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Crowdsourcing Virtual Reality Experiments using VRChat

Published: 25 April 2020 Publication History

Abstract

Research involving Virtual Reality (VR) headsets is becoming more and more popular. However, scaling VR experiments is challenging as researchers are often limited to using one or a small number of headsets for in-lab studies. One general way to scale experiments is through crowdsourcing so as to have access to a large pool of diverse participants with relatively little expense of time and money. Unfortunately, there is no easy way to crowdsource VR experiments. We demonstrate that it is possible to implement and run crowdsourced VR experiments using a pre-existing massively multiplayer online VR social platform - VRChat. Our small (n=10) demonstration experiment required participants to navigate a maze in VR. Participants searched for two targets then returned to the exit while we captured completion time and position over time. While there are some limitations with using VRChat, overall we have demonstrated a promising approach for running crowdsourced VR experiments.

References

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  • (2024)Застосування технології віртуальної реальності для соціального моделювання та їхньої взаємодіїScientific Bulletin of UNFU10.36930/4034071234:7(92-99)Online publication date: 21-Nov-2024
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Published In

cover image ACM Conferences
CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems
April 2020
4474 pages
ISBN:9781450368193
DOI:10.1145/3334480
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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New York, NY, United States

Publication History

Published: 25 April 2020

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Author Tags

  1. crowdsourcing
  2. user experiments
  3. virtual reality

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CHI '20
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Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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CHI 2025
ACM CHI Conference on Human Factors in Computing Systems
April 26 - May 1, 2025
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Cited By

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  • (2024)Virtual Reality: Characteristics and application in anxiety disorders and other clinical settingsRIVISTA DI PSICOLOGIA CLINICA10.3280/rpc2-2023oa15823(70-92)Online publication date: Feb-2024
  • (2024)Hand gestures for continuous locomotion and snap turn for VR ExperiencesSymposium on Virtual and Augmented Reality10.1145/3625008.3625029(243-247)Online publication date: 6-Jan-2024
  • (2024)Building LLM-based AI Agents in Social Virtual RealityExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3651026(1-7)Online publication date: 11-May-2024
  • (2024)“People are Way too Obsessed with Rank”: Trust System in Social Virtual RealityComputer Supported Cooperative Work (CSCW)10.1007/s10606-024-09498-7Online publication date: 4-May-2024
  • (2023)Apprendere attraverso il metaverso e la realtà immersiva: nuove prospettive inclusiveLearning through the metaverse and immersive reality: new inclusive perspectivesIUL ResearchIUL Research10.57568/iulresearch.v4i7.4194:7(164-176)Online publication date: 19-Jun-2023
  • (2023)Eliciting Co-Creation Best Practices of Virtual Reality Reusable e-ResourcesVirtual Worlds10.3390/virtualworlds20100052:1(75-89)Online publication date: 20-Mar-2023
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  • (2023)Challenges in Virtual Reality Studies: Ethics and Internal and External ValidityProceedings of the Augmented Humans International Conference 202310.1145/3582700.3582716(105-111)Online publication date: 12-Mar-2023
  • (2023)Being Social in VR Meetings: A Landscape Analysis of Current ToolsProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3595959(1789-1809)Online publication date: 10-Jul-2023
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