Interactive Virtual Humans (VHs) are increasingly used to replace or assist real humans in various applications, e.g., military and medical training, education, or entertainment. In most VH research, the perceived social presence with a VH, which denotes the user\u27s sense of being socially connected or co-located with the VH, is the decisive factor in evaluating the social influence of the VH—a phenomenon where human users\u27 emotions, opinions, or behaviors are affected by the VH. The purpose of this dissertation is to develop new knowledge about how characteristics and behaviors of a VH in a Mixed Reality (MR) environment can affect the perception of and resulting behavior with the VH, and to find effective and efficient ways to improv...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
Behavioral realism and realistic interactions are major criteria for improving social presence in vi...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
We explore how and in what ways the surrounding environment can be an important factor in human perc...
In a social context where a real human interacts with a virtual human (VH) in the same space, one’s ...
The term virtual human (VH) generally refers to a human-like entity comprised of computer graphics a...
The goal of the present review is to explain how immersive virtual environment technology (IVET) can...
Nowadays, Virtual Reality (VR) technology can be potentially used everywhere through wearable head-m...
The goal of the present review is to explain how immersive virtual environment technology (IVET) can...
We explore whether a peripheral observation of apparent mutual social presence between a real human ...
Virtual Reality (VR) for multiple users is a new technology which is increasingly used for diverse p...
In augmented reality, people can feel the illusion of virtual humans (VHs) integrated into a real (p...
A physical embodiment of a virtual human has shown benefits in applications that involve social inte...
Virtual humans are often designed to replace real humans in virtual reality applications for e.g., p...
Virtual Reality (VR) is a technology which allows a user to interact with a computer simulated envir...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
Behavioral realism and realistic interactions are major criteria for improving social presence in vi...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
We explore how and in what ways the surrounding environment can be an important factor in human perc...
In a social context where a real human interacts with a virtual human (VH) in the same space, one’s ...
The term virtual human (VH) generally refers to a human-like entity comprised of computer graphics a...
The goal of the present review is to explain how immersive virtual environment technology (IVET) can...
Nowadays, Virtual Reality (VR) technology can be potentially used everywhere through wearable head-m...
The goal of the present review is to explain how immersive virtual environment technology (IVET) can...
We explore whether a peripheral observation of apparent mutual social presence between a real human ...
Virtual Reality (VR) for multiple users is a new technology which is increasingly used for diverse p...
In augmented reality, people can feel the illusion of virtual humans (VHs) integrated into a real (p...
A physical embodiment of a virtual human has shown benefits in applications that involve social inte...
Virtual humans are often designed to replace real humans in virtual reality applications for e.g., p...
Virtual Reality (VR) is a technology which allows a user to interact with a computer simulated envir...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
Behavioral realism and realistic interactions are major criteria for improving social presence in vi...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...