META-TOO: Research Publications

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Peer-reviewed Publications

Authors: Arthur Audrain (Inria), Katja Zibrek (Inria), and Ferran Argelaguet (Inria)

Published in: IEEE Transactions on Visualization and Computer Graphics

Date of Publication: 08 April 2026

Presented at: IEEE Conference in Virtual Reality and 3D User Interfaces, South Korea

Date of Presentation:  24 March 2026

DOI: 10.1109/TVCG.2026.3679113

Abstract: Social Virtual Reality (SVR) enables users to embody avatars and interact with others in shared virtual environments. On platforms such as Rec Room, VRChat, and Meta Horizon Worlds, inappropriate social behaviours are common and can lead to harmful emotional experiences for users. To prevent or mitigate these negative effects, SVR platforms offer a range of actions, referred to as safety tools, that allow users to control the information and interactions they are exposed to. Although prior research has analysed and proposed initial classifications of these tools, a structured, theory-driven approach to their characterization is

still lacking. In this paper, we propose a taxonomy of safety tools for SVR platforms inspired by existing literature in social psychology and human–computer interaction. In order to characterise these tools, we focus on the area of social interaction, which occurs between a sender and a receiver, within a social context of the SVR medium. Our approach not only provides a model of social interaction in SVR, but also describes how safety tools function, including the processes of selecting and manipulating them, factors that are critical to their effectiveness. Finally, we apply our framework to characterise existing safety tools, identify their limitations, and present design guidelines for future SVR platforms.

Authors: Justyna Świdrak, Orestis Georgiou, Domna Banakou, Marta Matamala-Gomez, Grzegorz Pochwatko, and Sofia Seinfeld

Published in: Frontiers in Virtual Reality

Date of Publication: 24 September 2024

DOI: 10.3389/frvir.2024.1491854

Abstract: The field of immersive virtual reality (VR) has rapidly evolved, driven by advancements in 3D graphics and accessible high-performance hardware. It is a multimodal technology based on multisensory integration. While much of the existing VR research has focused on audiovisual cues, humans perceive the world through a variety of senses, including touch, smell, taste, and less commonly considered senses like equilibrioception. Despite their importance, these additional sensory modalities have often been overlooked in VR development. This intentionally broad Research Topic aims to address that gap. It covers novel or underutilized sensory stimulation techniques and their applications in VR. To that end, we sought to collect manuscripts that push the boundaries of traditional VR by incorporating these diverse sensory inputs to enhance the immersive experience.

The editorial summarizes the ten selected papers on multimodal VR applications that cover themes including navigation and spatial orientation, haptic feedback and touch, gustatory and olfactory stimuli, and therapeutic applications. We highlight significant technological advancements, methodological insights, and practical applications. Collectively, they underscore the significance and potential of multisensory integration in VR. In addition, these developments demonstrate the transformative potential to create more engaging, realistic, and effective experiences. Consequently, they pave the way for enhanced VR applications across education, entertainment, and healthcare.

Authors: Mel Slater, Michele Di Dalmazi, Doron Friedman, Jessica Galissaire, Henri Isaac, Anna Kobusinska, Aurelio Lopez-Tarruella-Martinez, Lucio Lamberti, Jean-François Lucas, Omar Aziz Niamut, Xueni Pan, Yannick Prié, Matthias Quent, Raul Ruiz Rodríguez, Maria V. Sanchez-Vives, Piotr Skrzypczyński, Anthony Steed, Petter Wannerberg

Published in: Frontiers in Virtual Reality

Date of Publication: 27 October 2025

DOI: 10.3389/frvir.2025.1566419  

Abstract: Since late 2021, there has been increasing interest in the idea of the “metaverse.” This is a virtual, augmented or mixed reality system that potentially millions of people can simultaneously inhabit and where people can interact with one another in real-time, irrespective of the physical distance between them. It is heralded by some as the next-level world wide web that will use a 3D immersive interface, with the potential of mixing virtual and physical reality, with environments persisting over time and all interoperable between different platforms and devices. Nevertheless, there is still no true example of a metaverse, only a number of nascent examples. Here we discuss the technical foundations for such metaverses, the role of generative AI, and its possible impact on society—including education, healthcare and quality of life, business and consumers, the future of work, and its implications for democracy. We also discuss public perceptions of the metaverse, issues of governance and regulation, and its legal implications. Overall, while the metaverse may radically and positively alter the way that we live, we must take into account ethical and regulatory issues in order to avoid predictions of a dystopian future being realized. This study is, therefore, a multi-disciplinary introduction to the metaverse concept that may be useful to readers with many different interests.

Authors: Michele Barbier, Katja Zibrek, Justyna Swidrak, Akrivi Katifori, Maria Roussou  

Publisher:  IEEE conference on virtual reality and 3D user interfaces abstracts and workshops (VRW)

Date of Publication: 1 May 2026

Presented at: Workshop IDEATExR, IEEE conference on virtual reality and 3D user interfaces, South Korea

Date of Presentation: 22 March 2026

DOI: 10.1109/VRW70859.2026.00029

Abstract: Social VR is an immersive virtual realm where individuals can socialize, work, and entertain. Platforms like Horizon Worlds or VR Chat enable users to be immersed in the virtual environment thanks to the inclusion of multisensory channels and embodiment into a virtual representation of themselves (avatar). The combination of an open social VR platform which offers obscured identity, synchronicity, and ephemerality, paired with a deep sense of embodiment and presence gives way to cyber-harassment. Verbal, physical, and environmental abuse intensifies emotional impact, especially for users with self-similar avatars, marginalized identities and vulnerable population, such as children and individuals with mental health difficulties. There is a lack of understanding of the factors which influence harassment and inappropriate social behaviour in Social VR. The EU funded META-TOO project addresses this gap through two experimental tracks, first one focused on behavioral and emotional impact studies, and second on the investigation of safety tools which can be used by users to mitigate the effects of harassment. In this paper, we present the two experimental frameworks of META-TOO and discuss the associated ethical challenges when conducting this type of research.

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