{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,9,11]],"date-time":"2025-09-11T17:25:28Z","timestamp":1757611528332,"version":"3.44.0"},"publisher-location":"New York, NY, USA","reference-count":18,"publisher":"ACM","content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2025,9,22]]},"DOI":"10.1145\/3737821.3749449","type":"proceedings-article","created":{"date-parts":[[2025,9,3]],"date-time":"2025-09-03T11:49:43Z","timestamp":1756900183000},"page":"1-3","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":0,"title":["From Monocular Smart Glasses to Asymmetric VR to Immersive AV: Tailored Interaction Designs for Social Mixed Reality"],"prefix":"10.1145","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-9327-0426","authenticated-orcid":false,"given":"Amal","family":"Yassien","sequence":"first","affiliation":[{"name":"Faculty of Informatics and Computer Science, German International University in Cairo, Cairo, Egypt"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-1817-1855","authenticated-orcid":false,"given":"Slim","family":"Abdennadher","sequence":"additional","affiliation":[{"name":"German International University in Cairo, Cairo, Cairo, Egypt"}]}],"member":"320","published-online":{"date-parts":[[2025,9,21]]},"reference":[{"key":"e_1_3_3_1_2_2","doi-asserted-by":"crossref","unstructured":"Fabio Arena Mario Collotta Giovanni Pau and Francesco Termine. 2022. An overview of augmented reality. Computers 11 2 (2022) 28.","DOI":"10.3390\/computers11020028"},{"key":"e_1_3_3_1_3_2","doi-asserted-by":"crossref","unstructured":"Jonas Auda Uwe Gruenefeld Sarah Faltaous Sven Mayer and Stefan Schneegass. 2023. A scoping survey on cross-reality systems. Comput. Surveys 56 4 (2023) 1\u201338.","DOI":"10.1145\/3616536"},{"key":"e_1_3_3_1_4_2","doi-asserted-by":"crossref","unstructured":"Ronald\u00a0T Azuma. 1997. A survey of augmented reality. Presence: teleoperators & virtual environments 6 4 (1997) 355\u2013385.","DOI":"10.1162\/pres.1997.6.4.355"},{"key":"e_1_3_3_1_5_2","doi-asserted-by":"publisher","DOI":"10.5220\/0009792405990605"},{"key":"e_1_3_3_1_6_2","unstructured":"Paul Milgram and Fumio Kishino. 1994. A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems 77 12 (1994) 1321\u20131329."},{"key":"e_1_3_3_1_7_2","doi-asserted-by":"crossref","unstructured":"Catherine\u00a0S Oh Jeremy\u00a0N Bailenson and Gregory\u00a0F Welch. 2018. A Systematic Review of Social Presence: Definition Antecedents and Implications. Front. Robot. AI 5: 114. doi: 10.3389\/frobt (2018).","DOI":"10.3389\/frobt.2018.00114"},{"key":"e_1_3_3_1_8_2","doi-asserted-by":"publisher","DOI":"10.1145\/3411764.3445633"},{"key":"e_1_3_3_1_9_2","doi-asserted-by":"crossref","unstructured":"Xueni Pan and Antonia F de\u00a0C Hamilton. 2018. Why and how to use virtual reality to study human social interaction: The challenges of exploring a new research landscape. British Journal of Psychology (2018).","DOI":"10.1111\/bjop.12290"},{"key":"e_1_3_3_1_10_2","doi-asserted-by":"crossref","unstructured":"Thomas\u00a0D Parsons Andrea Gaggioli and Giuseppe Riva. 2017. Virtual reality for research in social neuroscience. Brain sciences 7 4 (2017) 42.","DOI":"10.3390\/brainsci7040042"},{"key":"e_1_3_3_1_11_2","doi-asserted-by":"crossref","unstructured":"Martijn\u00a0J Schuemie Peter Van Der\u00a0Straaten Merel Krijn and Charles\u00a0APG Van Der\u00a0Mast. 2001. Research on presence in virtual reality: A survey. CyberPsychology & Behavior 4 2 (2001) 183\u2013201.","DOI":"10.1089\/109493101300117884"},{"key":"e_1_3_3_1_12_2","doi-asserted-by":"publisher","DOI":"10.1145\/3290605.3300767"},{"key":"e_1_3_3_1_13_2","unstructured":"Sparsh Srivastava. 2024. Quantifying Social Presence in Mixed Reality: A Contemporary Review of Techniques and Innovations. arXiv preprint arXiv:https:\/\/arXiv.org\/abs\/2404.15325 (2024)."},{"key":"e_1_3_3_1_14_2","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-031-42293-5_56"},{"key":"e_1_3_3_1_15_2","doi-asserted-by":"publisher","DOI":"10.1145\/3419249.3420112"},{"key":"e_1_3_3_1_16_2","doi-asserted-by":"publisher","DOI":"10.1145\/3677045.3685443"},{"key":"e_1_3_3_1_17_2","doi-asserted-by":"publisher","unstructured":"Amal Yassien Mohamed\u00a0Ahmed Soliman and Slim Abdennadher. 2022. QuarantivityVR: Supporting Self-Embodiment for Non-HMD Users in Asymmetric Social VR Games. i-com 21 1 (2022) 55\u201370. 10.1515\/icom-2022-0005","DOI":"10.1515\/icom-2022-0005"},{"key":"e_1_3_3_1_18_2","doi-asserted-by":"publisher","DOI":"10.1109\/IDAACS58523.2023.10348679"},{"key":"e_1_3_3_1_19_2","doi-asserted-by":"publisher","DOI":"10.1145\/3385956.3422110"}],"event":{"name":"MobileHCI '25 Adjunct: 27th International Conference on Mobile Human-Computer Interaction","sponsor":["SIGCHI ACM Special Interest Group on Computer-Human Interaction"],"location":"Sharm El-Sheikh Egypt","acronym":"MobileHCI '25 Adjunct"},"container-title":["Adjunct Proceedings of the 27th International Conference on Mobile Human-Computer Interaction"],"original-title":[],"deposited":{"date-parts":[[2025,9,3]],"date-time":"2025-09-03T20:48:51Z","timestamp":1756932531000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3737821.3749449"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2025,9,21]]},"references-count":18,"alternative-id":["10.1145\/3737821.3749449","10.1145\/3737821"],"URL":"https:\/\/doi.org\/10.1145\/3737821.3749449","relation":{},"subject":[],"published":{"date-parts":[[2025,9,21]]},"assertion":[{"value":"2025-09-21","order":3,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}