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Many customer services are already available at Social Network Sites (SNSs), including user recommendation and media interaction, to name a few. There are strong desires to provide online users more dedicated and personalized services that…
Co-viewing videos with family and friends remotely has become prevalent with the support of communication channels such as text messaging or real-time voice chat. However, current co-viewing platforms often lack visible embodied cues, such…
Digital human avatars aim to simulate the dynamic appearance of humans in virtual environments, enabling immersive experiences across gaming, film, virtual reality, and more. However, the conventional process for creating and animating…
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…
The rapid advancement of Visual Language Models (VLMs) has enabled sophisticated analysis of visual content, leading to concerns about the inference of sensitive user attributes and subsequent privacy risks. While technical capabilities of…
Social VR enables people to interact over distance with others in real-time. It allows remote people, typically represented as avatars, to communicate and perform activities together in a join shared virtual environment, extending the…
The growing prevalence of realistic AI-generated videos on media platforms increasingly blurs the line between fact and fiction, eroding public trust. Understanding how people watch AI-generated videos offers a human-centered perspective…
This paper proposes a method to track human figures in physical spaces and then utilizes this data to generate several data points such as footfall distribution, demographic analysis,heat maps as well as gender distribution. The proposed…
In this paper, we describe our study on how humans allocate their attention during visual crowd counting. Using an eye tracker, we collect gaze behavior of human participants who are tasked with counting the number of people in crowd…
Classic evaluation methods of believable agents are time-consuming because they involve many human to judge agents. They are well suited to validate work on new believable behaviours models. However, during the implementation, numerous…
Increasing advances in affordable consumer hardware and accessible software frameworks are now bringing Virtual Reality (VR) to the masses. Especially collaborative VR applications where different people can work together are gaining…
Dyadic and small group collaboration is an evolutionary advantageous behaviour and the need for such collaboration is a regular occurrence in day to day life. In this paper we estimate the perceived personality traits of individuals in…
Perspective taking, which allows people to imagine another's thinking and goals, is known to be an effective method for promoting prosocial behaviors in human-computer interactions. However, most of the previous studies have focused on…
Identification within media, whether with real or fictional characters, significantly impacts users, shaping their behavior and enriching their social and emotional experiences. Immersive media, like video games, utilize virtual entities…
What can we learn about online users by comparing their profiles across different platforms? We use the term profile to represent displayed personality traits, interests, and behavioral patterns (e.g., offensiveness). We also use the term…
Safety perception measurement has been a subject of interest in many cities of the world. This is due to its social relevance, and to its effect on some local economic activities. Even though people safety perception is a subjective topic,…
Using network analysis, psychologists have already found the nontrivial correlation between personality and social network structure. Despite the large amount of empirical studies, theoretical analysis and formal models behind such…
Can we describe social systems quantitatively and predictively, when we know all the actions, interactions, and states of individuals? We interpret human societies as co-evolutionary systems of individuals and their interactions. Based on…
In this study, we compare the virtual and real gait parameters to investigate the effect of appearances of embodied avatars and virtual reality experience on gait in physical and virtual environments. We developed a virtual environment…
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…