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Creators/Authors contains: "Isbister, Katherine"

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  1. Free, publicly-accessible full text available October 21, 2025
  2. Social virtual reality platforms present new opportunities for embodied de- sign processes. This paper illustrates a range of embodied design techniques made possible through social engagement with VR/XR technology. Drawing from a case study involving the prototyping of a conversation visualization system for VR meetings, we present several novel embodied design methods in VR (also applicable to XR). These include: new techniques for supporting embodied ideation; new ways of acting out and improvising scenarios together; and new opportunities for preparing and ma- nipulating assets, environments, and low fidelity interactions for embodied design pro- cesses. These novel techniques and approaches point to exciting new opportunities for expanding the repertoire of embodied design practice more broadly. 
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    Free, publicly-accessible full text available June 24, 2025
  3. Live action roleplay (larp) has a wide range of applications, and can be relevant in relation to HCI. While there has been research about larp in relation to topics such as embodied interaction, playfulness and futuring published in HCI venues since the early 2000s, there is not yet a compilation of this knowledge. In this paper, we synthesise knowledge about larp and larp-adjacent work within the domain of HCI. We present a practitioner overview from an expert group of larp researchers, the results of a literature review, and highlight particular larp research exemplars which all work together to showcase the diverse set of ways that larp can be utilised in relation to HCI topics and research. This paper identifies the need for further discussions toward establishing best practices for utilising larp in relation to HCI research, as well as advocating for increased engagement with larps outside academia. 
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    Free, publicly-accessible full text available September 2, 2025
  4. This study investigates how individual predispositions toward Virtual Reality (VR) affect user experiences in collaborative VR environments, particularly in workplace settings. By adapting the Video Game Pursuit Scale to measure VR predisposition, we aim to establish the reliability and validity of this adapted measure in assessing how personal characteristics influence engagement and interaction in VR. Two studies, the first correlational and the second quasi-experimental, were conducted to examine the impact of environmental features, specifically the differences between static and mobile VR platforms, on participants’ perceptions of time, presence, and task motivation. The findings indicate that individual differences in VR predisposition significantly influence user experiences in virtual environments with important implications for enhancing VR applications in training and team collaboration. This research contributes to the understanding of human–computer interaction in VR and offers valuable insights for organizations aiming to implement VR technologies effectively. The results highlight the importance of considering psychological factors in the design and deployment of VR systems, paving the way for future research in this rapidly evolving field. 
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    Free, publicly-accessible full text available October 10, 2025
  5. In the 21st century workplace (especially in COVID times), much human social interaction occurs during virtual meetings. Unlike traditional screen-based remote meetings, VR meetings promise a more richly embodied form of communication. This paper maps the experiential terrain of seven commercial VR meeting applications, with a particular focus on the range of shared social experiences and collaborative abilities these applications may enable or constrain. We examine a range of applications including Spatial, Glue VR, MeetinVR, Mozilla Hubs, VRChat, AltspaceVR, and Rec Room. We analyze and map avatar system strategies, meeting environments and in-world cues, meeting invitation model, and different models of participation. In addition, we argue that commercial applications for meeting in VR that cater to workplace contexts might benefit from borrowing some of the strategies used in more leisure-focused environments for supporting social interaction. 
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  6. This paper presents a case study of designing and running a Larp (live action role play)-based summer camp in which middle school-age girls create social wearables, toward building computational and design skills, interest, and self-efficacy. Our design draws upon prior evidence that edu-larps can address the identity gap for underrepresented groups in STEM. The focus on creation of social wearables built using E-textiles builds on existing larp practices that use costuming as a method for establishing identity as well as for providing a platform campers can use to enhance their dramatic spectacles. Our findings will be of interest to those working in the areas of informal learning of computation through Arduino and another small device programming, as well as those interested in the intersection of larp and technology design practices, and edu-larp. 
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  7. null (Ed.)
    This paper presents early work towards the development of a set of lenses for analyzing Maker ecosystems. By ecosystems, we mean the combination of hardware offered and web-presence that teaches/sells/builds community around that hardware, as well as the community of makers themselves. We analyzed 35 ecosystems, including well-known larger ones, as well as smaller, specialized environments. We present a set of key factors for consideration by anyone intending to use an ecosystem for a particular population or need in research, along with a set of examples of how these lenses can be applied for analysis. Key factors include: whether the ecosystem is open or closed, how they present onboarding materials that help users learn the platform, whether there is a growth path that supports continued learning and development, what they require or expect from users to participate, and the avenues of community development available for makers to share their work and knowledge. 
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