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Game-theoretic dynamics between AI agents could differ from traditional human-human interactions in various ways. One such difference is that it may be possible to accurately simulate an AI agent, for example because its source code is…
Affect and cognitive load influence many user behaviors. In this paper, we propose Motion as Emotion, a novel method that utilizes fine differences in hand motion to recognise affect and cognitive load in virtual reality (VR). We conducted…
Interactive intelligent agents are being integrated across society. Despite achieving human-like capabilities, humans' responses to these agents remain poorly understood, with research fragmented across disciplines. We conducted a first…
Interactive Machine Learning is concerned with creating systems that operate in environments alongside humans to achieve a task. A typical use is to extend or amplify the capabilities of a human in cognitive or physical ways, requiring the…
User embodiment is important for many virtual reality (VR) applications, for example, in the context of social interaction, therapy, training, or entertainment. However, there is no validated instrument to empirically measure the perception…
The integration of the physical capabilities of an industrial collaborative robot with a social virtual character may represent a viable solution to enhance the workers' perception of the system as an embodied social entity and increase…
Real-time collaboration with humans poses challenges due to the different behavior patterns of humans resulting from diverse physical constraints. Existing works typically focus on learning safety constraints for collaboration, or how to…
Children and adults with cerebral palsy (CP) can have involuntary upper limb movements as a consequence of the symptoms that characterize their motor disability, leading to difficulties in communicating with caretakers and peers. We…
To study body ownership and control, illusions that elicit these feelings in non-body objects are widely used. Classically introduced with the Rubber Hand Illusion, these illusions have been replicated more recently in virtual reality and…
Physical interactions between particles are the result of the exchange of gauge bosons. Human interactions are mediated by the exchange of messages, goods, money, promises, hostilities, etc. While in the physical world interactions and…
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…
In this study we investigated the effect of body ownership illusion-based body scaling on physics plausibility in Virtual Reality (VR). Our interest was in examining whether body ownership illusion-based body scaling could affect the…
Virtual reality (VR) is increasingly used as a platform for social interaction, including as a means for older adults to maintain engagement. However, there has been limited research to examine the features of social VR that are most…
This paper investigates different approaches to build and use digital human avatars toward interactive Virtual Co-presence (VCP) environments. We evaluate the evolution of technologies for creating VCP environments and how the advancement…
The use of virtual agents in social coaching has increased rapidly in the last decade. In order to train the user in different situations than can occur in real life, the virtual agent should be able to express different social attitudes.…
Seamlessly interacting with humans or robots is hard because these agents are non-stationary. They update their policy in response to the ego agent's behavior, and the ego agent must anticipate these changes to co-adapt. Inspired by humans,…
When collaborating face-to-face, people commonly use the surfaces and spaces around them to perform sensemaking tasks, such as spatially organising documents, notes or images. However, when people collaborate remotely using desktop…
This study presents a comparative framework for evaluating emotional engagement with textile soft robots and their augmented-reality (AR) counterparts. Four robotic sculptures were developed, each embodying nature-inspired dynamic behaviors…
In exhibition hybrid spaces, scale consistency between real and virtual spaces is crucial for user immersion. However, there is currently a lack of systematic research to determine appropriate virtual-to-real mapping ratios. This study…
Digital technologies are reshaping how people experience their surroundings, often pulling focus toward virtual spaces and making it harder to stay present and engaged. Wearable augmented reality (AR), by embedding digital information into…