Related papers: Emotional Avatars: The Interplay between Affect an…
Affect (emotion) recognition has gained significant attention from researchers in the past decade. Emotion-aware computer systems and devices have many applications ranging from interactive robots, intelligent online tutor to emotion based…
An important application of interactive machine learning is extending or amplifying the cognitive and physical capabilities of a human. To accomplish this, machines need to learn about their human users' intentions and adapt to their…
Mind perception in robots has been an understudied construct in human-robot interaction (HRI) compared to similar concepts such as anthropomorphism and the intentional stance. In a series of three experiments, we identify two factors that…
Active soft bodies can affect their shape through an internal actuation mechanism that induces a deformation. Similar to recent work, this paper utilizes a differentiable, quasi-static, and physics-based simulation layer to optimize for…
Haptics in virtual reality is the emerging dimension after audiovisual experiences. Researchers designed several handheld VR controllers to simulate haptic experiences in virtual reality environments. Some of these devices, equipped to…
Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met in person.…
Emotions are multifaceted phenomena that affect our behaviour, perception, and cognition. Increasing evidence indicates that induction mechanisms play a crucial role in triggering emotions by simulating the sensations required for an…
Virtual reality enables users to experience real-life situations in immersive environments. Interaction methods significantly shape user experience, particularly in high fidelity simulations mimicking real world tasks. This study evaluates…
Interactive communication in virtual reality can be used in experimental paradigms to increase the ecological validity of hearing device evaluations. This requires the virtual environment to elicit natural communication behaviour in…
Matching avatar characteristics to a user can impact sense of embodiment (SoE) in VR. However, few studies have examined how participant demographics may interact with these matching effects. We recruited a diverse and racially balanced…
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 self-avatars in a VR application can enhance presence and embodiment which leads to a better user experience. In collaborative VR it also facilitates non-verbal communication. Currently it is possible to track a few body parts…
Gestures are central to human communication, enriching interactions through non-verbal expression. Virtual avatars increasingly use AI-generated gestures to enhance life-likeness, yet evaluations have largely been confined to 2D. Virtual…
In this paper we explore the potential of utilizing Virtual Reality (VR) as a therapeutic tool for supporting individuals in the LGBTQ+ community, who often face elevated risks of mental health issues. Specifically, we investigated the…
This paper investigates the player's body as a system capable of unfamiliar interactive movement achieved through digital mediation in a playful environment. Body interactions in both digital and non-digital environments can be considered…
The animation of realistic virtual avatars in crowd scenarios is an important element of immersive virtual environments. However, achieving this realism requires attention to multiple factors, such as their visual appearance and motion…
Object handover is a common form of interaction that is widely present in collaborative tasks. However, achieving it efficiently remains a challenge. We address the problem of ensuring resilient robotic actions that can adapt to complex…
In this paper, we present a study aimed at understanding whether the embodiment and humanlikeness of an artificial agent can affect people's spontaneous and instructed mimicry of its facial expressions. The study followed a mixed…
The mental models that humans form of other agents---encapsulating human beliefs about agent goals, intentions, capabilities, and more---create an underlying basis for interaction. These mental models have the potential to affect both the…
Locomotion in Virtual Reality (VR) is an important part of VR applications. Many scientists are enriching the community with different variations that enable locomotion in VR. Some of the most promising methods are gesture-based and do not…