Giulio Jacucci shares his views on affective social interaction in virtual reality (VR). In social interaction, emotions can be expressed through gestures, posture, facial expressions, speech and its acoustic features, and touch. The expressions are recorded first by capturing the live presentation from a professional actor, using a facialtracking software that also animates a virtual character. Expressions can then be manually adjusted to last for the same amount of time and end with a neutral expression. Emotion tracking is more challenging in the case of a wearable VR headset, as facial expressions cannot be easily tracked through recent computervision software. Eye tracking can be used both to identify whether users attend to a particul...
A cluster of research in Affective Computing suggests that it is possible to infer some characterist...
This thesis investigates the affective and attentive gaze-based interaction with virtual humans and ...
Virtual humans are often designed to replace real humans in virtual reality applications for e.g., p...
Giulio Jacucci shares his views on affective social interaction in virtual reality (VR). In social i...
Computer graphics is—in many cases—about visualizing what you cannot see. However, virtual reality (...
We study the promotion of positive social interactions in VR by fostering empathy with other users p...
Many studies showed the ability of movies and imagery techniques to elicit emotions. Nevertheless, ...
We live in complex environments that are full of people and things that make us feel good, bad, or i...
Video games are high emotional vectors. They play with the emotions of players by eliciting and incr...
Background: Virtual reality (VR) enables the administration of realistic and dynamic stimuli within ...
Conference of 17th International Conference on Intelligent Virtual Agents, IVA 2017 ; Conference Dat...
International audienceWith the recent development of Head Mounted Display (HMD) for Virtual Reality ...
The aim of this work is to investigate a system able to detect facial expressions and to use them in...
Immersive virtual environment technology is increasingly used by psychologists as a tool for researc...
A cluster of research in Affective Computing suggests that it is possible to infer some characterist...
This thesis investigates the affective and attentive gaze-based interaction with virtual humans and ...
Virtual humans are often designed to replace real humans in virtual reality applications for e.g., p...
Giulio Jacucci shares his views on affective social interaction in virtual reality (VR). In social i...
Computer graphics is—in many cases—about visualizing what you cannot see. However, virtual reality (...
We study the promotion of positive social interactions in VR by fostering empathy with other users p...
Many studies showed the ability of movies and imagery techniques to elicit emotions. Nevertheless, ...
We live in complex environments that are full of people and things that make us feel good, bad, or i...
Video games are high emotional vectors. They play with the emotions of players by eliciting and incr...
Background: Virtual reality (VR) enables the administration of realistic and dynamic stimuli within ...
Conference of 17th International Conference on Intelligent Virtual Agents, IVA 2017 ; Conference Dat...
International audienceWith the recent development of Head Mounted Display (HMD) for Virtual Reality ...
The aim of this work is to investigate a system able to detect facial expressions and to use them in...
Immersive virtual environment technology is increasingly used by psychologists as a tool for researc...
A cluster of research in Affective Computing suggests that it is possible to infer some characterist...
This thesis investigates the affective and attentive gaze-based interaction with virtual humans and ...
Virtual humans are often designed to replace real humans in virtual reality applications for e.g., p...