The Social Play in Connected Places

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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


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

2019 KMIS Fall Conference

Bridging Digital, Physical and Human for Smarter Business and Society

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Immersive Shopping Experience

2019 KMIS Fall Conference

Bridging Digital, Physical and Human for Smarter Business and Society

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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

Bridging Digital, Physical and Human for Smarter Business and Society

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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

2019 KMIS Fall Conference

Bridging Digital, Physical and Human for Smarter Business and Society

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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

Bridging Digital, Physical and Human for Smarter Business and Society

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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

Bridging Digital, Physical and Human for Smarter Business and Society

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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

Bridging Digital, Physical and Human for Smarter Business and Society

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Agent Walkthrough A Social VR Workflow for Marketplaces

2019 KMIS Fall Conference

Bridging Digital, Physical and Human for Smarter Business and Society

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1.1. Avatar Customisation

2019 KMIS Fall Conference

Bridging Digital, Physical and Human for Smarter Business and Society

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1.2. Marvelous Designer Editor

2019 KMIS Fall Conference

Bridging Digital, Physical and Human for Smarter Business and Society

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2.1. 3D Modeling

2019 KMIS Fall Conference

Bridging Digital, Physical and Human for Smarter Business and Society

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2.2. Direct Sculpting

2019 KMIS Fall Conference

Bridging Digital, Physical and Human for Smarter Business and Society

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3.1. World Creation (Visit Mode)

2019 KMIS Fall Conference

Bridging Digital, Physical and Human for Smarter Business and Society

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3.2. World Creation (Edit Mode)

2019 KMIS Fall Conference

Bridging Digital, Physical and Human for Smarter Business and Society

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4. Exhibition Space

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Bridging Digital, Physical and Human for Smarter Business and Society

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5.1. Prime Portal : The Centre of Aggregation

2019 KMIS Fall Conference

Bridging Digital, Physical and Human for Smarter Business and Society

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5.2. Teleporter

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Bridging Digital, Physical and Human for Smarter Business and Society

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6.1. Inworld Shopping Area

2019 KMIS Fall Conference

Bridging Digital, Physical and Human for Smarter Business and Society

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6.2. Web Shopping Page

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Bridging Digital, Physical and Human for Smarter Business and Society

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7. Discord Community

2019 KMIS Fall Conference

Bridging Digital, Physical and Human for Smarter Business and Society

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Social VR Cross-Media Cloud Model Locomotion

Aggregation

Avatar

2019 KMIS Fall Conference

Bridging Digital, Physical and Human for Smarter Business and Society

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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

Bridging Digital, Physical and Human for Smarter Business and Society

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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

Bridging Digital, Physical and Human for Smarter Business and Society

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2019 KMIS Fall Conference

Bridging Digital, Physical and Human for Smarter Business and Society

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For More Information https://www.facebook.com/IoT.UX/

2019 KMIS Fall Conference

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