Related papers: Avatar Mobility in Networked Virtual Environments:…
In this work we present a measurement study of user mobility in Second Life. We first discuss different techniques to collect user traces and then focus on results obtained using a crawler that we built. Tempted by the question whether our…
Natural interaction between multiple users within a shared virtual environment (VE) relies on each other's awareness of the current position of the interaction partners. This, however, cannot be warranted when users employ noncontinuous…
With the wide adoption of the multi-community setting in many popular social media platforms, the increasing user engagements across multiple online communities warrant research attention. In this paper, we introduce a novel analogy between…
As "Big Data" has become pervasive, an increasing amount of research has connected the dots between human behaviour in the offline and online worlds. Consequently, researchers have exploited these new findings to create models that better…
In this study, we compare the virtual and real gait parameters to investigate the effect of appearances of embodied avatars and virtual reality experience on gait in physical and virtual environments. We developed a virtual environment…
Human bodies influence the owners' affect through posture, facial expressions, and movement. It remains unclear whether similar links between virtual bodies and affect exist. Such links could present design opportunities for virtual…
Interactive collaborative video is now a common part of remote work. Despite its prevalence, traditional video conferencing can be challenging, sometimes causing social discomforts that undermine process and outcomes. Avatars on 2D displays…
Massive multiplayer online role-playing games (MMORPGs) are very popular in China, which provides a potential platform for scientific research. We study the online-offline activities of avatars in an MMORPG to understand their game-playing…
Online communication via avatars provides a richer online social experience than text communication. This reinforces the importance of online social support. Online social support is effective for people who lack social resources because of…
We study the dynamic network of relationships among avatars in the massively multiplayer online game Planetside 2. In the spring of 2014, two separate servers of this game were merged, and as a result, two previously distinct networks were…
Avatars are edging into mainstream videoconferencing, but evaluation of how avatar animation modalities contribute to work meeting outcomes has been limited. We report a within-group videoconferencing experiment in which 68 employees of a…
Due to the COVID-19 pandemic, many professional entities shifted toward remote collaboration and video conferencing (VC) tools. Social virtual reality (VR) platforms present an alternative to VC for meetings and collaborative activities.…
Millions of people have seen their daily habits transform, reducing physical activity and leading to mental health issues. This study explores how virtual characters impact motivation for well-being. Three prototypes with cartoon, robotic,…
Digital platforms increasingly support collective action initiatives, yet coordinating geographically dispersed users through digital interfaces remains challenging, particularly in threshold settings where success requires critical mass…
The metaverse promises a shift in the way humans interact with each other, and with their digital and physical environments. The lack of geographical boundaries and travel costs in the metaverse prompts us to ask if the fundamental laws…
Sexual harassment has been recognized as a significant social issue. In recent years, the emergence of harassment in social virtual reality (VR) has become an important and urgent research topic. We employed a mixed-methods approach by…
Since 2014, we have been conducting experiments based on a multidisciplinary collaboration between specialists in theatrical staging and researchers in virtual reality, digital art, and video games. This team focused its work on the…
The recent availability of digital traces generated by phone calls and online logins has significantly increased the scientific understanding of human mobility. Until now, however, limited data resolution and coverage have hindered a…
The present study investigates users' movement behavior in a virtual environment when they attempted to avoid a virtual character. At each iteration of the experiment, four conditions (Self-Avatar LookAt, No Self-Avatar LookAt, Self-Avatar…
The use of motion capture in live dance performances has created an emerging discipline enabling dancers to play different avatars on the digital stage. Unlike classical workflows, avatars enable performers to act as different characters in…