Related papers: Effects of Coupling in Human-Virtual Agent Body In…
Technologies for enhancing well-being, healthcare vigilance and monitoring are on the rise. However, despite patient interest, such technologies suffer from low adoption. One hypothesis for this limited adoption is loss of human interaction…
This paper describes our research on AI agents embodied in visual, virtual or physical forms, enabling them to interact with both users and their environments. These agents, which include virtual avatars, wearable devices, and robots, are…
The dynamical systems found in Nature are rarely isolated. Instead they interact and influence each other. The coupling functions that connect them contain detailed information about the functional mechanisms underlying the interactions and…
As an increasing number of interactive devices offer human-like assistance, there is a growing need to understand the human experience of interactive agents. When interactive artefacts with human-like features become intertwined in our…
Human movement has been studied for decades and dynamic laws of motion that are common to all humans have been derived. Yet, every individual moves differently from everyone else (faster/slower, harder/smoother etc). We propose here an…
The premise of this working paper is based around agent-based simulation models and how to go about creating them from given incomplete information. Agent-based simulations are stochastic simulations that revolve around groups of agents…
Gaze cueing is a fundamental part of social interactions, and broadly studied using Posner task based gaze cueing paradigms. While studies using human stimuli consistently yield a gaze cueing effect, results from studies using robotic…
Testing conversational AI systems at scale across diverse domains necessitates realistic and diverse user interactions capturing a wide array of behavioral patterns. We present a novel multi-agent framework for realistic, explainable human…
Our interactions with technology do not just shape our individual experiences. They also affect people around us. Although previous research has addressed such "witness" experiences, the actual effect of interaction design on the witness…
With the development of artificial intelligence, human beings are increasingly interested in human-agent collaboration, which generates a series of problems about the relationship between agents and humans, such as trust and cooperation.…
There are many reasons for utilising 3D animation and virtual reality in sexuality research. Apart from providing a mean with which to (re)experience certain situations there are four main advantages: a) bespoke animated stimuli can be…
Virtual humans (i.e., embodied conversational agents) have the potential to support college students' mental health, particularly in Science, Technology, Engineering, and Mathematics (STEM) fields where students are at a heightened risk of…
Ideas about how to increase the unconscious participation in interaction between 'a human' and 'a computer' are developed in this paper. Evidence of impact of the unconscious functioning is presented. The unconscious is characterised as…
Audience reactions can considerably enhance live experiences; conversely, in anytime-anywhere augmented reality (AR) experiences, large crowds of people might not always be available to congregate. To get closer to simulating live events…
How do users behave in online chatrooms, where they instantaneously read and write posts? We analyzed about 2.5 million posts covering various topics in Internet relay channels, and found that user activity patterns follow known power-law…
The emotional response a person has to a living space is predominantly affected by light, color and texture as space-making elements. In order to verify whether this phenomenon could be replicated in a simulated environment, we conducted a…
Interactions with artificial intelligence (AI) based agents can positively influence human behavior and judgment. However, studies to date focus on text-based conversational agents (CA) with limited embodiment, restricting our understanding…
Recent technological advances have made head-mounted displays (HMDs) smaller and untethered, fostering the vision of ubiquitous interaction with information in a digitally augmented physical world. For interacting with such devices, three…
This chapter gives an overview of interaction techniques for mixed reality including augmented and virtual reality (AR/VR). Various modalities for input and output are discussed. Specifically, techniques for tangible and surface-based…
This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible…