Abstract

This study presents a face-to-face simulation of social interaction based on scene roaming, real-time voice capture, and action capture. This paper aimed to compare the difference between social and traditional plane social communication, analyzing its advantages and shortcomings. In particular, we designed an experiment to study the performance of face-to-face simulation based on virtual reality technology, observing the adaptability of the user to the system and the accuracy of body language recognition. We developed an immersive virtual reality social application (IVRSA), which has a basic social function. As an experimental platform, IVRSA uses Unity3D as its engine, and HTC VIVE as an external input/output device, with voice communication, immersive virtual tour, and head and hand movement simulation functions. We recruited 30 volunteers for the test. The test consisted of two parts. The first part was to provide a news topic for volunteers to freely communicate in IVRSA and WeChat. After communication, we used questionnaires to obtain feedback results of the test and compared the two social applications. In the second part, some volunteers were given a list of actions, which they were asked to describe to the rest of volunteers in the form of body expression, letting them guess the action they were performing. After the end of test, the accuracy rate and the time used were analyzed. Results showed that user’s intention expression efficiency was very high in the immersive virtual reality social system. Body tracking devices with more tracking points can provide better body expression effect.

Highlights

  • As a popular form of social communication in recent years, information exchange of social networking has no limitation in time and space due to the special nature of network service and database technology [1]

  • Traditional social software is too simple in its expression of single information in social networking, and the distortion rate is high in the process of channel transmission, which makes the receiver unable to understand the information correctly and accurately

  • In this part of experiment, we proposed the hypothesis that RVM-immersive virtual reality social application (IVRSA) is very different from

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Summary

Introduction

As a popular form of social communication in recent years, information exchange of social networking has no limitation in time and space due to the special nature of network service and database technology [1]. Network social communication is limited to the form of text and pictures, which can only simulate forms of information transmission such as letters, bulletin boards, and so on This leaves users with few options for expressing their intentions [2]. Such social applications lack interaction with others

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