Pseudo Physical Contact and Communication in VRChat: A Study with Survey Method in Japanese Users
dc.contributor.author | Nagamachi, Kazuya | en_US |
dc.contributor.author | Kato, Yuki | en_US |
dc.contributor.author | Sugimoto, Maki | en_US |
dc.contributor.author | Inami, Masahiko | en_US |
dc.contributor.author | Kitazaki, Michiteru | en_US |
dc.contributor.editor | Kulik, Alexander and Sra, Misha and Kim, Kangsoo and Seo, Byung-Kuk | en_US |
dc.date.accessioned | 2020-12-01T16:10:56Z | |
dc.date.available | 2020-12-01T16:10:56Z | |
dc.date.issued | 2020 | |
dc.description.abstract | VRChat is one of social virtual reality platforms and getting popular. Pseudo physical contacts are used for communication in VRChat. We performed a questionnaire survey for VRChat users (N=341) in Japan to take statistics of users and their avatars, and to investigate effects of pseudo physical contacts on interpersonal attractiveness and communication. Users were 87% male, 8% female, and 4% neutral genders in the real world, while their avatars were 4% male, 87% female, and 9% neutral. Participants answered that the interpersonal attractiveness increased and the communication difficulty decreased after pseudo physical contacts, suggesting that the pseudo physical contact may improve our social relationship without actual touch. | en_US |
dc.description.sectionheaders | Posters | |
dc.description.seriesinformation | ICAT-EGVE 2020 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos | |
dc.identifier.doi | 10.2312/egve.20201275 | |
dc.identifier.isbn | 978-3-03868-112-0 | |
dc.identifier.issn | 1727-530X | |
dc.identifier.pages | 13-14 | |
dc.identifier.uri | https://doi.org/10.2312/egve.20201275 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egve20201275 | |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Human centered computing | |
dc.subject | Virtual reality | |
dc.title | Pseudo Physical Contact and Communication in VRChat: A Study with Survey Method in Japanese Users | en_US |