Related papers: VR Job Interview Using a Gender-Swapped Avatar
We investigate whether it is feasible to remove gendered information from resumes to mitigate potential bias in algorithmic resume screening. Using a corpus of 709k resumes from IT firms, we first train a series of models to classify the…
Interactions with artificial intelligence (AI) based agents can positively influence human behavior and judgment. However, studies to date focus on text-based conversational agents (CA) with limited embodiment, restricting our understanding…
Despite extensive use in related domains, Virtual Reality (VR) for generalised anxiety disorder (GAD) has received little previous attention. We report upon a VR environment created for the Oculus Rift and Unreal Engine 4 (UE4) to…
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 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…
Job interviews are usually high-stakes social situations where professional and behavioral skills are required for a satisfactory outcome. Professional job interview trainers give educative feedback about the shown behavior according to…
Commercial voice assistants are largely feminized and associated with stereotypically feminine traits such as warmth and submissiveness. As these assistants continue to be adopted for everyday uses, it is imperative to understand how the…
Human bodies influence the owners' affect through posture, facial expressions, and movement. It remains unclear whether similar links between virtual bodies and affect exist. Such links could present design opportunities for virtual…
The full-body illusion (FBI) refers to the experience of perceiving a virtual avatar as one's own body. In virtual reality (VR) environments, inducing the FBI has been shown to modulate users' bodily experiences and behavior. Previous…
This study explores human perceptions of intelligent agents by comparing interactions with a humanoid robot and a virtual human avatar, both utilizing GPT-3 for response generation. The study aims to understand how physical and virtual…
Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile…
With the increasing adoption of social virtual reality (VR), it is critical to design inclusive avatars. While researchers have investigated how and why blind and d/Deaf people wish to disclose their disabilities in VR, little is known…
In social Virtual Reality (VR), users are embodied in avatars and interact with other users in a face-to-face manner using avatars as the medium. With the advent of social VR, people with disabilities (PWD) have shown an increasing presence…
We present an experiment exploring how the controller's virtual representation impacts target acquisition performance across MR and VR contexts. Participants performed selection tasks comparing four visual configurations: a virtual…
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…
Behavioral approach tests are a common means of assessing specific phobias. In these tests, participants move towards an anxiety-inducing stimulus as close as they are willing to, with the final distance indicating the severity of the…
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…
This preliminary study investigated user experiences in VR horror games, highlighting fear-triggering and gender-based differences in perception. By utilizing a scientifically validated and specially designed questionnaire, we successfully…
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…
As consumer adoption of immersive technologies grows, virtual avatars will play a prominent role in the future of social computing. However, as people begin to interact more frequently through virtual avatars, it is important to ensure that…