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Interactive collaborative video is now a common part of remote work. Despite its prevalence, traditional video conferencing can be challenging, sometimes causing social discomforts that undermine process and outcomes. Avatars on 2D displays…
Avatars are edging into mainstream videoconferencing, but evaluation of how avatar animation modalities contribute to work meeting outcomes has been limited. We report a within-group videoconferencing experiment in which 68 employees of a…
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…
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…
Digital platforms increasingly support collective action initiatives, yet coordinating geographically dispersed users through digital interfaces remains challenging, particularly in threshold settings where success requires critical mass…
Interactive communication in virtual reality can be used in experimental paradigms to increase the ecological validity of hearing device evaluations. This requires the virtual environment to elicit natural communication behaviour in…
Customizable 3D avatar-based facial expression stimuli may improve user engagement in behavioral biomarker discovery and therapeutic intervention for autism, Alzheimer's disease, facial palsy, and more. However, there is a lack of…
Codec Avatars are a recent class of learned, photorealistic face models that accurately represent the geometry and texture of a person in 3D (i.e., for virtual reality), and are almost indistinguishable from video. In this paper we describe…
This study is the first to explore the interplay between haptic interaction and avatar representation in Shared Virtual Environments (SVEs). Specifically, how these factors shape users' sense of social presence during dyadic collaborations,…
Natural interaction between multiple users within a shared virtual environment (VE) relies on each other's awareness of the current position of the interaction partners. This, however, cannot be warranted when users employ noncontinuous…
Telepresence VR systems allow for face-to-face communication, promoting the feeling of presence and understanding of nonverbal cues. However, when discussing virtual 3D objects, limitations to presence and communication cause deictic…
Due to the COVID-19 pandemic, many professional entities shifted toward remote collaboration and video conferencing (VC) tools. Social virtual reality (VR) platforms present an alternative to VC for meetings and collaborative activities.…
Interaction with the physical environment and different users is essential to foster a collaborative experience. For this, we propose an interaction based on a central point represented by an Augmented Reality marker in which several users…
We formulated the sense of the presence of a remote participant in hybrid communication using a Bayesian framework. We also applied the knowledge gained from the simulation with the Bayesian model to the avatar robot's intervention behavior…
Recently, 2D speaking avatars have increasingly participated in everyday scenarios due to the fast development of facial animation techniques. However, most existing works neglect the explicit control of human bodies. In this paper, we…
We present the results of an exploratory study on how pairs interact with speech commands and touch gestures on a wall-sized display during a collaborative sensemaking task. Previous work has shown that speech commands, alone or in…
Facial motion capture in mixed reality headsets enables real-time avatar animation, allowing users to convey non-verbal cues during virtual interactions. However, as facial motion data constitutes a behavioral biometric, its use raises…
In remote video meetings, visual non-verbal cues, such as facial expressions or head movements, are seen continuously but often only partially. This increases ambiguity compared to in-person settings and can cause misinterpretation or…
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…
Facial animation in virtual reality environments is essential for applications that necessitate clear visibility of the user's face and the ability to convey emotional signals. In our scenario, we animate the face of an operator who…