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Optimizing social interactions in VR

Article dans une revue avec comité de lecture
Author
MINDER, Eloïse
543315 Laboratoire d’Ingénierie des Systèmes Physiques et Numériques [LISPEN]
ccNEYRET, Solène
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
217648 Laboratoire des sciences de l'ingénieur, de l'informatique et de l'imagerie [ICube]
ccFLEURY, Sylvain
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
GUILLET, Christophe
543315 Laboratoire d’Ingénierie des Systèmes Physiques et Numériques [LISPEN]
ccCHARDONNET, Jean-Rémy
543315 Laboratoire d’Ingénierie des Systèmes Physiques et Numériques [LISPEN]

URI
http://hdl.handle.net/10985/26421
DOI
10.20870/IJVR.2025.1.1.9362
Date
2025-04-07
Journal
International Journal of Virtual Reality

Abstract

Technological developments have made Virtual Reality (VR) technologies accessible, and have democratized its use for industrial, cultural or entertainment purposes. VR can be seen as a unique medium: while being immersed together in a virtual environment (VE), people can feel the presence of each other as if they were in the same physical space even if they are far apart in reality. This phenomenon is known as co-presence. The VR medium introduces specific factors influencing on the dynamics of the social interaction. This PhD project aims at understanding that dynamics through the study of co-presence.

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