QuarantivityVR: Supporting Self-Embodiment for Non-HMD Users in Asymmetric Social VR Games.
Amal YassienMohamed Ahmed SolimanSlim AbdennadherPublished in: i-com (2022)
Keyphrases
- social media
- social web
- user generated
- social influence
- social networking sites
- user interaction
- crowd sourcing
- social interaction
- social relations
- virtual reality
- user interface
- user profiles
- online social
- social context
- end users
- virtual environment
- online communities
- user generated content
- social skills
- real time
- social roles
- social bookmarking systems
- micro blogging
- social tagging
- information overload
- video games
- collaborative filtering
- educational games
- sharing information
- online social networks
- public space
- computer games
- personal preferences
- learning experience
- social awareness
- human computer interaction
- recommender systems