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- Work in ProgressMay 2024
Podscape: Exploring the Comfort Level with Pods in Pedestrian Spaces through Immersive Simulation
CHI EA '24: Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing SystemsArticle No.: 268, Pages 1–7https://doi.org/10.1145/3613905.3650776As autonomous vehicles (AVs) advance in navigating complex settings, investigating their coexistence with people and how they are perceived becomes crucial. Pods, also known as low-speed autonomous transport systems (L-SATS), are emerging in pedestrian ...
- short-paperMarch 2023
Holobot: Hologram based Extended Reality Telepresence Robot
HRI '23: Companion of the 2023 ACM/IEEE International Conference on Human-Robot InteractionPages 60–64https://doi.org/10.1145/3568294.3580043Nowadays, telepresence systems based on the Extended Reality (XR) system are actively developed and used for remote collaboration due to COVID-19. Still, several issues, such as limited traversable space in Virtual Reality (VR) and require all ...
- research-articleJune 2022
AllTogether: Effect of Avatars in Mixed-Modality Conferencing Environments
- Payod Panda,
- Molly Jane Nicholas,
- Mar Gonzalez-Franco,
- Kori Inkpen,
- Eyal Ofek,
- Ross Cutler,
- Ken Hinckley,
- Jaron Lanier
CHIWORK '22: Proceedings of the 1st Annual Meeting of the Symposium on Human-Computer Interaction for WorkArticle No.: 8, Pages 1–10https://doi.org/10.1145/3533406.3539658Visual representation in most video conferencing systems is a binary option between camera on and off. With such systems, voice-only participants might feel left-out, particularly in configurations that situate video participants in a shared virtual ...
- abstractApril 2018
Improving Social Presence with a Virtual Human via Multimodal Physical -- Virtual Interactivity in AR
CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing SystemsPaper No.: SRC09, Pages 1–6https://doi.org/10.1145/3170427.3180291In a social context where a real human interacts with a virtual human (VH) in the same space, one's sense of social/co-presence with the VH is an important factor for the quality of interaction and the VH's social influence to the human user in context. ...
- surveyNovember 2017
A Survey of Presence and Related Concepts
ACM Computing Surveys (CSUR), Volume 50, Issue 6Article No.: 96, Pages 1–39https://doi.org/10.1145/3134301The presence construct, most commonly defined as the sense of “being there,” has driven research and development of virtual environments (VEs) for decades. Despite that, there is not widespread agreement on how to define or operationalize this ...
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- research-articleNovember 2017Best Student Paper
Exploring the effects of observed physicality conflicts on real-virtual human interaction in augmented reality
VRST '17: Proceedings of the 23rd ACM Symposium on Virtual Reality Software and TechnologyArticle No.: 31, Pages 1–7https://doi.org/10.1145/3139131.3139151Augmented reality (AR) enables the illusion of computer-generated virtual objects and humans co-existing with us in the real world. Virtual humans (VHs) in AR can further induce an illusion of physicality in the real world due to their form of ...
- extended-abstractApril 2015
Cyrafour: How Two Human Avatars Communicate With Each Other
CHI EA '15: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing SystemsPages 109–114https://doi.org/10.1145/2702613.2726962Human avatars or physical surrogates are becoming increasingly present in leisure, artistic and business activities that seek to augment the sensory richness available to telepresent participants. While a number of studies have focused on how human ...
- research-articleMarch 2015
Cyrafour: an experiential activity facilitating empathic distant communication among copresent individuals
AH '15: Proceedings of the 6th Augmented Human International ConferencePages 165–166https://doi.org/10.1145/2735711.2735815Distant communication relies mostly on a non-embodied representation of participants (e.g. textual in chats, photographic in videoconference, auditory in telephony, etc) that lessens the sensory richness of conversational interactions. Cyrafour is a ...
- abstractMarch 2013
Robot embodiment, operator modality, and social interaction in tele-existence: a project outline
- Christian Becker-Asano,
- Severin Gustorff,
- Kai Oliver Arras,
- Kohei Ogawa,
- Shuichi Nishio,
- Hiroshi Ishiguro,
- Bernhard Nebel
HRI '13: Proceedings of the 8th ACM/IEEE international conference on Human-robot interactionPages 79–80This paper outlines our ongoing project, which aims to investigate the effects of robot embodiment and operator modality on an operator's task efficiency and concomitant level of copresence in remote social interaction. After a brief introduction to ...
- research-articleDecember 2012
Towards evaluating social telepresence in mobile context
VRCAI '12: Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in IndustryPages 75–78https://doi.org/10.1145/2407516.2407539In this paper we analyze the state-of-art in the evaluation of telepresence, social presence and copresence and propose a qualitative approach for evaluating social telepresence in mobile context. Our approach aims to meet the need of rapidly growing ...
- ArticleNovember 2011
Poetic communication: interactive carpet for subtle family communication and connectedness
AmI'11: Proceedings of the Second international conference on Ambient IntelligencePages 335–339https://doi.org/10.1007/978-3-642-25167-2_46Recent research in Human Computer studies have shown that smart and efficient technology alone is not what people desire for in their homes. The Interactive Carpet project aims to produce a new kind of interaction - Poetic Communication, enabling remote ...
- ArticleSeptember 2011
The Mona Lisa gaze effect as an objective metric for perceived cospatiality
We propose to utilize the Mona Lisa gaze effect for an objective and repeatable measure of the extent to which a viewer perceives an object as cospatial. Preliminary results suggest that the metric behaves as expected.
- research-articleNovember 2010
Being there with others: copresence and technologies for informal interaction
OZCHI '10: Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human InteractionPages 324–327https://doi.org/10.1145/1952222.1952291Informal interactions underpin basic social processes. Mobile, email and web-based communications increasingly play a role in informal interactions, but these technologies often lack the facilitating conditions typically found in face-to-face (F2F) ...
- research-articleApril 2010
Brief encounters: Sensing, modeling and visualizing urban mobility and copresence networks
ACM Transactions on Computer-Human Interaction (TOCHI), Volume 17, Issue 1Article No.: 2, Pages 1–38https://doi.org/10.1145/1721831.1721833Moving human-computer interaction off the desktop and into our cities requires new approaches to understanding people and technologies in the built environment. We approach the city as a system, with human, physical and digital components and behaviours. ...
- research-articleJuly 2009
Using Sensor Inputs to Affect Virtual and Real Environments
IEEE Pervasive Computing (IEEECS_PERVASIVE), Volume 8, Issue 3Pages 16–23https://doi.org/10.1109/MPRV.2009.60This article discusses several networked media projects that use sensor technology to transmit data from real-world environments to virtual environments. The Eolus One project uses an experimental virtual control room to run building systems and provide ...
- ArticleJuly 2007
Entelechy and embodiment in (artistic) human-computer interaction
This paper points out the complementarity of HCI and cognitive science in studying agents' interactions with their environments. Embodied interaction is related to embodied and distributed cognition. A theoretical framework based on the distinction "...
- ArticleJuly 2007
Presence, creativity and collaborative work in virtual environments
Research has identified many different concepts and factors, e.g. immersiveness, presence, performance, interaction, and defined a large number of guidelines that contribute to developing advanced virtual environments (VEs). By reviewing research on ...
- ArticleApril 2003
The impact of avatar realism and eye gaze control on perceived quality of communication in a shared immersive virtual environment
CHI '03: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 529–536https://doi.org/10.1145/642611.642703This paper presents an experiment designed to investigate the impact of scommunication in an immersive virtual environment.Participants were paired by gender and were randomly assigned to a CAVE-like system or a head-mounted display. Both were ...
- articleDecember 2000
An experimental study on the role of touch in shared virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI), Volume 7, Issue 4Pages 443–460https://doi.org/10.1145/365058.365082Investigating virtual environments has become an increasingly interesting research topic for engineers, computer and cognitive scientists, and psychologists. Although there have been several recent studies focused on the development of multimodal virtual ...
- articleMay 1999
TELEPORT— towards immersive copresence
TELEPORT is an experimental teleconferencing system with the goal of enabling small groups of people, although geographically separated, to meet as if face'to face. The innovative features of the system include the use of full-wall display surfaces, "...