Analyzing Virtual Social Interaction
Many Different Use Cases for Virtual Social Interaction
In our VR Lab we develop use cases in which immersive social interaction can unfold its potential, e.g. for marketing, virtual onboarding, training, team collaboration, product development or therapies. Designing such experiences requires researching user behaviours and perceptions. Example: E-Health and Therapeutics Reducing Speaking Anxiety: Research on Influence of Audience Gaze on Speaker’s Anxiety Levels Example: Moderated Meeting / Educational Training Using spatial team exercises to increase team identity and performance: Research on the influence of spatial exploration on social presence and recall, also for special user types Example: Customer Relationship Management (VR Commerce) Immersive Sales & Service Offerings: Research into influence of avatar features on avatar on presence and customer trust and customer satisfaction levels
Rich immersive interpersonal Encounters between sellers and customers in VR Seller Avatar explains a complex product. Test users perceived personal competence, a rich feedback channel and a relaxing athmosphere that fully grasped their attention. VR Commerce Interaction with a seller avatar to inform about products
Screenshots of Use Case Examples
ChatGPT-based Agents offer product consultation Customer interacts with an conversational AI-bot based on ChatGPT. The user can ask questions about a choice of products. Respondents to this scenario reported good experiences. The agent used activity that decreased the perception of idle time for generating answers. VR Commerce Interaction with a automated conversational seller agent
Different Users position around objects (e.g. products or exhibits) Different users explore a room together to examine an exhibited object. In our experiments we studied how they studied the object while minding the locations of others, how they avoid collision, what distances they take and if they explore the object from multiple angles. The exploration processes can be visualized as heatmaps to study, e.g. product encounters. Social Proxemics as the study of how different users position in relation to objects in a virtual place
Transformed Social Interaction to assist autistic VR users in virtual interviews To overcome challenges of (job) interviews for autistic people, a transformed social interaction was created that helps to reduce social stimuli and even offers asymmetric realities for both participants (interviewer & interviewee) Top: Complex environment and adjusted gaze holding for interviewer. Bottom: reduced view for interviewee.