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- ArticleJune 2024
Enhancing Cognitive Rehabilitation with Augmented Reality: The Role of Virtual Characters in Attention Restoration
AbstractThis study investigates the efficacy of Augmented Reality (AR) in enhancing attention restoration, leveraging the conceptual framework of Attention Restoration Theory (ART) within a digitally crafted narrative space centered around a bonfire ...
- research-articleMay 2024
Collaborating with my Doppelgänger: The Effects of Self-similar Appearance and Voice of a Virtual Character during a Jigsaw Puzzle Co-solving Task
Proceedings of the ACM on Computer Graphics and Interactive Techniques (PACMCGIT), Volume 7, Issue 1Article No.: 4, Pages 1–23https://doi.org/10.1145/3651288The research community has long been interested in human interaction with embodied virtual characters in virtual reality (VR). At the same time, interaction with self-similar virtual characters, or virtual doppelgängers, has become a prominent topic in ...
- research-articleSeptember 2020
The impact of stylization on face recognition
- Nicolas Olivier,
- Ludovic Hoyet,
- Fabien Danieau,
- Ferran Argelaguet,
- Quentin Avril,
- Anatole Lecuyer,
- Philippe Guillotel,
- Franck Multon
SAP '20: ACM Symposium on Applied Perception 2020Article No.: 15, Pages 1–9https://doi.org/10.1145/3385955.3407930While digital humans are key aspects of the rapidly evolving areas of virtual reality, gaming, and online communications, many applications would benefit from using digital personalized (stylized) representations of users, as they were shown to highly ...
- research-articleSeptember 2019
Perceived Authenticity, Empathy, and Pro-social Intentions evoked through Avatar-mediated Self-disclosures
Avatars are our digital embodied alter egos. Virtual embodiment by avatars allows social interaction with others using the full spectrum of verbal and non-verbal behaviour. Still, one's avatar appearances is elective. Hence, avatars make it possible for ...
- short-paperJuly 2019
Fitting the Style: The Semantic Space for Emotions on Stylized Faces
CASA '19: Proceedings of the 32nd International Conference on Computer Animation and Social AgentsPages 21–24https://doi.org/10.1145/3328756.3328770It has been widely proven among several research disciplines that the information conveyed through the visual channel can be critical for communication. Altering either the motion or the appearance of our interlocutor can change the opinion we form ...
- research-articleNovember 2018
Study of Nine People in a Hallway: Some Simulation Challenges
IVA '18: Proceedings of the 18th International Conference on Intelligent Virtual AgentsPages 185–190https://doi.org/10.1145/3267851.3267900Many virtual environments rely on a social population that needs to behave in a plausible manner. Crowd simulations typically concern themselves with simulating collision free movement, while getting into and managing social contact with other humans is ...
- research-articleJune 2018
Creating Virtual Characters
MOCO '18: Proceedings of the 5th International Conference on Movement and ComputingArticle No.: 22, Pages 1–8https://doi.org/10.1145/3212721.3212835An encounter with a virtual person can be one of the most compelling experiences in immersive virtual reality, as Mel Slater and his group have shown in many experiments on social interaction in VR. Much of this is due to virtual reality's ability to ...
- short-paperMay 2016
Life-sized Group and Crowd simulation in Mobile AR
CASA '16: Proceedings of the 29th International Conference on Computer Animation and Social AgentsPages 79–82https://doi.org/10.1145/2915926.2915950When referring to augmented reality characters, their actual size comparing to their physical surroundings is an important factor responsible for creating more realistic and immersive environments. By creating life-sized augmented characters we are able ...
- ArticleNovember 2014
Expressive Reproduced Characters for Games
SBGAMES '14: Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital EntertainmentPages 210–219https://doi.org/10.1109/SBGAMES.2014.15Virtual tridimensional creatures are active actors in many types of games. Some of these games require, in addition to quantity, the simulation of kinship and evolution, not only of human character models but also of different types of animals, toon ...
- ArticleAugust 2013
Simulating Gait and Structural Effects of Aging for Improved Diversity in Virtual Crowds
CGIV '13: Proceedings of the 2013 10th International Conference Computer Graphics, Imaging and Visualization (cgiv 2013)Pages 17–22https://doi.org/10.1109/CGIV.2013.13In real human crowds, diversification is caused by many factors such as gender, age, skin color, clothing, walking style, psychology etc., yet most crowd simulation systems rely only on appearance related variables for diversification. This research ...
- ArticleNovember 2011
Voodoo: A System That Allows Children to Create Animated Stories with Action Figures as Interface
AbstractDolls, employed as tangible interfaces, have the potential to provide an easy to learn interaction device that allows children to animate virtual characters in an intuitive way. We assume that dolls and action figures are more compelling, easy to ...
- ArticleJune 2008
Toward Logic-Based Cognitively Robust Synthetic Characters in Digital Environments
- Selmer Bringsjord,
- Andrew Shilliday,
- Joshua Taylor,
- Dan Werner,
- Micah Clark,
- Ed Charpentier,
- Alexander Bringsjord
With respect to genuine cognitive faculties, present synthetic characters inhabiting online virtual worlds are, to say the least, completely impaired. Current methods aimed at the creation of “immersive” virtual worlds only avatars and NPCs the illusion ...
- articleApril 2006
Personalized avatars for mobile entertainment
With evolution in computer and mobile networking technologies comes the challenge of offering novel and complex multimedia applications and end-user services in heterogeneous environments for both developers and service providers. This paper describes ...
- ArticleMarch 2006
Interpersonal Scenarios: Virtual \approx Real?
- Andrew Raij,
- Kyle Johnsen,
- Robert Dickerson,
- Benjamin Lok,
- Marc Cohen,
- Thomas Bernard,
- Christopher Oxendine,
- Peggy Wagner,
- D. Scott Lind
VR '06: Proceedings of the IEEE conference on Virtual RealityPages 59–66https://doi.org/10.1109/VR.2006.91This paper reports on a study to examine the similarities and differences in experiencing an interpersonal scenario with real and virtual humans. A system that allows medical students to interview a life-size virtual patient using natural speech and ...