Social VR refers to 3D virtual spaces where multiple users can
interact with one another through VR head-mounted displays (HMDs). The increasing popularity of social VR
has led to an emerging research agenda in HCI and CSCW. In this ongoing project, we aim to empirically
investigate the novelty and complexity of the multi-faced Interaction dynamics and social experiences in
social VR so as to design future social VR systems as more socially and emotionally satisfactory digital
social spaces that supports and promotes relationship building. Specifically, we focus on questions such
as privacy and ethics, nonverbal communication, self-presentation, relationship building, and child users
in social VR.
Generative AI systems such as ChatGPT and Midjourney have been increasingly used to produce music,
text, art, and videos that approach the quality people can create. While these AI systems can be used to enhance people's own creative work,
a widely voiced concern is how generative AI might replace human creative workforces and lead to significant ethical, legal, and social risks.
Our work aims to (a) get a deeper picture of both opportunities and challenges generative AI brings to creative workforces and (b) explore how
generative AI can be designed to support creators rather than marginalizing them or harming their creative practices and careers. Because AI's
role is still evolving in the creative sector, building this knowledge now has the potential to improve the future of creative work and
productivity in the American economy. This research is supported by the National Science Foundation (Award #2342393). See our project website here to learn more .
Redesigning Democratized Technology: The Broadening of Citizen Participation in
Bottom-Up Technological Innovation
Funded by the National Science Foundation (#1849718), this research
will contribute actionable insights concerning two key issues about democratizing technology:
technological practices remain exclusive in terms of privileged users, and participation in
decision-making is unequal. It will do so by exploring two emerging, creativity-centric technology
communities as case studies - activist and non-profit oriented independent game developers and creative
live audio and video streamers.
These findings and the developed prototype resulting from
this work can be used to inform and address the needs of other computing communities seeking to be more
accessible and participative. This research also promotes public engagement with science and
technology on two levels: by generating interest in the science and technology research community to
pursue research that supports bottom-up technological innovation, and by directly engaging many of those
innovators in this scientific project.
Over the past 20-some years we have witnessed the increasing popularity
of modern games, esports, and live streaming through competitions and events that attract up to millions
of worldwide participants and online/offline spectators. It has also drawn research attention in the HCI
and CSCW community regarding live streaming technologies and communication strategies of in esports as
well as new interaction modality designs for such highly competitive contexts. Building on our prior work
on social/collaborative game play, our ongoing research focuses on how to better understand the complex
nature, scope, and practices of the gaming/live streaming ecosystem. We explore issues such as in-game
purchasing behaviors, team dynamics and social support in esports, and live streamers' self-presentations
and interactive activities. As AI technologies start to innovate how people work, play, and build
relationships, we also pay attention to the emering new role of AI in diverse aspects of people's social
lives.