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GVU Research Showcase Spring 2022

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16 participants were asked to fill out an immersive tendencies questionnaire and then play a multiplayer game in virtual reality, augmented reality, and a non-stereoscopic hybrid. They were then asked to fill out a presence questionnaire after each play-through. An analysis of the results suggests that those scoring lower in immersive tendencies are likely to have higher perceived presence in virtual reality than augmented reality, but that those scoring higher in immersive tendencies may actually experience a greater sense of presence in augmented reality applications.
Before the onset of the pandemic, we used to be able to visit public places, like library and cafes, where we could work and enjoy the atmosphere of having others around. But then the pandemic hit, and with it came remote work where many were forced to work in isolation. Most of the face-to-face interactions we used to have were replaced with telecommunication, and many of us began to miss working around others. Enter: Audo, a sound-based virtual coworking space that features an auditory environment and user interface informed by two phases of user research.
Modern social media do a remarkable job of keeping friends and families connected‚ often across the globe. Yet, these same systems also overlook the communities and neighborhoods where we live our daily lives. In this paper, we present BlockParty, a platform for building hyper-local social computing applications aimed at neighborhoods. A key feature of our platform is that it runs on top of residential wireless routers via an underlying mesh network. Using BlockParty, people can socialize with their neighbors and share resources, without their data ever leaving their local community.

   

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