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This article explores a critical gap in Mixed Reality (MR) technology: while advances have been made, MR still struggles to authentically replicate human embodiment and socio-motor interaction. For MR to enable truly meaningful social…
Wearable augmented reality (AR) offers new ways for supporting the interaction between autonomous vehicles (AVs) and pedestrians due to its ability to integrate timely and contextually relevant data into the user's field of view. This…
The concept of an intelligent augmented reality (AR) assistant has significant, wide-ranging applications, with potential uses in medicine, military, and mechanics domains. Such an assistant must be able to perceive the environment and…
What is the right supervisory signal to train visual representations? Current approaches in computer vision use category labels from datasets such as ImageNet to train ConvNets. However, in case of biological agents, visual representation…
Talking head generation creates lifelike avatars from static portraits for virtual communication and content creation. However, current models do not yet convey the feeling of truly interactive communication, often generating one-way…
Software analytics in augmented reality (AR) is said to have great potential. One reason why this potential is not yet fully exploited may be usability problems of the AR user interfaces. We present an iterative and qualitative usability…
This study examines the influence of perceived AI features on user motivation in virtual interactions. AI avatars, being disclosed as being an AI, or embodying specific genders, could be used in user-AI interactions. Leveraging insights…
VTubers, or Virtual YouTubers, are live streamers who create streaming content using animated 2D or 3D virtual avatars. In recent years, there has been a significant increase in the number of VTuber creators and viewers across the globe.…
We present vivid, an R package for visualizing variable importance and variable interactions in machine learning models. The package provides a range of displays including heatmap and graph-based displays for viewing variable importance and…
Physical rehabilitation plays a crucial role in restoring functional abilities, but traditional approaches often face challenges in terms of cost, accessibility, and personalized monitoring. Asynchronous physical rehabilitation has gained…
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR…
Full-body avatars are suggested to be beneficial for communication in virtual environments, and consistency between users' voices and gestures is considered essential to ensure communication quality. This paper propose extending the…
In recent years, the lack of successors for traditional skills has become an issue. To solve this problem, we propose a skill transfer system that presents tactile information in spatial tasks as a color map on an AR space. We believe that…
In this paper we describe a mechanism of generating credible affective reactions in a virtual recruiter during an interaction with a user. This is done using communicative performance computation based on the behaviours of the user as…
Virtual reality (VR) is increasingly used as a social platform for users to interact and build connections with one another in an immersive virtual environment. Reflecting on the empirical progress in this area of study, a comprehensive…
In this paper, we present a methodology for the development of embodied conversational agents for social virtual worlds. The agents provide multimodal communication with their users in which speech interaction is included. Our proposal…
The boom of commercial social virtual reality (VR) platforms in recent years has signaled the growth and wide-spread adoption of consumer VR. Social VR platforms draw aspects from traditional 2D virtual worlds where users engage in various…
The current work addresses a virtual environment with self-replicating agents whose decisions are based on a form of "somatic computation" (soma - body) in which basic emotional responses, taken in parallelism to actual living organisms,…
Existing video avatar models have demonstrated impressive capabilities in scenarios such as talking, public speaking, and singing. However, the majority of these methods exhibit limited alignment with respect to text instructions,…
Socially interactive agents (SIAs) are no longer mere visions for future user interfaces, as 20 years of research and technology development has enabled the use of virtual and physical agents in day-to-day interfaces and environments. This…