Chinese CHI ’22, October 23–October 26, 2022, Guangzhou, China Wei, Jin and Fan
(1)
RQ1: What factors in social VR aect users’ communication
quality? What are the dierences between social VR and
other forms of media for communication?
(2)
RQ2: What methods are used to evaluate communication
quality in social VR?
We conducted a systematic review using the widely adopted
PRISMA method [
40
] to investigate communication in social VR.
We focused on the relevant papers published in major human-
computer interaction venues (e.g., CHI, TOCHI, UIST, VR, TVCG,
DIS) in the past ten years (2012-2022), when VR-related research
has gained increasing attention from both academia and industry.
By answering the two RQs through this literature review, we make
the following two contributions.
(1)
We identied the factors that aect people’s communica-
tion quality in social VR, including the sense of anonymity
brought by the avatar, a diverse set of approaches to express-
ing information including natural expressions and actions
with the representation by the avatar.
(2)
We investigated the methods used to study communication
in social VR in the reviewed papers and identied research
opportunities to better support communication and make
it more accessible in social VR. We propose future research
directions according to the results of our review, such as
using social VR as communication media for remote family
relatives.
2 BACKGROUND AND RELATED WORK
2.1 Social VR
Social VR refers to the applications (apps) which enable people
to interact with each other through virtual environments via VR
head-mounted displays (HMDs) [
32
]. Recently, commercial social
VR applications attracted many users to interact with one another,
such as VRChat, Rec Room, AltspaceVR, High Fidelity, Facebook
Spaces, and so on. Previous research has explored the design guide-
lines and user experiences in these commercial social VR apps
[
35
,
55
]. In addition to commercial social VR apps, researchers have
also explored social VR in dierent aspects. For example, prior
research investigated collaborative virtual environments (CVEs)
[
5
,
13
], ethnographies of virtual worlds [
10
,
56
], and related ac-
counts of social activity in virtual environments [
11
,
14
,
43
]. No
matter how various applications of social VR is, the core of social
VR is to provide communication between people as a bridge. In this
paper, we focus on exploring communication in social VR.
2.2 Communication in social VR
Communication is an interactive process through which partici-
pants mutually exchange and interpret verbal and nonverbal mes-
sages [
41
]. Communication is important, acting as a strong need and
desire for people with their distant family and friends. [
42
,
46
,
57
].
Moreover, good communication helps people build trust, make good
relationships with one another, solve problems and handle conicts
[
29
]. To facilitate communication, social media apps such as Zoom
and Facebook are widely used around the world, enabling people
to experience remote communication using text, audio, or video.
However, these types of communication media do not provide
an immersive communication environment compared with face-
to-face communication, making people feel less present and lack
bodily closeness, emotional closeness, as well as opportunities to
interact with the physical environment and objects together [
22
].
With VR, an emerging alternative, users are able to "meet" in a
shared, immersive virtual environment and interact with virtual
representations of each other, thus bringing a better communication
experiences [
25
,
31
]. Researchers have already explored commu-
nication in social VR. Maloney et al. explored the types of non-
verbal interactions used naturally in social VR and participants’
perceptions of non-verbal communication as well as the resulting
interaction outcome, then highlighted potential design implications
that aim at better supporting non-verbal communication in social
VR [
35
]. Abdullah’s work compared people’s behavioral patterns
across the VR and videoconference [
1
], and observed signicant
behavioral dierences. Although informative, there is no literature
to summarize what capabilities VR provides to make users’ com-
munication in VR dierent from other media. In addition, there is
no summarization of how researchers measure the communication
eect and user experiences in dierent contexts in social VR, which
makes it hard for researchers to refer to. Therefore, we conducted
a systematic literature review to address this gap, which can help
researchers and designers to design more meaningful and practical
VR applications for communication.
3 METHOD
We conducted the systematic literature review following the PRISMA
method [
40
]. PRISMA is a widely used method to ensure the repro-
ducibility of the literature review in many disciplines, including
human-computer interaction [
6
,
34
,
59
]. The PRISMA method con-
tains four phases to identify eligible papers. Figure 1 shows the
details of the four phases in our research. The following section
explains how we conducted each phase in detail.
3.1 Identication
We chose ACM Digital Library, IEEE Xplore, and Springer as our
targeted databases because these databases publish immersive VR-
related papers from signicant HCI conferences and journals (e.g.,
CHI, TOCHI, UIST, VR, TVCG, DIS). We also conducted a supple-
mentary search using the relevant keywords in Google Scholar to
avoid omissions.
Table 1 shows our search query in three databases. Taking the
search query of ACM Digital Library as an example, to understand
how users communicate in social VR, we included ’communicat*
and (virtual or VR)’ in our search query and allowed them to appear
anywhere in the title or the abstract, and allowed ’social’ to appear
anywhere in the full text.
We used ’communicat*’ to represent variations of the word "com-
munication" such as communicate and communicating. The word
’virtual’ was included as an exact search term, but we left the word
’reality’ out to include dierent forms of expressing such settings
and related technologies, interactions, user interfaces, and tech-
niques, such as ’VR’, and ’virtual environment’.
We included the papers published from the past ten years, 2012 to
2022. The results were restricted to publications written in English.