Related papers: Affordance Analysis of Virtual and Augmented Reali…
Vehicle pedestrian communication is extremely important when developing autonomy for an autonomous vehicle. Enabling bidirectional nonverbal communication between pedestrians and autonomous vehicles will lead to an improvement of…
We present a virtual reality (VR) environment featuring conversational avatars powered by a locally-deployed LLM, integrated with automatic speech recognition (ASR), text-to-speech (TTS), and lip-syncing. Through a pilot study, we explored…
Social Virtual Reality (VR) emerges as a promising platform bringing immersive, interactive, and engaging mechanisms for collaborative activities in virtual spaces. However, interpersonal communication in social VR is still limited with…
Humans convey their intentions through the usage of both verbal and nonverbal behaviors during face-to-face communication. Speaker intentions often vary dynamically depending on different nonverbal contexts, such as vocal patterns and…
Robot teleoperation via augmented reality (AR) offers a promising path toward more intuitive human-robot interaction (HRI). We present a head-mounted AR 'puppeteer' system in which users control a physical robot by interacting with its…
Few VR applications and games implement captioning of speech and audio cues, which either inhibits or prevents access of their application by deaf or hard of hearing (DHH) users, new language learners, and other caption users. Additionally,…
Online dating has become the dominant way romantic relationships begin, yet current platforms strip the nonverbal cues: gaze, facial expression, body posture, response timing, that humans rely on to signal comfort, disinterest, and consent,…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
While voice user interfaces offer increased accessibility due to hands-free and eyes-free interactions, older adults often have challenges such as constructing structured requests and perceiving how such devices operate. Voice-first user…
This study evaluates the usage of virtual reality (VR) technologies as a teaching tool in oral placement therapy, a subset of speech therapy. The researcher distributed instructional videos using traditional lecture and modified…
In remote video meetings, visual non-verbal cues, such as facial expressions or head movements, are seen continuously but often only partially. This increases ambiguity compared to in-person settings and can cause misinterpretation or…
To enable more natural face-to-face interactions, conversational agents need to adapt their behavior to their interlocutors. One key aspect of this is generation of appropriate non-verbal behavior for the agent, for example facial gestures,…
Immersive technologies, including augmented and virtual reality (AR & VR) devices, have enhanced digital communication along with a considerable increase in digital threats. Thus, authentication becomes critical in AR & VR technology,…
Since the launch of Google Glass in 2014, smart glasses have mainly been designed to support micro-interactions. The ultimate goal for them to become an augmented reality interface has not yet been attained due to an encumbrance of…
This study is the first to explore the interplay between haptic interaction and avatar representation in Shared Virtual Environments (SVEs). Specifically, how these factors shape users' sense of social presence during dyadic collaborations,…
Introduction: Virtual audiovisual technology and its methodology has yet to be established for psychoacoustic research. This study examined the effects of different audiovisual conditions on preference when listening to multi-talker…
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…
We present a series of two studies conducted to understand user's affective states during voice-based human-machine interactions. Emphasis is placed on the cases of communication errors or failures. In particular, we are interested in…
This is the preprint version of our paper on Personal and Ubiquitous Computing. There is an increasing interest in creating pervasive games based on emerging interaction technologies. In order to develop touch-less, interactive and…
We present Project IRL (In Real Life), a suite of five mobile apps we created to explore novel ways of supporting in-person social interactions with augmented reality. In recent years, the tone of public discourse surrounding digital…