Bad Breakdowns, Useful Seams, and Face Slapping: Analysis of VR Fails on YouTube

Publikation: Bidrag til bog/antologi/rapportKonferencebidrag i proceedingsForskningfagfællebedømt

Standard

Bad Breakdowns, Useful Seams, and Face Slapping: Analysis of VR Fails on YouTube. / Dao, Emily; Muresan, Andreea; Hornbæk, Kasper; Knibbe, Jarrod.

CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, 2021. s. 1-14 526.

Publikation: Bidrag til bog/antologi/rapportKonferencebidrag i proceedingsForskningfagfællebedømt

Harvard

Dao, E, Muresan, A, Hornbæk, K & Knibbe, J 2021, Bad Breakdowns, Useful Seams, and Face Slapping: Analysis of VR Fails on YouTube. i CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems., 526, Association for Computing Machinery, s. 1-14, CHI 2021 Virtual Conference on Human Factors in Computing Systems , 08/05/2021. https://doi.org/10.1145/3411764.3445435

APA

Dao, E., Muresan, A., Hornbæk, K., & Knibbe, J. (2021). Bad Breakdowns, Useful Seams, and Face Slapping: Analysis of VR Fails on YouTube. I CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (s. 1-14). [526] Association for Computing Machinery. https://doi.org/10.1145/3411764.3445435

Vancouver

Dao E, Muresan A, Hornbæk K, Knibbe J. Bad Breakdowns, Useful Seams, and Face Slapping: Analysis of VR Fails on YouTube. I CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery. 2021. s. 1-14. 526 https://doi.org/10.1145/3411764.3445435

Author

Dao, Emily ; Muresan, Andreea ; Hornbæk, Kasper ; Knibbe, Jarrod. / Bad Breakdowns, Useful Seams, and Face Slapping: Analysis of VR Fails on YouTube. CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, 2021. s. 1-14

Bibtex

@inproceedings{b5848abe532141618cf0b85d4e225b3c,
title = "Bad Breakdowns, Useful Seams, and Face Slapping: Analysis of VR Fails on YouTube",
abstract = "Virtual reality (VR) is increasingly used in complex social and physical settings outside of the lab. However, not much is known about how these settings influence use, nor how to design for them. We analyse 233 YouTube videos of VR Fails to: (1) understand when breakdowns occur, and (2) reveal how the seams between VR use and the social and physical setting emerge. The videos show a variety of fails, including users flailing, colliding with surroundings, and hitting spectators. They also suggest causes of the fails, including fear, sensorimotor mismatches, and spectator participation. We use the videos as inspiration to generate design ideas. For example, we discuss more flexible boundaries between the real and virtual world, ways of involving spectators, and interaction designs to help overcome fear. Based on the findings, we further discuss the {\textquoteleft}moment of breakdown{\textquoteright} as an opportunity for designing engaging and enhanced VR experiences.",
author = "Emily Dao and Andreea Muresan and Kasper Hornb{\ae}k and Jarrod Knibbe",
year = "2021",
month = may,
day = "13",
doi = "10.1145/3411764.3445435",
language = "English",
pages = "1--14",
booktitle = "CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems",
publisher = "Association for Computing Machinery",
note = "CHI 2021 Virtual Conference on Human Factors in Computing Systems , CHI'21 ; Conference date: 08-05-2021 Through 13-05-2021",
url = "https://chi2021.acm.org/",

}

RIS

TY - GEN

T1 - Bad Breakdowns, Useful Seams, and Face Slapping: Analysis of VR Fails on YouTube

AU - Dao, Emily

AU - Muresan, Andreea

AU - Hornbæk, Kasper

AU - Knibbe, Jarrod

PY - 2021/5/13

Y1 - 2021/5/13

N2 - Virtual reality (VR) is increasingly used in complex social and physical settings outside of the lab. However, not much is known about how these settings influence use, nor how to design for them. We analyse 233 YouTube videos of VR Fails to: (1) understand when breakdowns occur, and (2) reveal how the seams between VR use and the social and physical setting emerge. The videos show a variety of fails, including users flailing, colliding with surroundings, and hitting spectators. They also suggest causes of the fails, including fear, sensorimotor mismatches, and spectator participation. We use the videos as inspiration to generate design ideas. For example, we discuss more flexible boundaries between the real and virtual world, ways of involving spectators, and interaction designs to help overcome fear. Based on the findings, we further discuss the ‘moment of breakdown’ as an opportunity for designing engaging and enhanced VR experiences.

AB - Virtual reality (VR) is increasingly used in complex social and physical settings outside of the lab. However, not much is known about how these settings influence use, nor how to design for them. We analyse 233 YouTube videos of VR Fails to: (1) understand when breakdowns occur, and (2) reveal how the seams between VR use and the social and physical setting emerge. The videos show a variety of fails, including users flailing, colliding with surroundings, and hitting spectators. They also suggest causes of the fails, including fear, sensorimotor mismatches, and spectator participation. We use the videos as inspiration to generate design ideas. For example, we discuss more flexible boundaries between the real and virtual world, ways of involving spectators, and interaction designs to help overcome fear. Based on the findings, we further discuss the ‘moment of breakdown’ as an opportunity for designing engaging and enhanced VR experiences.

U2 - 10.1145/3411764.3445435

DO - 10.1145/3411764.3445435

M3 - Article in proceedings

SP - 1

EP - 14

BT - CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems

PB - Association for Computing Machinery

T2 - CHI 2021 Virtual Conference on Human Factors in Computing Systems

Y2 - 8 May 2021 through 13 May 2021

ER -

ID: 270666707