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The rapid expansion of high-speed internet has led to the emergence of new digital jobs, such as digital influencers, fitness models, and adult models who share content on subscription-based social media platforms. Across two experiments…
Virtual humans play a pivotal role in social virtual environments, shaping users' VR experiences. The diversity in available options and users' preferences can result in a heterogeneous mix of appearances among a group of virtual humans.…
Photorealistic avatars are human avatars that look, move, and talk like real people. The performance of photorealistic avatars has significantly improved recently based on objective metrics such as PSNR, SSIM, LPIPS, FID, and FVD. However,…
3D Virtual Human technology is growing with several potential applications in health, education, business and telecommunications. Investigating the perception of these virtual humans can help guide to develop better and more effective…
Virtual and augmented reality communication platforms are seen as promising modalities for next-generation remote face-to-face interactions. Our study attempts to explore non-verbal communication features in relation to their conversation…
Virtual avatars offer new opportunities to reshape communication experiences beyond traditional live video. However, it remains unclear how avatar representations influence communication anxiety for English as a Second Language (ESL)…
Virtual humans (VH) have been used in Computer Graphics (CG) for many years, and perception studies have been applied to understand how people perceive them. Some studies have already examined how realism impacts the comfort of viewers. In…
This study will investigate the user experience while interacting with highly photorealistic virtual job interviewer avatars in Virtual Reality (VR), Augmented Reality (AR), and on a 2D screen. Having a precise speech recognition mechanism,…
Unlike the six basic emotions of happiness, sadness, fear, anger, disgust and surprise, modelling and predicting dimensional affect in terms of valence (positivity - negativity) and arousal (intensity) has proven to be more flexible,…
Visual appearance is an important aspect influencing the perception and consequent acceptance of Embodied Conversational Agents (ECA). To this end, the Uncanny Valley theory contradicts the common assumption that increased humanization of…
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…
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…
Little research has investigated the design of conversational styles of voice assistants (VA) for adults in their later adulthood with varying personalities. In this Wizard of Oz experiment, 34 middle-aged (50 to 64 years old) and 24 older…
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…
Considered the increasing use of assistive technologies in the shape of virtual agents, it is necessary to investigate those factors which characterize and affect the interaction between the user and the agent, among these emerges the way…
Avatar technology can offer accessibility possibilities and improve the Deaf-and-Hard of Hearing sign language users access to communication, education and services, such as the healthcare system. However, sign language users acceptance of…
Self-awareness is a critical factor in social human-human interaction and, hence, in social HCI interaction. Increasing self-awareness through mirrors or video recordings is common in face-to-face trainings, since it influences antecedents…
LLM-based voice assistants (VAs) increasingly support older adults aging in place, yet how an assistant's agreeableness shapes explanation perception remains underexplored. We conducted a study(N=70) examining how VA agreeableness…
We present some results concerning the dialogue behavior and inferred sentiment of a group of older adults interacting with a computer-based avatar. Our avatar is unique in its ability to hold natural dialogues on a wide range of everyday…
This study investigates whether demographic factors shape adoption and attitudes among employees toward artificial intelligence (AI) technologies at work. Building on an extended Unified Theory of Acceptance and Use of Technology (UTAUT),…