Related papers: Predicting and Understanding Turn-Taking Behavior …
This study analyzes behavioral engagement in SONAR, a virtual reality application designed for sign language training and validation. We focus on three automatically derived engagement indicators (Visual Attention (VA), Video Replay…
This study evaluates the usage of virtual reality (VR) technologies as a teaching tool in oral placement therapy, a subset of speech therapy. The researcher distributed instructional videos using traditional lecture and modified…
The rapid evolution of social Virtual Reality (VR) platforms has significantly enhanced the way users interact and socialize in digital spaces, offering immersive experiences that closely mimic real-world interactions [1]. However, this…
Today's virtual reality (VR) systems and environments assume that users have typical abilities, which can make VR inaccessible to people with physical impairments. However, there is not yet an understanding of how inaccessible locomotion…
Speech-to-speech models handle turn-taking naturally but offer limited support for tool-calling or complex reasoning, while production ASR-LLM-TTS voice pipelines offer these capabilities but rely on silence timeouts, which lead to…
People differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and…
Integrating intelligent systems, such as robots, into dynamic group settings poses challenges due to the mutual influence of human behaviors and internal states. A robust representation of social interaction dynamics is essential for…
In order to engage in complex social interaction, humans learn at a young age to infer what others see and cannot see from a different point-of-view, and learn to predict others' plans and behaviors. These abilities have been mostly lacking…
This paper investigates the application of voice activity projection (VAP), a predictive turn-taking model for spoken dialogue, on multilingual data, encompassing English, Mandarin, and Japanese. The VAP model continuously predicts the…
In a human-machine dialog scenario, deciding the appropriate time for the machine to take the turn is an open research problem. In contrast, humans engaged in conversations are able to timely decide when to interrupt the speaker for…
In human-robot collaborative interaction scenarios, nonverbal communication plays an important role. Both, signals sent by a human collaborator need to be identified and interpreted by the robotic system, and the signals sent by the robot…
Virtual Reality is used successfully to treat people for regular phobias. A new challenge is to develop Virtual Reality Exposure Training for social skills. Virtual actors in such systems have to show appropriate social behavior including…
Videoconferencing is now a frequent mode of communication in both professional and informal settings, yet it often lacks the fluidity and enjoyment of in-person conversation. This study leverages multimodal machine learning to predict…
Adults vary greatly in how effectively they learn a new language, but the signals driving the learning processes and individual differences remain unclear. Over seven days, we tracked behavioral learning and collected fMRI data from 102…
Studies in human human interaction have introduced the concept of F formation to describe the spatial arrangement of participants during social interactions. This paper has two objectives. It aims at detecting F formations in video…
There are over a hundred virtual reality (VR) locomotion techniques that exist today, with new ones being designed as VR technology evolves. The different ways of controlling locomotion techniques (e.g., gestures, button inputs, body…
In human conversational interactions, turn-taking exchanges can be coordinated using cues from multiple modalities. To design spoken dialog systems that can conduct fluid interactions it is desirable to incorporate cues from separate…
Virtual Reality (VR) is increasingly used in neuropsychological assessments due to its ability to simulate real-world environments. This study aimed to develop and evaluate the Trail Making Test in VR (TMT-VR) and investigate the effects of…
Virtual Reality (VR) is gaining ground in the robotics and teleoperation industry, opening new prospects as a novel computerized methodology to make humans interact with robots. In contrast with more conventional button-based…
Syntactic and pragmatic completeness is known to be important for turn-taking prediction, but so far machine learning models of turn-taking have used such linguistic information in a limited way. In this paper, we introduce TurnGPT, a…