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Since 2014, we have been conducting experiments based on a multidisciplinary collaboration between specialists in theatrical staging and researchers in virtual reality, digital art, and video games. This team focused its work on the…
Virtual reality (VR) conferencing has the potential to provide geographically dispersed users with an immersive environment, enabling rich social interactions and user experience using avatars. However, remote communication in VR inevitably…
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…
In social Virtual Reality (VR), users are embodied in avatars and interact with other users in a face-to-face manner using avatars as the medium. With the advent of social VR, people with disabilities (PWD) have shown an increasing presence…
To allow non-designers' involvement in design projects new methods are needed. Co-design gives the same opportunity to all the multidisciplinary participants to co-create ideas simultaneously. Nevertheless, current co-design processes…
Presence is an important and widely used metric to measure the quality of virtual reality (VR) applications. Given the multifaceted and subjective nature of presence, the most common measures for presence are questionnaires. But there is…
Generating humorous memes is a challenging multimodal task that moves beyond direct image-to-caption supervision. It requires a nuanced reasoning over visual content, contextual cues, and subjective humor. To bridge this gap between visual…
The rapid development of virtual reality technology has increased its availability and, consequently, increased the number of its possible applications. The interest in the new medium has grown due to the entertainment industry (games, VR…
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…
In most VR experiences, the visual sense dominates other modes of sensory input, encouraging non-visual senses to respond as if the visual were real. The simulated visual world thus becomes a sort of felt actuality, where the 'actual'…
Technological advances can bring many benefits to our daily lives, and this includes the education and training sectors. In the last years, online education, teaching and training models are becoming increasingly adopted, in part influenced…
Comedy serves as a profound reflection of the times we live in and is a staple element of human interactions. In light of the widespread adoption of Large Language Models (LLMs), the intersection of humor and AI has become no laughing…
While virtual reality (VR) excels at simulating physical environments, its effectiveness for training complex interpersonal skills is limited by a lack of psychologically plausible virtual humans. This gap is particularly critical in…
Communication is the most useful tool to impart knowledge, understand ideas, clarify thoughts and expressions, organize plan and manage every single day-to-day activity. Although there are different modes of communication, physical barrier…
Mixed reality platforms allow users to create virtual environments, yet novice users struggle with both ideation and execution in spatial design. While existing AI models can automatically generate scenes based on user prompts, the lack of…
Chatbots are increasingly applied to domains previously reserved for human actors. One such domain is comedy, whereby both the general public working with ChatGPT and research-based LLM-systems have tried their hands on making humor. In…
The integration of large language models (LLMs) into virtual reality (VR) environments has opened new pathways for creating more immersive and interactive digital humans. By leveraging the generative capabilities of LLMs alongside…
Stress during public speaking is common and adversely affects performance and self-confidence. Extensive research has been carried out to develop various models to recognize emotional states. However, minimal research has been conducted to…
In this study, we propose a novel approach that supports requirements discussions in virtual environments by automatically generating personas from real-time speech-to-text data. In our pilot experiment, 18 participants (14 from…
Digital avatars are an important part of identity representation, but there is little work on understanding how to represent disability. We interviewed 18 people with disabilities and related identities about their experiences and…