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While users could embody virtual avatars that mirror their physical movements in Virtual Reality, these avatars' motions can be redirected to enable novel interactions. Excessive redirection, however, could break the user's sense of…
The rise of autonomous systems in cities, such as automated vehicles (AVs), requires new approaches for prototyping and evaluating how people interact with those systems through context-based user interfaces, such as external human-machine…
Individual differences in personality determine our preferences, traits and values, which should similarly hold for the way we express ourselves. With current advancements and transformations of technology and society, text-based…
Emotions are an integral part of being human, and experiencing a range of emotions is what makes life rich and vibrant. From basic emotions like anger, fear, happiness, and sadness to more complex ones like excitement and grief, emotions…
Virtual Reality (VR) becomes accessible to mimic a "real-like" world now. People who have a VR experience usually can be impressed by the immersive feeling, they might consider themselves are actually existed in the VR space.…
A growing number of oversight boards and regulatory bodies seek to monitor and govern algorithms that make decisions about people's lives. Prior work has explored how people believe algorithmic decisions should be made, but there is little…
Humans have entered the age of algorithms. Each minute, algorithms shape countless preferences from suggesting a product to a potential life partner. In the marketplace algorithms are trained to learn consumer preferences from customer…
The problem of gender bias is highly prevalent and well known. In this paper, we have analysed the portrayal of gender roles in English movies, a medium that effectively influences society in shaping people's beliefs and opinions. First, we…
Visual-based human action recognition can be found in various application fields, e.g., surveillance systems, sports analytics, medical assistive technologies, or human-robot interaction frameworks, and it concerns the identification and…
Facial emotion expression for virtual characters is used in a wide variety of areas. Often, the primary reason to use emotion expression is not to study emotion expression generation per se, but to use emotion expression in an application…
Human infants have the remarkable ability to learn the associations between object names and visual objects from inherently ambiguous experiences. Researchers in cognitive science and developmental psychology have built formal models that…
Emotion detection is a crucial component of Games User Research (GUR), as it allows game developers to gain insights into players' emotional experiences and tailor their games accordingly. However, detecting emotions in Virtual Reality (VR)…
Computer vision often treats human perception as homogeneous: an implicit assumption that visual stimuli are perceived similarly by everyone. This assumption is reflected in the way researchers collect datasets and train vision models. By…
The movie recommender system typically leverages user feedback to provide personalized recommendations that align with user preferences and increase business revenue. This study investigates the impact of gender stereotypes on such systems…
We explore social perception of human faces in CLIP, a widely used open-source vision-language model. To this end, we compare the similarity in CLIP embeddings between different textual prompts and a set of face images. Our textual prompts…
We describe the design of an immersive virtual Cyberball task that included avatar customization, and user feedback on this design. We first created a prototype of an avatar customization template and added it to a Cyberball prototype built…
Automated computer vision systems have been applied in many domains including security, law enforcement, and personal devices, but recent reports suggest that these systems may produce biased results, discriminating against people in…
Virtual Reality (VR) has recently gained traction with many new and ever more affordable devices being released. The increase in popularity of this paradigm of interaction has given birth to new applications and has attracted casual…
This paper refers to an observational research that investigates preschool children's mental representations of robots. Our hypotheses were that: a) three to six years-old children think about robots as human-like entities, concerning to…
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…