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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…
This paper presents the reproduction of two studies focused on the perception of micro and macro expressions of Virtual Humans (VHs) generated by Computer Graphics (CG), first described in 2014 and replicated in 2021. The 2014 study…
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…
This work aims to evaluate people's perception regarding geometric features, personalities and emotions characteristics in virtual humans. For this, we use as a basis, a dataset containing the tracking files of pedestrians captured from…
The sense of realism in avatar animation is a widely pursued goal in social VR applications. A common approach to enhancing realism is improving the match between avatar motion and real-world human movement. However, experience with…
Over 300 million people who live with color vision deficiency (CVD) have a decreased ability to distinguish between colors, limiting their ability to interact with websites and software packages. User interface designers have taken various…
We study the perception of color illusions by vision-language models. Color illusion, where a person's visual system perceives color differently from actual color, is well-studied in human vision. However, it remains underexplored whether…
Computer graphics can not only generate synthetic images and ground truth but it also offers the possibility of constructing virtual worlds in which: (i) an agent can perceive, navigate, and take actions guided by AI algorithms, (ii)…
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…
Robots with anthropomorphic features are increasingly shaping how humans perceive and morally engage with them. Our research investigates how different levels of anthropomorphism influence protective responses to robot abuse, extending the…
The user experience with large-scale generative AI is paradoxical: superhuman fluency meets absurd failures in common sense and consistency. This paper argues that the resulting potent frustration is an ontological problem, stemming from…
Artificial objects often subjectively look eerie when their appearance to some extent resembles a human, which is known as the uncanny valley phenomenon. From a cognitive psychology perspective, several explanations of the phenomenon have…
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…
Computer graphics algorithms for generating photorealistic imagery are widely perceived to be universal, and capable of conjuring anything that a filmmaker or game designer can imagine. However, recent works have suggested that 3D…
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…
Deep fakes became extremely popular in the last years, also thanks to their increasing realism. Therefore, there is the need to measures human's ability to distinguish between real and synthetic face images when confronted with cutting-edge…
By comparing biological and artificial perception through the lens of illusions, we highlight critical differences in how each system constructs visual reality. Understanding these divergences can inform the development of more robust,…
Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is becoming accessible to the mass market. Virtual reality provides immersive experiences…
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…
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…