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Related papers: Enhancing Empathy in Virtual Reality: An Embodied …

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Historically the training of teams has been implemented using a face-to-face approach. In the past decade, on-line multiuser virtual environments have offered a solution for training teams whose members are geographically dispersed. In…

Human-Computer Interaction · Computer Science 2011-05-31 Gianluca De Leo , Koren S. Goodman , Elena Radici , Scott R. Secrhist , Thomas W. Mastaglio

Virtual and robotic agents capable of perceiving human empathy have the potential to participate in engaging and meaningful human-machine interactions that support human well-being. Prior research in computational empathy has focused on…

Robotics · Computer Science 2021-08-02 Leena Mathur , Micol Spitale , Hao Xi , Jieyun Li , Maja J Matarić

Virtual reality is expected to play a significant role in the transformation of education and psychological studies. The possibilities for its application as a visual research method can be enhanced as established frameworks and toolkits…

Human-Computer Interaction · Computer Science 2023-10-24 Corrie Green , Chloë Farr , Yang Jiang

Virtual, Augmented, and eXtended Reality (VR/AR/XR) technologies are increasingly recognized for their applications in training, diagnostics, and psychological research, particularly in high-risk and highly regulated environments. In this…

Mysophobia, or the fear of germs, is a prevalent anxiety disorder that significantly impacts daily life. This study investigates the potential of a gamified virtual reality (VR) intervention to simulate contamination-related scenarios and…

Human-Computer Interaction · Computer Science 2025-11-26 Md Mosharaf Hossan , Rifat Ara Tasnim , Farjana Z Eishita

Collecting embodied interaction data at scale remains costly and difficult due to the limited accessibility of conventional interfaces. We present a gamified data collection framework based on Unity that combines procedural scene…

Robotics · Computer Science 2026-04-21 Yihan Zhang , Ziyun Huang , Linqi Ye

Being able to recognize emotions in human users is considered a highly desirable trait in Human-Robot Interaction (HRI) scenarios. However, most contemporary approaches rarely attempt to apply recognized emotional features in an active…

Human-Computer Interaction · Computer Science 2018-07-27 Nikhil Churamani , Alexander Sutherland , Pablo Barros

Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this…

Human-Computer Interaction · Computer Science 2024-05-24 Daniel Martin , Sandra Malpica , Diego Gutierrez , Belen Masia , Ana Serrano

Online peer-to-peer support platforms enable conversations between millions of people who seek and provide mental health support. If successful, web-based mental health conversations could improve access to treatment and reduce the global…

Computation and Language · Computer Science 2021-05-18 Ashish Sharma , Inna W. Lin , Adam S. Miner , David C. Atkins , Tim Althoff

As virtual reality (VR) becomes more popular for intergenerational collaboration, there is still a significant gap in research regarding understanding the potential for reducing ageism. Our study aims to address this gap by analyzing ageism…

Human-Computer Interaction · Computer Science 2024-03-07 Ruotong Zou , Shuyu Yin , Tianqi Song , Peinuan Qin , Yi-Chieh Lee

Artificial intelligence systems increasingly involve continual learning to enable flexibility in general situations that are not encountered during system training. Human interaction with autonomous systems is broadly studied, but research…

As virtual reality (VR) systems become increasingly more advanced, they are likewise expected to respond intelligently and adapt to individual user states, abilities, and preferences. Recent work has explored how VR can be adapted and…

Human-Computer Interaction · Computer Science 2025-10-16 Tangyao Li , Yitong Zhu , Hai-Ning Liang , Yuyang Wang

Many laypeople are motivated to improve the health behavior of their family or friends but do not know where to start, especially if the health behavior is potentially stigmatizing or controversial. We present an approach that uses 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…

Human-Computer Interaction · Computer Science 2017-09-01 Ayush Sharma , Piyush Bajpai , Sukhdev Singh , Kiran Khatter

Sedentary behavior is becoming increasingly prevalent in daily work and study environments. VR exergaming has emerged as a promising solution in these places of work and study. However, private spaces in these environments are not easy, and…

Human-Computer Interaction · Computer Science 2024-08-15 Zixuan Guo , Hanxiao Deng , Hongyu Wang , Angel J. Y. Tan , Wenge Xu , Hai-Ning Liang

To promote empathy with people that have disabilities, we propose a multi-sensory interactive experience that allows sighted users to embody having a visual impairment whilst using assistive technologies. The experiment involves blindfolded…

Human-Computer Interaction · Computer Science 2023-02-02 Renan Guarese , Emma Pretty , Haytham Fayek , Fabio Zambetta , Ron van Schyndel

This paper presents a study of the dynamic coupling between a user and a virtual character during body interaction. Coupling is directly linked with other dimensions, such as co-presence, engagement, and believability, and was measured in…

Human-Computer Interaction · Computer Science 2014-09-22 Elisabetta Bevacqua , Sankovic Igor , Maatalaoui Ayoub , A. Nédélec , Pierre De Loor

Automatic emotion recognition has become increasingly important with the rise of AI, especially in fields like healthcare, education, and automotive systems. However, there is a lack of multimodal datasets, particularly involving body…

Artificial Intelligence · Computer Science 2025-09-09 Seyed Muhammad Hossein Mousavi , Atiye Ilanloo

In video games, virtual characters' decision systems often use a simplified representation of the world. To increase both their autonomy and believability we want those characters to be able to learn this representation from human players.…

Artificial Intelligence · Computer Science 2010-12-30 Fabien Tencé , Cédric Buche , Pierre De Loor , Olivier Marc

Although serious games have been increasingly used for mental health applications, few explicitly address coping with grief as a core mechanic and narrative experience for patients. Existing grief-related digital games often focus on…

Human-Computer Interaction · Computer Science 2025-12-22 Amina Kobenova , Piper Stickler , Thaís Alvarenga , Sri Kurniawan