相关论文: Emotional Avatars: The Interplay between Affect an…
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…
Virtual reality offers the unique possibility to experience a virtual representation as our own body. In contrast to previous research that predominantly studied this phenomenon for humanoid avatars, our work focuses on virtual animals. In…
Augmented reality (AR) provides users with a unique social space where virtual objects are natural parts of the real world. The users can interact with 3D virtual objects and virtual humans projected onto the physical environment. This work…
This study aims to better understand the emotional and physiological correlates of being caressed in VR depending on the type of multisensory feedback provided and the animate or inanimate nature of the virtual representation that touches…
In this paper, we introduce a concept called ''virtual co-embodiment'', which enables a user to share their virtual avatar with another entity (e.g., another user, robot, or autonomous agent). We describe a proof-of-concept in which two…
A cluster of research in Affective Computing suggests that it is possible to infer some characteristics of users' affective states by analyzing their electrophysiological activity in real-time. However, it is not clear how to use the…
Increasing advances in affordable consumer hardware and accessible software frameworks are now bringing Virtual Reality (VR) to the masses. Especially collaborative VR applications where different people can work together are gaining…
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…
This paper presents a study of the dynamic coupling between a user and a virtual character during body interaction. Coupling is directly linked with other dimensions, such as co-presence, engagement, and believability, and was measured in…
In many consumer virtual reality (VR) applications, users embody predefined characters that offer minimal customization options, frequently emphasizing storytelling over user choice. We explore whether matching a user's physical…
To study body ownership and control, illusions that elicit these feelings in non-body objects are widely used. Classically introduced with the Rubber Hand Illusion, these illusions have been replicated more recently in virtual reality and…
The capacity to create realistic virtual humans has progressed significantly, and such characters can be found in many applications across entertainment, education and health. As an essential element of interactive virtual humans,…
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…
Virtual co-embodiment enables two users to share a single avatar in Virtual Reality (VR). During such experiences, the illusion of shared motion control can break during joint-action activities, highlighting the need for position-aware…
The appearance of a virtual avatar significantly influences its perceived appropriateness and the user's experience, particularly in healthcare applications. This study analyzed interactions with six avatars of varying characteristics in a…
Identification within media, whether with real or fictional characters, significantly impacts users, shaping their behavior and enriching their social and emotional experiences. Immersive media, like video games, utilize virtual entities…
Sexual harassment has been recognized as a significant social issue. In recent years, the emergence of harassment in social virtual reality (VR) has become an important and urgent research topic. We employed a mixed-methods approach by…
The usage of virtual avatars in healthcare applications has become widely popular; however, certain critical aspects, such as social distancing and avatar size, remain insufficiently explored. This research investigates user experience and…
Self-awareness is a critical factor in social human-human interaction and, hence, in social HCI interaction. Increasing self-awareness through mirrors or video recordings is common in face-to-face trainings, since it influences antecedents…
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,…