Users of electronic communication tools in the form of stationary computers, laptops, mobile phones or similar devices interact both in physical and in virtual spaces, and the two worlds are often not clearly separated. The electronic device is part of the physical surrounding, and the physical surrounding impacts in multiple ways on the communicative activities on these devices. The virtual communicative spaces themselves are multi-layered and provide levels of constructed (interactional) spaces. In this contribution, we survey a large range of research that has been carried out on spatial configurations of communication in virtual environments with a special focus on immersive virtual worlds such as World of Warcraft, Minecraft or Second ...
This study aims to identify factors influencing people’s recognition of space in virtual reality. Ou...
Abstract This contribution reports the results of two experiments in MOO environments. MOO are text-...
Abstract Realistic 3D virtual environments, such as existing city models, have the potential to be ...
Users of electronic communication tools in the form of stationary computers, laptops, mobile phones ...
This study analyzes how participants playing VR games construct co-presence and shared gameplay. The...
This paper reports on four experimental studies concerning regard to how people use space so as to s...
An individual can observe one’s surrounding space. The space can contain various elements (e.g., ob...
Virtual worlds, particularly those able to provide a three-dimensional physical space, have features...
Interaction in virtual worlds takes place in a spatial context. The interactants respond in various ...
This paper documents a study done considering Virtual Reality (VR) as a spatial representational con...
There is an increasing number of video gamers who are playing games online. Previous research has de...
Interaction takes place in a spatial context and in many ways is influenced or shaped by this contex...
Interaction in virtual worlds takes place in a spatial context. The interactants respond in various ...
Virtual worlds, particularly those able to provide a three-dimensional physical space, have feature...
Recently, virtual worlds have excited the interest of Computer Supported Cooperative Work (CSCW) res...
This study aims to identify factors influencing people’s recognition of space in virtual reality. Ou...
Abstract This contribution reports the results of two experiments in MOO environments. MOO are text-...
Abstract Realistic 3D virtual environments, such as existing city models, have the potential to be ...
Users of electronic communication tools in the form of stationary computers, laptops, mobile phones ...
This study analyzes how participants playing VR games construct co-presence and shared gameplay. The...
This paper reports on four experimental studies concerning regard to how people use space so as to s...
An individual can observe one’s surrounding space. The space can contain various elements (e.g., ob...
Virtual worlds, particularly those able to provide a three-dimensional physical space, have features...
Interaction in virtual worlds takes place in a spatial context. The interactants respond in various ...
This paper documents a study done considering Virtual Reality (VR) as a spatial representational con...
There is an increasing number of video gamers who are playing games online. Previous research has de...
Interaction takes place in a spatial context and in many ways is influenced or shaped by this contex...
Interaction in virtual worlds takes place in a spatial context. The interactants respond in various ...
Virtual worlds, particularly those able to provide a three-dimensional physical space, have feature...
Recently, virtual worlds have excited the interest of Computer Supported Cooperative Work (CSCW) res...
This study aims to identify factors influencing people’s recognition of space in virtual reality. Ou...
Abstract This contribution reports the results of two experiments in MOO environments. MOO are text-...
Abstract Realistic 3D virtual environments, such as existing city models, have the potential to be ...