Abstract
In this chapter, I will give an overview of some central issues in research on shared virtual environments (VEs) - including "presence", "copresence", communication, and small and large group dynamics - across a range of virtual reality (VR) technologies and different conditions under which they are used. I will discuss different studies of the interplay between technological systems and their social implications, and how sociological insights about interaction in the real world can be brought to bear on interaction in YEs. Finally, I will argue that making links between different areas of research can lead to a better understanding of social interaction in VEs.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
Schroeder, R. (1996). Possible Worlds: The Social Dynamic of Virtual Reality Technology. Boulder, CO:, Westview.
Ellis, S. (1991). Nature and Origins of Virtual Environments: a bibliographical essay. Computer Systems in Engineering 2(4): 321–47.
Cruz-Neira, C., Sandin, D., DeFant, T. (1993). Surround-screen projection-based virtual reality: the design and implementation of the CAVE. Computer Graphics Proceedings, Annual Conference Series 1993. ACM SIGGRAPH, New York: ACM, pp.135–42
Smith, M. and Kollock, P. (Eds) (1999). Communities in Cyberspace. London: Routledge.
Kiesler, S. (Ed) (1997). Cultures ofthe Internet. Mahwah NJ: Lawrence Erlbaum.
van Dijk, J. (1999). The Network Society: Social Aspects ofNew Media. London: Sage.
Schroeder, R., Heather, N., Lee, R. (1998). The Sacred and the Virtual: Religion in Multi-User Virtual Reality. Journal ofComputer Mediated Communication, Volume 4, Issue 2, (available online).
Isselstein, W.A., Lombard, M., Freeman, J. (2001). Toward a Core Bibliography of Presence, Cyberpsychology and Behaviour, 4(2): 317–321.
Scheumie, M.J., van der Straaten, P., Krijn, M, van der Mast, C. (2001) Research on Presence in Virtual Reality: A Survey, Cyberpsychology and Behaviour, 4(2): 183–201.
Ellis, S. (1996). Presence of Mind: A Reaction to Thomas Sheridan’s "Further Musings on the Psychophysics of Presence", Presence: Journal of Teleoperators and Virtual Environments 5(2): 247–59.
Slater, M., Sadagic, A., Usoh, M., Schroeder, R.(2000). Small Group Behaviour in a Virtual and Real Environment: A Comparative Study. Presence: Journal of Teleoperators and Virtual Environments, 9(1): 37–51.
Axelsson, A., Abelin, Å., Heldal, I., Schroeder, R., Wideström, J. (2001). Cubes in the Cube: A Comparison of a Puzzle-solving Task in a Virtual and a Real Environment. Cyberl Psychology and Behavior, 4(2): 279–86.
Schroeder, R. et a1. (2001). Collaborating in networked immersive spaces: as good as being there together? Computers & Graphics, 25(5): 781–88.
Axelsson, A., et al. (1999). Collaboration and Communication in Multi-User Virtual Environments: A Comparison of Desktop and Immersive Virtual Reality Systems for Molecular Visualization, in T., Fernando (ed.) UKVRSIG’99. Proceedings of Sixth UKVRSIG Conference, University of Salford 14th Sept., pp.l07–18.
Schroeder, R., Axelsson, A. (2000). Trust in the Core: A Study of Long-term Users of Activeworlds, in Digital Borderlands, a Cybercultural Symposium, Norrköping, Sweden, 12-13 May.
Buescher, M., O’Brien J., Rodden, T. and Trevor, J. (2001). "He’s Behind You": The Experience ofPresence in Shared Virtual Environments. In Churchill, E., Snowdon, D. and Munro, A (Eds). Collaborative Virtual Environments: Digital Places and Spaces for Interaction. London: Springer, pp.77–98.
Allwood, J., Schroeder, R. (2000). Intercultural Communication in Virtual Environments, Intercultural Communication, issue 3 (available online).
Abelin, A., Axelsson, A, Schroeder, R. (2001). Anyone speak Spanish? Language encounters in virtual environments - a study of Active Worlds, in The Seventh International Symposium on Social Communication. Santiago de Cuba.
Schroeder, R. (1997). Networked Worlds: Social Aspects of Multi-User Virtual Reality Technology. Sociological Research Online, 2(4) (available online).
Hirose, M., Ogi, T. and Yamada, T. (1999). Integrating Live Video for Immersive Environments. IEEE Multimedia, July-September: 14-22.
Schroeder, R., Huxor, A, and Smith, A (2001). Activeworlds: geography and social interaction in virtual reality. Futures: a journal of forecasting, planning and policy 33: 569–87.
Dodge, M. and Kitchin, R. (2000). Mapping Cyberspace. London:, Routledge.
Munro, A, Höök, K. and Benyon, D. (Eds) (1999). Social Navigation of Information Space. London: Springer.
Schroeder, R. (1999). Social Life in Virtual Worlds: Structure and Interaction in Multi-User Virtual Reality Technology. Communications & Strategies.33(1): 137–150.
Craven, C. et al. (2000). Ages ofAvatar: Community Building for Inhabited Television. In E., Churchill and M., Reddy (Eds.) CVE2000: Proceedings ofthe Third International Conference on Collaborative Virtual Environments. New York: ACM Press, pp. 189–94.
Turner, J. (1988). A Theory of Social Interaction. Stanford CA: Stanford University Press.
Collins, R. (1988). Theoretical Sociology. New York: Harcourt Brace Jovanovich.
Pargman, D. (2000) Code Begets Community: on social and technical aspects of managing a virtual community. Linköping studies in arts and science no. 224: Linköpings Universitet.
Turkle, S. (1997 2nd ed.) Life on the Screen: Identity in the Age of the Internet. London: Phoenix.
Stanney, K. and Salvendy, G. et al. (1998). Aftereffects and sense of presence in virtual environments: Fonnulation of a research and development agenda. International Journal of Human-Computer Interaction. 10: 135–87.
Goffinan, E. (1959). The Presentation of Self in Everyday Life. New York: Doubleday.
Goffinan, E. (1974). Frame Analysis. New York: Harper and Row.
Meyrowitz, J. (1985). No Sense of Place: The Impact of Electronic Media on Social Behaviour. Oxford: Oxford University Press.
Benford, J. et al. (1995). Networked Virtual Reality and Cooperative Work. Presence: Journal of Teleoperators and Virtual Environments 4(4): 364–86.
Schiano, D. (1999). Lessons from LambdaMOO: A Social, Text-Based Virtual Environment. Presence: Journal ofTeleoperators and Virtual Environments 8(2): 127–139.
Wellman, B., Gulia, M. (1999). Net-Surfers Don’t Ride Alone: Virtual Communities as Communities. In Wellman, B. (Ed.) Networks in the Global Village. Boulder, CO: Westview, pp.331–66.
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2002 Springer-Verlag London
About this chapter
Cite this chapter
Schroeder, R. (2002). Social Interaction in Virtual Environments: Key Issues, Common Themes, and a Framework for Research. In: Schroeder, R. (eds) The Social Life of Avatars. Computer Supported Cooperative Work. Springer, London. https://doi.org/10.1007/978-1-4471-0277-9_1
Download citation
DOI: https://doi.org/10.1007/978-1-4471-0277-9_1
Publisher Name: Springer, London
Print ISBN: 978-1-85233-461-1
Online ISBN: 978-1-4471-0277-9
eBook Packages: Springer Book Archive