CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
It's all in the words: supporting work activites with lightweight tools
GROUP '99 Proceedings of the international ACM SIGGROUP conference on Supporting group work
Social translucence: an approach to designing systems that support social processes
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction in the new millennium, Part 1
The social life of avatars: presence and interaction in shared virtual environments
The social life of avatars: presence and interaction in shared virtual environments
The long-term uses of shared virtual environments: an exploratory study
The social life of avatars
Collaboration in multi-modal virtual worlds: comparing touch, text, voice and video
The social life of avatars
America Calling: A Social History of the Telephone to 1940
America Calling: A Social History of the Telephone to 1940
The impact of status and audio conferencing technology on business meetings
International Journal of Human-Computer Studies
Toward a more robust theory and measure of social presence: review and suggested criteria
Presence: Teleoperators and Virtual Environments
Private communications in public meetings
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Towards a framework for designing speech-based player interaction in multiplayer online games
Proceedings of the second Australasian conference on Interactive entertainment
Designing Virtual Worlds
Audio vs. Chat: The Effects of Group Size on Media Choice
HICSS '07 Proceedings of the 40th Annual Hawaii International Conference on System Sciences
Pervasive computing in the domestic space
Personal and Ubiquitous Computing
Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds
Computer Supported Cooperative Work
Situated practices of looking: visual practice in an online world
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Body and mind: a study of avatar personalization in three virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Motivated learning agent model for distributed collaborative systems
Expert Systems with Applications: An International Journal
Feminist HCI meets facebook: Performativity and social networking sites
Interacting with Computers
Participation framework(s) in Second Life meetings: communication media and roles
Proceedings of the 29th Annual European Conference on Cognitive Ergonomics
"Friendly, don't shoot!": how communication design can enable novel social interactions
Proceedings of the 24th Australian Computer-Human Interaction Conference
3D Virtual worlds and the metaverse: Current status and future possibilities
ACM Computing Surveys (CSUR)
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Internet-based virtual worlds (VWs) have emerged as a popular form of collaborative virtual environment. Most have offered only text chat for user communication; however several VWs have recently introduced voice. While research has demonstrated benefits of voice, its introduction into the popular VW Second Life (SL) was controversial, and some users have rejected it. In order to understand the benefits and problems that voice brings to virtual worlds, we used qualitative methods to gather data from SL users and analyse it. We discuss our results in the light of media-richness theory and its critiques, arguing that preferences for voice or text reflect a broader problem of managing social presence in virtual contexts.