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The rapid development of social robots has challenged robotics and cognitive sciences to understand humans' perception of the appearance of robots. In this study, robot-associated words spontaneously generated by humans were analyzed to…
Virtual Reality is used successfully to treat people for regular phobias. A new challenge is to develop Virtual Reality Exposure Training for social skills. Virtual actors in such systems have to show appropriate social behavior including…
Recent research on human robot interaction explored whether people's tendency to conform to others extends to artificial agents (Hertz & Wiese, 2016). However, little is known about to what extent perception of a robot as having a mind…
Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers,…
Understanding which factors could influence co-presence in Virtual Reality could help develop more qualitative social interactions, or social interactions that generate similar sensations, emotions and feelings than the ones generated…
Human-robot studies are expensive to conduct and difficult to control, and as such researchers sometimes turn to human-avatar interaction in the hope of faster and cheaper data collection that can be transferred to the robot domain. In…
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…
Interaction with the physical environment and different users is essential to foster a collaborative experience. For this, we propose an interaction based on a central point represented by an Augmented Reality marker in which several users…
As social VR grows in popularity, understanding how to optimise interactions becomes increasingly important. Interpersonal distance (the physical space people maintain between each other) is a key aspect of user experience. Previous work in…
The collaboration in co-located shared environments has sparked an increased interest in immersive technologies, including Augmented Reality (AR). Since research in this field has primarily focused on individual user experiences in AR, the…
Nowadays, a community starts to find the need for human presence in an alternative way, there has been tremendous research and development in advancing telepresence robots. People tend to feel closer and more comfortable with telepresence…
Virtual Reality (VR) applications have revolutionized user experiences by immersing individuals in interactive 3D environments. These environments find applications in numerous fields, including healthcare, education, or architecture. A…
Digital avatars are an important part of identity representation, but there is little work on understanding how to represent disability. We interviewed 18 people with disabilities and related identities about their experiences and…
In most VR experiences, the visual sense dominates other modes of sensory input, encouraging non-visual senses to respond as if the visual were real. The simulated visual world thus becomes a sort of felt actuality, where the 'actual'…
We present X-Avatar, a novel avatar model that captures the full expressiveness of digital humans to bring about life-like experiences in telepresence, AR/VR and beyond. Our method models bodies, hands, facial expressions and appearance in…
Leveraging the integration of visual and proprioceptive cues, research has uncovered various perception thresholds in VR that can be exploited to support haptic feedback for grasping. While previous studies have explored individual…
The objective of the system presented in this paper is to give users tactile feedback while walking in a virtual world through an anthropomorphic finger motion interface. We determined that the synchrony between the first person perspective…
Creating human digital doubles is becoming easier and much more accessible to everyone using consumer grade devices. In this work, we investigate how avatar style (realistic vs cartoon) and avatar familiarity (self, acquaintance, unknown…
Augmented reality and other photo editing filters are popular methods used to modify faces online. Considering the important role of facial perception in communication, how do we perceive this increasing number of modified faces? In this…
The animation of user avatars plays a crucial role in conveying their pose, gestures, and relative distances to virtual objects or other users. Self-avatar animation in immersive VR helps improve the user experience and provides a Sense of…