Using multimodal conversation analysis, this study examines how communicative practices are adapted to the affordances for interaction in co-located encounters where participants are getting acquainted with VR-technology and games. The analysis focuses on instructional activities and investigates how an expert player guides others in learning how to handle VR equipment and getting to know the game mechanics during the initial moments of starting a new game. The data comprises video-recordings of informal social gatherings of 3-4 young adults who take turns in trying out different VR games. The gaming situations were organized in a temporary game lab using consumer-grade VR equipment, a large screen that displayed video feed from the game co...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Virtual Reality (VR) has been the hot topic of discussion over the past couple of years. A major pa...
We present an interactive virtual reality platform for studying the role of embodied social interact...
This study analyzes how participants playing VR games construct co-presence and shared gameplay. The...
This article contributes to our understanding of how participants use different resources to accompl...
Abstract. This chapter describes the findings of ethnographical research which elaborates and analys...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
Gestural interaction devices emerged and originated various studies on multimodal human-computer int...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Gestural interaction devices emerged and originated various studies on multimodal human-computer int...
In Artificial Reality experiences, that is, interactive, unencumbered, full-body, 2D vision-based vi...
Social Virtual Reality (VR) applications represent a big step forward in the field of remote communi...
textabstractAs Virtual Reality (VR) applications gain more momentum recently, the social and communi...
Social Virtual Reality (VR) applications represent a big step forward in the field of remote communi...
This paper examines the effective deployment of conversational agents in virtual worlds from the per...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Virtual Reality (VR) has been the hot topic of discussion over the past couple of years. A major pa...
We present an interactive virtual reality platform for studying the role of embodied social interact...
This study analyzes how participants playing VR games construct co-presence and shared gameplay. The...
This article contributes to our understanding of how participants use different resources to accompl...
Abstract. This chapter describes the findings of ethnographical research which elaborates and analys...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
Gestural interaction devices emerged and originated various studies on multimodal human-computer int...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Gestural interaction devices emerged and originated various studies on multimodal human-computer int...
In Artificial Reality experiences, that is, interactive, unencumbered, full-body, 2D vision-based vi...
Social Virtual Reality (VR) applications represent a big step forward in the field of remote communi...
textabstractAs Virtual Reality (VR) applications gain more momentum recently, the social and communi...
Social Virtual Reality (VR) applications represent a big step forward in the field of remote communi...
This paper examines the effective deployment of conversational agents in virtual worlds from the per...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Virtual Reality (VR) has been the hot topic of discussion over the past couple of years. A major pa...
We present an interactive virtual reality platform for studying the role of embodied social interact...