Dane Acena

dblp:292/9409 · DBLP profile ↗
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6ranked-venue papers
0as first author
6since 2021 · last 2023
0000-0002-2130-8683ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 6 · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2023 "We Cried on Each Other's Shoulders": How LGBTQ+ Individuals Experience Social Support in Social Virtual Reality
abstract
Although social support can be a vital component of gender and sexual identity formation, many LGBTQ+ individuals often lack offline social networks for such support. Traditional online technologies also reveal several challenges in providing LGBTQ+ individuals with effective social support. Therefore, social VR, as a unique online space for immersive and embodied experiences, is becoming popular within LGBTQ+ communities for supportive online interactions. Drawing on 29 LGBTQ+ social VR users’ experiences, we investigate the types of social support LGBTQ+ users have experienced through social VR and how they leverage unique social VR features to experience such support. We provide one of the first empirical evidence of how social VR innovates traditional online support mechanisms to empower LGBTQ+ individuals but leads to new safety and equality concerns. We also propose important principles for rethinking social VR design to provide all users, rather than just the privileged few, with supportive experiences.
Lingyuan Li, Guo Freeman, Kelsea Schulenberg, Dane Acena
CHI4
2022 (Re)discovering the Physical Body Online: Strategies and Challenges to Approach Non-Cisgender Identity in Social Virtual Reality
abstract
The contemporary understanding of gender continues to highlight the complexity and variety of gender identities beyond a binary dichotomy regarding one’s biological sex assigned at birth. The emergence and popularity of various online social spaces also makes the digital presentation of gender even more sophisticated. In this paper, we use non-cisgender as an umbrella term to describe diverse gender identities that do not match people’s sex assigned at birth, including Transgender, Genderfluid, and Non-binary. We especially explore non-cisgender individuals’ identity practices and their challenges in novel social Virtual Reality (VR) spaces where they can present, express, and experiment their identity in ways that traditional online social spaces cannot provide. We provide one of the first empirical evidence of how social VR platforms may introduce new and novel phenomena and practices of approaching diverse gender identities online. We also contribute to re-conceptualizing technology-supported identity practices by highlighting the role of (re)discovering the physical body online and informing the design of the emerging metaverse for supporting diverse gender identities in the future.
Guo Freeman, Divine Maloney, Dane Acena, Catherine Barwulor
CHI3
2022 "Acting Out" Queer Identity: The Embodied Visibility in Social Virtual Reality
abstract
This paper focuses on embodied visibility emerging in social Virtual Reality (VR) as a new lens to explore how queer users build and experience visibility in nuanced ways. Drawing on 29 queer social VR users' experiences across various countries and cultures, we identify three main strategies for building and experiencing embodied visibility in social VR, limitations of each strategy, and impacts of such visibility on queer users' identity practices online and offline. We broaden current studies on queer visibility online and expand the traditional lens of selective visibility by highlighting how embodiment both supports and challenges the multidimensional online presentations of queer identity. We also propose potential design considerations to further support diverse queer users' visibility in social VR and inform future directions for creating inclusive online social experiences.
Guo Freeman, Dane Acena
Proc. ACM Hum. Comput. Interact.2
2022 Working Together Apart through Embodiment: Engaging in Everyday Collaborative Activities in Social Virtual Reality
abstract
Computer-mediated collaboration has long been a core research interest in CSCW and HCI. As online social spaces continue to evolve towards more immersive and higher fidelity experiences, more research is still needed to investigate how emerging novel technology may foster and support new and more nuanced forms and experiences of collaboration in virtual environments. Using 30 interviews, this paper focuses on what people may collaborate on and how they collaborate in social Virtual Reality (VR). We broaden current studies on computer-mediated collaboration by highlighting the importance of embodiment for co-presence and communication, replicating offline collaborative activities, and supporting the seamless interplay of work, play, and mundane experiences in everyday lives for experiencing and conceptualizing collaboration in emerging virtual environments. We also propose potential design implications that could further support everyday collaborative activities in social VR
Guo Freeman, Dane Acena, Nathan J. McNeese, Kelsea Schulenberg
Proc. ACM Hum. Comput. Interact.2
2022 Disturbing the Peace: Experiencing and Mitigating Emerging Harassment in Social Virtual Reality
abstract
Harassment has long been considered a severe social issue and a culturally contextualized construct. More recently, understanding and mitigating emerging harassment in social Virtual Reality (VR) has become a growing research area in HCI and CSCW. Based on the perspective of harassment in the U.S. culture, in this paper we identify new characteristics of online harassment in social VR using 30 in-depth interviews. We especially attend to how people who are already considered marginalized in the gaming and virtual worlds contexts (e.g., women, LGBTQ, and ethnic minorities) experience such harassment. As social VR is still a novel technology, our proactive approach highlights embodied harassment as an emerging but understudied form of harassment in novel online social spaces. Our critical review of social VR users' experiences of harassment and recommendations to mitigate such harassment also extends the current conceptualization of online harassment in CSCW. We therefore contribute to the active prevention of future harassment in nuanced online environments, platforms, and experiences.
Guo Freeman, Samaneh Zamanifard, Divine Maloney, Dane Acena
Proc. ACM Hum. Comput. Interact.4
2021 Hugging from A Distance: Building Interpersonal Relationships in Social Virtual Reality
abstract
This paper focuses on how the emerging social VR systems, as new and unique social interaction spaces that afford high-fidelity and multidimensional physical presence, may support building interpersonal relationships in a more nuanced, immersive, and embodied way. Based on 30 interviews, our investigation focuses on 1) the main reasons why people build and foster interpersonal relationships in social VR; 2) various novel activities through which users can foster relationships in social VR; and 3) the complicated influences of social VR mediated relationships on users’ online and offline social lives. We contribute to better understanding mediated interactive experiences by shedding light on the novel role of social VR in transforming how people meet, interact, and establish connections with others compared to other forms of media. We also provide potential directions to inform the design of future social VR systems to better afford healthy, fulfilling, and supportive interpersonal relationships.
Guo Freeman, Dane Acena
IMX2