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Virtual humans play a pivotal role in social virtual environments, shaping users' VR experiences. The diversity in available options and users' preferences can result in a heterogeneous mix of appearances among a group of virtual humans.…
This paper proposes a perceptual visual analysis regarding the personality of virtual humans. Many studies have presented findings regarding the way human beings perceive virtual humans with respect to their faces, body animation, motion in…
The use of motion capture in live dance performances has created an emerging discipline enabling dancers to play different avatars on the digital stage. Unlike classical workflows, avatars enable performers to act as different characters in…
In this study we investigated the effect of body ownership illusion-based body scaling on physics plausibility in Virtual Reality (VR). Our interest was in examining whether body ownership illusion-based body scaling could affect the…
The sense of realism in avatar animation is a widely pursued goal in social VR applications. A common approach to enhancing realism is improving the match between avatar motion and real-world human movement. However, experience with…
Creating human digital doubles is becoming easier and much more accessible to everyone using consumer grade devices. In this work, we investigate how avatar style (realistic vs cartoon) and avatar familiarity (self, acquaintance, unknown…
Security is an important topic in our contemporary world, and the ability to automate the detection of any events of interest that can take place in a crowd is of great interest to a population. We hypothesize that the detection of events…
The successful portrayal of personality in digital characters improves communication and immersion. Current research focuses on expressing personality through modifying animations using heuristic rules or data-driven models. While studies…
Human bodies influence the owners' affect through posture, facial expressions, and movement. It remains unclear whether similar links between virtual bodies and affect exist. Such links could present design opportunities for virtual…
Pedestrians are often encountered walking in the company of some social relations, rather than alone. The social groups thus formed, in variable proportions depending on the context, are not randomly organised but exhibit distinct features,…
This work aims to evaluate people's perception regarding geometric features, personalities and emotions characteristics in virtual humans. For this, we use as a basis, a dataset containing the tracking files of pedestrians captured from…
The aim our work is to create virtual humans as intelligent entities, which includes approximate the maximum as possible the virtual agent animation to the natural human behavior. In order to accomplish this task, our agent must be capable…
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,…
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…
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…
Computer Graphics (CG) advancements have allowed the creation of more realistic Virtual Humans (VH) through modern techniques for animating the VH body and face, thereby affecting perception. From traditional methods, including blend…
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…
Animations have become increasingly realistic with the evolution of Computer Graphics (CG). In particular, human models and behaviors were represented through animated virtual humans, sometimes with a high level of realism. In particular,…
Human figures have been animated using a variety of geometric models including stick figures, polygonal models, and NURBS-based models with muscles, flexible skin, or clothing. This paper reports on experimental results indicating that a…
In this study, we compare the virtual and real gait parameters to investigate the effect of appearances of embodied avatars and virtual reality experience on gait in physical and virtual environments. We developed a virtual environment…