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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…
Avatar customization is known to positively affect crucial outcomes in numerous domains. However, it is unknown whether audial customization can confer the same benefits as visual customization. We conducted a preregistered 2 x 2 (visual…
Virtual reality has been effectively used for eliciting emotions, yet most research focuses on the intensity of affective responses rather than on how interaction influences those experiences. To address this gap, we advance a validated VR…
We present a CloseUpAvatar - a novel approach for articulated human avatar representation dealing with more general camera motions, while preserving rendering quality for close-up views. CloseUpAvatar represents an avatar as a set of…
This paper strives to recognize individual actions and group activities from videos. While existing solutions for this challenging problem explicitly model spatial and temporal relationships based on location of individual actors, we…
VR telepresence consists of interacting with another human in a virtual space represented by an avatar. Today most avatars are cartoon-like, but soon the technology will allow video-realistic ones. This paper aims in this direction and…
Fueled by advances in multi-party communications, increasingly mature immersive technologies being adopted, and the COVID-19 pandemic, a new wave of social virtual reality (VR) platforms have emerged to support socialization, interaction,…
This study investigates innovative interaction designs for communication and collaborative learning between learners of mixed hearing and signing abilities, leveraging advancements in mixed reality technologies like Apple Vision Pro and…
Voice assistants are increasingly prevalent, from personal devices to team environments. This study explores how voice type and contribution quality influence human-agent team performance and perceptions of anthropomorphism, animacy,…
We investigate the impact of a novel method called "virtual mirroring" to promote employee self-reflection and impact customer satisfaction. The method is based on measuring communication patterns, through social network and semantic…
Cybernetic avatars are hybrid interaction robots or digital representations that combine autonomous capabilities with teleoperated control. This study investigates the acceptance of cybernetic avatars in the highly multicultural society of…
Visual cues are essential in computer-mediated communication. It is especially important when communication happens in a collaboration scenario that requires focusing several users' attention on aspecific object among other similar ones.…
AI-based virtual assistants are increasingly used to support daily ideation tasks. The values or bias present in these agents can influence output in hidden ways. They may also affect how people perceive the ideas produced with these AI…
Obesity is a serious disease that can affect both physical and psychological well-being. Due to weight stigmatization, many affected individuals suffer from body image disturbances whereby they perceive their body in a distorted way,…
Virtual reality (VR) is increasingly used as a social platform for users to interact and build connections with one another in an immersive virtual environment. Reflecting on the empirical progress in this area of study, a comprehensive…
Close relationships are irreplaceable social resources, yet prone to high-risk conflict. Building on findings from the fields of HCI, virtual reality, and behavioral therapy, we evaluate the unexplored potential of retrospective VR-embodied…
Cinematic Virtual Reality (CVR) is a narrative-driven VR experience that uses head-mounted displays with a 360-degree field of view. Previous research has explored different viewing modalities to enhance viewers' CVR experience. This study…
Our interactions with technology do not just shape our individual experiences. They also affect people around us. Although previous research has addressed such "witness" experiences, the actual effect of interaction design on the witness…
The creation of virtual humans increasingly leverages automated synthesis of speech and gestures, enabling expressive, adaptable agents that effectively engage users. However, the independent development of voice and gesture generation…
Virtual Reality (VR) enables users to collaborate while exploring scenarios not realizable in the physical world. We propose CollabVR, a distributed multi-user collaboration environment, to explore how digital content improves expression…