Related papers: Enhancing Empathy in Virtual Reality: An Embodied …
We describe the design of an immersive virtual Cyberball task that included avatar customization, and user feedback on this design. We first created a prototype of an avatar customization template and added it to a Cyberball prototype built…
Affect and cognitive load influence many user behaviors. In this paper, we propose Motion as Emotion, a novel method that utilizes fine differences in hand motion to recognise affect and cognitive load in virtual reality (VR). We conducted…
In immersive Virtual Reality (VR), your brain can trick you into believing that your virtual hands are your real hands. Manipulating the representation of the body, namely the avatar, is a potentially powerful tool for the design of…
Existing game AI research mainly focuses on enhancing agents' abilities to win games, but this does not inherently make humans have a better experience when collaborating with these agents. For example, agents may dominate the collaboration…
Education sector is adopting new technologies for both teaching and learning pedagogy. Augmented Reality (AR) is a new technology that can be used in the educational pedagogy to enhance the engagement with students. Students interact with…
During collaborative board games, cohesion represents a key aspect to define a well functionning group. From the success of the task to the developement of interpersonal relationship, this concept covers many aspects of group dynamics. The…
Educating children and young people to be safe online is essential, especially as the metaverse, a next-generation internet blending immersive technologies, promises to reshape their interactions and amplify their experiences. While virtual…
Virtual Reality (VR) museums provide immersive visiting experiences. Despite growing efforts in VR museum design optimization, limited research addresses its efficacy for older adults. We sought to investigate the challenges of and…
The Metaverse is poised to be a future platform that redefines what it means to communicate, socialize, and interact with each other. Yet, it is important for us to consider avoiding the pitfalls of social media platforms we use today;…
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…
We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many…
Immersive Virtual Reality typically requires a head-mounted display (HMD) to visualize the environment and hand-held controllers to interact with the virtual objects. Recently, many applications display full-body avatars to represent the…
Virtual reality exposure therapy (VRET) enables controlled exposure to trauma-related stimuli to facilitate memory access and emotional processing. However, the field remains underexplored for complex post-traumatic stress disorder…
The use of self-avatars in a VR application can enhance presence and embodiment which leads to a better user experience. In collaborative VR it also facilitates non-verbal communication. Currently it is possible to track a few body parts…
The use of emerging technologies like Virtual Reality (VR) in therapeutic settings has increased in the past few years. By incorporating VR, a mental health condition like depression can be assessed effectively, while also providing…
Chatbots are increasingly integrated into people's lives and are widely used to help people. Recently, there has also been growing interest in the reverse direction-humans help chatbots-due to a wide range of benefits including better…
This paper describes an avenue for artificial and computational intelligence techniques applied within games research to be deployed for purposes of physical therapy. We provide an overview of prototypical research focussed on the…
Recent advances in extended reality (XR) technologies have enabled new and increasingly realistic empathy tools and experiences. In XR, all interactions take place in different spatial contexts, all with different features, affordances, and…
Background: Given that VR is applied in multiple domains, understanding the effects of cyber-sickness on human cognition and motor skills and the factors contributing to cybersickness gains urgency. This study aimed to explore the…
This perspective reframes human-robot interaction (HRI) through extended reality (XR), arguing that virtual robots powered by large foundation models (FMs) can serve as cognitively grounded, empathic agents. Unlike physical robots,…