Understanding Social Interactions in Reality Versus Virtuality

Immersive realities enable social interactions that are radically different from traditional communication technologies, but how we experience immersion together is not yet indistinguishable from face-to-face interactions. Some social signals are not stable across realities, may change in semantics, or are missing all together. Understanding how social signals impact behaviours and experiences of social connection in immersive environments is key to creating experiences that are meaningful, satisfying, and productive. We completed a lab study where 6 groups of 6 participants (N=36) completed co-located social tasks in an instrumented face-to-face environment and its digital twin, creating a rich open dataset of 1.8 million rows across 45 columns. Our quantitative results demonstrate the stability of position as a social signal, measure lower social synchronisation in XR compared to face-to-face, and propose a method for bench marking XR against face-to-face interactions. This enables direct quantitative comparisons between experiences of co-located physical and virtual interactions for the first time.

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Publication Details

Published
2025-04-24
DOI
https://doi.org/10.1145/3706598.3713628
Citations
2
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
8.40

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article

Understanding Social Interactions in Reality Versus Virtuality

Aurélien Milliat, Julie Williamson, Ross Johnstone, Aurélien Léchappé et al.
2 citations
Digital Games and Media
8.40
article

Understanding Social Interactions in Reality Versus Virtuality

Aurélien Milliat, Julie Williamson, Ross Johnstone, Aurélien Léchappé, Mathieu Chollet, John Williamson
article en
2 citations

Abstract

Immersive realities enable social interactions that are radically different from traditional communication technologies, but how we experience immersion together is not yet indistinguishable from face-to-face interactions. Some social signals are not stable across realities, may change in semantics, or are missing all together. Understanding how social signals impact behaviours and experiences of social connection in immersive environments is key to creating experiences that are meaningful, satisfying, and productive. We completed a lab study where 6 groups of 6 participants (N=36) completed co-located social tasks in an instrumented face-to-face environment and its digital twin, creating a rich open dataset of 1.8 million rows across 45 columns. Our quantitative results demonstrate the stability of position as a social signal, measure lower social synchronisation in XR compared to face-to-face, and propose a method for bench marking XR against face-to-face interactions. This enables direct quantitative comparisons between experiences of co-located physical and virtual interactions for the first time.

Centre National de la Recherche Scientifique (FR), Université de Bretagne Occidentale (FR), Laboratoire des Sciences du Numérique de Nantes (FR), Laboratoire des Sciences et Techniques de l’Information de la Communication et de la Connaissance (FR), IMT Atlantique (FR), University of Glasgow (GB), Nantes Université (FR)
Engineering and Physical Sciences Research Council
Reduced inequalities
Openalex Percentile: Top 4%
Digital Games and Media
8.40
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Understanding Social Interactions in Reality Versus Virtuality — Aurélien Milliat, Julie Williamson, et al. · (2025) | TGRS Research Map | TGRS