Facebook to Give Up to Five Awards of US$75,000 Each for Social VR Research Proposals

Facebook Research dropped the following announcement, which I somehow missed, which will be of some interest to academic researchers in the area of social virtual reality:

Facebook is…soliciting proposals to help accelerate research in social VR with the hope of fostering open, welcoming, and safer virtual worlds. There are fairly robust research fields in traditional 2D social platforms, and we hope to drive similar progress in the fields of 3D and virtual reality social interaction. We anticipate awarding a total of five awards of up to $75,000 USD each. Payment will be made to the proposer’s host university in the form of a grant awarded by a third-party donor-advised fund, per the Terms & Conditions set forth below.

We strongly encourage researchers from diverse backgrounds and of diverse abilities to apply.

Facebook also provides three topics that they are especially interested in, but also state that “Researchers are encouraged to propose additional topics relevant to the theme of social interactions and social user experiences in VR environments.” The three areas are:

1. How does social VR contribute to social connection?

As with any form of interactive platform, virtual reality can help us better understand user behaviors and psychology. Facebook is interested in learning how immersive 3D VR experiences can help us better understand topics related to social connection, interaction and interpersonal relationships (virtual and real).

Social networks and groups are fundamental forums for interaction on these platforms. We are interested in how groups and communities arise, operate, and facilitate interaction in social VR environments.

2. What lessons in social interaction, social psychology and experience have we learned from 2D social platforms that apply to 3D immersive environments?

Despite immersive social platforms being relatively new to society, there are countless lessons that we can take from research on 2D social platforms that have been in existence for decades.Facebook is interested in discovering how research areas like social interaction, social anxiety and online harassment from a 2D lens can be applied to further understand experiences in 3D social VR environments.

3. How can we ensure user safety for teens in social VR environments?

Facebook is interested in how immersive social VR experiences affect teens (ages 13-18) in particular. Further, Facebook seeks to understand how social VR platforms can mitigate threats such as online addiction, online harassment, cyberbullying, and other safety concerns for younger users.

The deadline for applications is October 29th, 2020. For further details, including the terms and conditions of these awards, please see the Facebook Research website for this award. For a listing of all current research award opportunities, please see Facebook’s Research Awards page.

UPDATED: How You Can Get a Grant of US$1,000-25,000 for Your Avatar Project

Since I asked Facebook to delete all my data and I quit the social network at the end of 2018, I have been spending much more time on Reddit and Twitter. On Twitter, I have ruthlessly cut the number of people I’m following, focusing in on people in virtual reality and virtual worlds.

Twitter is where I found this Forbes article, which reported:

Virtual Beings Grants announced at Virtual Beings summit.

The grants range from $1,000 – $25,000 and are obtainable by any group building a virtual being. Virtual beings include digital humans, virtual influencers, virtual assistants, creative AIs, avatars, and tools for virtual beings. There are four grant categories: games, enterprise, social, and education. Applications are open through September 17th and winners will be announced October 15th.

If you are interested and want to find out more, you can visit the grants information page. This initiative is spearheaded by the first-ever Virtual Beings Summit, a recent conference held in San Francisco meant to encourage virtual beings projects. They say:

Virtual Beings Is A New Space. To Believe Today That A Virtual Being Might Be At The Heart Of Every Part Of Our Lives Is A Big, Crazy Leap Of Faith. We Invite Those Crazy Enough To Believe To Sign Up Here!

Hmmm, I wonder if I should apply for a grant to support my work informing Second Life users about how to style their avatar for as few Linden dollars as possible? *sigh* Probably not.

By the way, here’s my latest Second Life avatar styling accomplishment:

This avatar is wearing:

Mesh Head: Leila Bento mesh head by Altamura (free group gift from last Christmas)

Mesh Body: Lara Bento mesh body by Maitreya

Skin Applier: Diana by Clef de Peau (free group gift from last Christmas)

Kimono and Shoes: Tsuru women’s kimono outfit by Secrets of Gaia (free hunt gift in the current Medieval Fantasy Hunt XIX)

Choker: Daphne choker from Beloved Jewelry (free; a hunt gift from last year)

Hair: Haruka hair by aa*Hair (free gift from the 2018 Hair Fair)

Animation Override: Chubby Girl AO by [ImpEle] (free from the SL Marketplace). This is a nice, simple, calm, free AO with no crazy movements. To show off the sleeves on this wonderful kimono, I added the Shoulder Overrider by Ethik Nacon, which you can use to adjust the shoulder position of any pose or AO.

TOTAL COST OF THIS AVATAR: L$3,198 (L$2,075 for the Maitreya Lara body, L$299 for the Shoulder Overrider, L$50 to join the Altamura Design/Mesh Avatars group, and L$99 for the Altamura Omega System Kit available at this exact SLURL.)


UPDATE July 29th: I just discovered this VentureBeat article reporting on the various presentations at the Virtual Beings Summit.