Communication in Immersive Social Virtual Reality A Systematic Review of 10 Years Studies_2

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Communication in Immersive Social Virtual Reality: A
Systematic Review of 10 Years’ Studies
Xiaoying Wei
The Hong Kong University of Science
and Technology
Hong Kong SAR, China
xweias@connect.ust.hk
Xiaofu Jin
The Hong Kong University of Science
and Technology
Hong Kong SAR, China
xjinao@connect.ust.hk
Mingming Fan
The Hong Kong University of Science
and Technology (Guangzhou)
Guangzhou, China
The Hong Kong University of Science
and Technology
Hong Kong SAR, China
mingmingfan@ust.hk
ABSTRACT
As virtual reality (VR) technologies have improved in the past
decade, more research has investigated how they could support
more eective communication in various contexts to improve col-
laboration and social connectedness. However, there was no liter-
ature to summarize the uniqueness VR provided and put forward
guidance for designing social VR applications for better commu-
nication. To understand how VR has been designed and used to
facilitate communication in dierent contexts, we conducted a sys-
tematic review of the studies investigating communication in social
VR in the past ten years by following the PRISMA guidelines. We
highlight current practices and challenges and identify research
opportunities to improve the design of social VR to better support
communication and make social VR more accessible.
CCS CONCEPTS
Human-centered computing
HCI theory, concepts, and mod-
els.
KEYWORDS
Virtual Reality, Social VR, Communication, Evaluation
ACM Reference Format:
Xiaoying Wei, Xiaofu Jin, and Mingming Fan. 2022. Communication in Im-
mersive Social Virtual Reality: A Systematic Review of 10 Years’ Studies. In
Chinese CHI ’22: The Tenth International Symposium of Chinese CHI (Chinese
CHI 2022), October 22–October 23, 2022, Guangzhou, China. ACM, New York,
NY, USA, 11 pages. https://doi.org/10.1145/1122445.1122456
1 INTRODUCTION
Communication is dened as the transmission of resources, such as
knowledge, data, and skills, among dierent parties using shared
Both authors contributed equally to this research.
Corresponding Author
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Chinese CHI ’22, October 23–October 26, 2022, Guangzhou, China
©2022 Association for Computing Machinery.
ACM ISBN 978-1-4503-XXXX-X/18/06. . . $15.00
https://doi.org/10.1145/1122445.1122456
symbols and media [
12
,
62
]. Ecient communication is an essential
demand which would impact work eciency and user experiences
in contexts such as collaboration [
64
], social contact [
35
], meeting
[
1
], education [
45
], and gaming [
65
]. Recently, with the outbreak
of COVID-19, the need for remote communication has increased
dramatically [
18
,
26
,
30
,
52
]. The current mainstream technology
for remote communication is video conferencing systems such as
Zoom and Skype. However, these types of communication media
do not provide an immersive environment as face-to-face does. As a
result, they do not provide users with the feeling of bodily closeness,
emotional closeness, and the experiences of physical presence. They
also limit users’ interaction with the environment and objects, such
as visiting museums or traveling together [22].
Virtual reality (VR) refers to a process of mental transcendence
into synthetic, three-dimensional (3D) virtual environments with
the use of immersive technologies [
17
,
66
]. The concept of a vir-
tual environment facilitating communication has been suggested
and analyzed in the 1990s [
8
,
9
]. With the immersive environment
and the representation of the avatar, VR can provide users with
real-time and embodied interactions that are similar to face-to-
face communication rather than merely looking at a computer
screen. It also aords a broader spectrum of communication modes
including both verbal and non-verbal interactions such as voice,
gestures, proximity, facial expression and haptic feedback. Multiple
users can interact with one another via VR head-mounted displays
(HMDs), which is known as social VR. In the past decade, booming
commercial social VR applications such as Facebook Spaces, VR
Chat, AltspaceVR, and Rec Room have led to an emerging research
agenda on social VR in HCI and CSCW, drawing research attention
to new research questions, especially in communication in social
VR environments [1, 3, 31, 53].
Although there are various applications of social VR, the core of
social VR is to provide communication between people as a bridge.
Prior research explored communication in social VR in dierent
aspects such as the types of non-verbal cues [
35
], compared with
video conferencing tools [
1
]. While informative, there still lacks a
holistic understanding of how communication has been studied in
immersive social VR. This has motivated us to conduct a systematic
literature review to better understand what has been studied in the
past decades of literature regarding communication in social VR and
to highlight the design opportunities for future work. Specically,
we aim to answer the following two research questions:
arXiv:2210.01365v1 [cs.HC] 4 Oct 2022
Chinese CHI ’22, October 23–October 26, 2022, Guangzhou, China Wei, Jin and Fan
(1)
RQ1: What factors in social VR aect users’ communication
quality? What are the dierences 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 identied the factors that aect 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 identied 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 dierent 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 conicts
[
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 signicant
behavioral dierences. Although informative, there is no literature
to summarize what capabilities VR provides to make users’ com-
munication in VR dierent from other media. In addition, there is
no summarization of how researchers measure the communication
eect and user experiences in dierent 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 Identication
We chose ACM Digital Library, IEEE Xplore, and Springer as our
targeted databases because these databases publish immersive VR-
related papers from signicant 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 dierent 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.
Communication in Immersive Social Virtual Reality Chinese CHI ’22, October 23–October 26, 2022, Guangzhou, China
Table 1: Boolean instructions for ACM Digital Library, IEEE Xplore and Springer
Database Boolean Instructions
ACM Digital Library
Title: communicat* AND (virtual OR vr) OR Abstract: communicat* AND (vir-
tual OR vr) AND Full text: social
IEEE Xplore
("Document Title": communicat* and (virtual or VR)) OR ("Abstract": communi-
cat* and (virtual or VR)) AND ("Full Text Only": social)
Springer Title: communicat * AND (virtual OR vr) AND Full text: social
Figure 1: Our literature search and inclusion phases used the
PRISMA procedure. This diagram describes the information
ow throughout the following four phases, identication,
screening, eligibility, and inclusion, and presents the num-
ber of the literature identied, included, excluded, and the
reasons for exclusions.
We chose to include only full papers because posters or adjunct
publications often cannot provide a depth evaluation of users’ com-
munication behavior. This resulted in 1058 papers: 771 from ACM
Digital Library, 246 from IEEE Xplore, 30 from Springer, and 11
from Google scholar. We compiled the titles and abstracts of these
1058 publications for screening in Phase 2.
3.2 Screening and Eligibility
We screened the title and abstract of 1058 papers in the screening
phase using the following three criteria.
(1) Communication.
The paper must report an understanding
of users’ communication behavior. Interaction techniques
such as facial reconstruction and haptic feedback can be
used to facilitate communication. We excluded papers that
do not focus on communication, such as understanding users’
preferred collaborative activities in social VR.
(2) User-to-user communication.
The paper needs to focus
on communication among users, including understanding
users’ communication behaviors in social VR or techniques
to facilitate multi-user communication. We excluded papers
that solve communication problems between a genuine user
and a virtual agent.
(3) Immersive VR.
The user studies reported in the paper must
be conducted in immersive VR environments with head-
mounted displays. For the scope of this research, we ex-
cluded studies that explored augmented and mixed reality
technologies, CAVEs, or other stereoscopic displays. We ex-
cluded papers aiming to facilitate communication between
immersive VR users and outsiders.
Out of 1058, we included 76 papers for subsequent eligibility
by screening the titles and abstracts using the inclusion criteria
presented above.
In the eligibility phase, we then excluded 44 papers. Eighteen
papers were excluded because they were not about immersive VR
with HMD. 13 papers were excluded because they did not focus
on communication between humans. Eight papers were excluded
because they were not full papers (less than four pages). Five papers
were excluded because they just mentioned communication in VR
but did not dive into this topic. This step did not exclude papers
based on the technologies used. Eventually, we included 32 papers
for our detailed analysis.
3.3 Data Set and Coding Process
In this phase, we coded these 32 papers using thematic analysis [
58
].
Two researchers rst coded a randomly selected set of ten papers
independently. The initial codebook was based on our research
questions, such as communication approaches, research methods.
Subsequently, the two researchers discussed their codes to gain a
consensus on their understanding. Finally, two researchers used
the consolidated codes to nish coding the remaining 22 papers.
We organized the codes into themes using anity diagramming,
which will be presented in the next section. We also conducted a
quantitative analysis to show the statistics of relevant study designs.
In the following two sections, we present our ndings to answer
the two research questions accordingly.
4 FINDINGS
4.1 Factors aecting communication behaviors
(RQ1)
We identied two key factors—Avatar and Non-verbal cues that
aect users’ communication behaviors in social VR. According to
摘要:

CommunicationinImmersiveSocialVirtualReality:ASystematicReviewof10Years’StudiesXiaoyingWei∗TheHongKongUniversityofScienceandTechnologyHongKongSAR,Chinaxweias@connect.ust.hkXiaofuJin∗TheHongKongUniversityofScienceandTechnologyHongKongSAR,Chinaxjinao@connect.ust.hkMingmingFan†TheHongKongUniversityofSc...

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