar Aesthetics −Personal Space
2019 KMIS Fall Conference
Bridging Digital, Physical and Human for Smarter Business and Society
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Tafi Avatar VRChat Edition Beta
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. 2019 KMIS Fall Conference
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Research Method Social VR Retail Model
Collecting Data Data Analysis Single Holistic Case
Time Period December 2016 – Present Esp. since the Avatar 2.0 Launch on 2nd August 2019
Variables − Creation − Social Play
Sansar Project 2019 KMIS Fall Conference
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Social VR Components Category
Creation
Social
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Features
Functions
Avatar Customization
Identity Creation
Store
Exchanges
Currency
Sansar Cash
World Building
Environment Creation
Events
VR Meetup
Discord Connection
Tutorial/Technical Help
Who’s online
Connectivity
Who’s near me
Voice Interaction
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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
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Social VR Cross-Media Cloud Model Locomotion
Aggregation
Avatar
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Conclusion • Social Play Experiences in VR Worlds −Immersive Devices −Immersive Experiences −Context Manipulation −Increased Emotional Contagion −Increased Physical Feedback 2019 KMIS Fall Conference
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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. 2019 KMIS Fall Conference
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For More Information https://www.facebook.com/IoT.UX/
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