相关论文: A Survey on Applications of Digital Human Avatars …
The application and implementation of collaborative embodiment in virtual reality (VR) are a critical aspect of the computer science landscape, aiming to enhance multi-user interaction and teamwork in immersive environments. A notable and…
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…
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.…
Generative AI in Virtual Reality offers the potential for collaborative object-building, yet challenges remain in aligning AI contributions with user expectations. In particular, users often struggle to understand and collaborate with AI…
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,…
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…
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…
The integration of collaborative robots (cobots) in industrial settings raises concerns about worker well-being, particularly due to reduced social interactions. Avatars - designed to facilitate worker interactions and engagement - are…
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…
In this paper, we describe various technologies that are being used in virtual garment fitting and simulation. There, we have focused about the usage of anthropometry in clothing industry and avatar generation of virtual garment fitting.…
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…
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,…
Virtual Reality (VR) has recently gained traction with many new and ever more affordable devices being released. The increase in popularity of this paradigm of interaction has given birth to new applications and has attracted casual…
The advent of technology-enhanced interventions has significantly transformed mental health services, offering new opportunities for delivering psychotherapy, particularly in remote settings. This paper reports on a pilot study exploring…
Understanding which factors could influence co-presence in Virtual Reality could help develop more qualitative social interactions, or social interactions that generate similar sensations, emotions and feelings than the ones generated…
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…
Digital human avatars aim to simulate the dynamic appearance of humans in virtual environments, enabling immersive experiences across gaming, film, virtual reality, and more. However, the conventional process for creating and animating…
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…
Virtual Humans (VHs) were first developed more than 50 years ago and have undergone significant advancements since then. In the past, creating and animating VHs was a complex task. However, contemporary commercial and freely available…
The rise of autonomous systems in cities, such as automated vehicles (AVs), requires new approaches for prototyping and evaluating how people interact with those systems through context-based user interfaces, such as external human-machine…