As it triggers and regulates meaningful dyadic interaction, the direct gaze, i.e. another individual’s gaze meeting one’s own gaze, can be understood within the frame of “participatory sense-making”. In my presentation, I will rely on the notion of participatory sense-making to explore the effects of eye-based interactions between human users and AI-based characters in virtual reality (VR). First, I will argue that VR promotes a “homogenisation” of audience space and image space, and of human users and virtual characters. This, I will propose, allows to speak of participatory sense-making – a notion mostly applied to real-life interactions – in relation to VR as well. Then, reworking the notion of “diegetic space”, I will identify two op...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
International audienceShaping both the environment and the embodiment of the users in that virtual w...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
International audienceVirtual Reality (VR) technology enables ``embodied interactions'' in realistic...
Virtual Reality (VR) is a remarkably flexible technology for interventions as it allows the construc...
Technical developments in virtual humans are manifest in modern character design. Specifically, eye ...
This chapter reframes the concept of virtual reality (VR) from the perspective of spectators' partic...
This thesis investigates the affective and attentive gaze-based interaction with virtual humans and ...
This thesis investigates the affective and attentive gaze-based interaction with virtual humans and ...
Virtual cognitions (VCs) are a stream of simulated thoughts people hear while emerged in a virtual e...
This paper presents a novel approach for the augmentation of social behaviors in virtual reality (VR...
Making virtual characters seem sentient is the main goal of the study of believable virtual characte...
Virtual reality (VR) systems have been increasingly used in recent years in various domains, such as...
The Equilibrium Theory put forward by Argyle and Dean, posits that in human-human interactions, gaze...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
International audienceShaping both the environment and the embodiment of the users in that virtual w...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
International audienceVirtual Reality (VR) technology enables ``embodied interactions'' in realistic...
Virtual Reality (VR) is a remarkably flexible technology for interventions as it allows the construc...
Technical developments in virtual humans are manifest in modern character design. Specifically, eye ...
This chapter reframes the concept of virtual reality (VR) from the perspective of spectators' partic...
This thesis investigates the affective and attentive gaze-based interaction with virtual humans and ...
This thesis investigates the affective and attentive gaze-based interaction with virtual humans and ...
Virtual cognitions (VCs) are a stream of simulated thoughts people hear while emerged in a virtual e...
This paper presents a novel approach for the augmentation of social behaviors in virtual reality (VR...
Making virtual characters seem sentient is the main goal of the study of believable virtual characte...
Virtual reality (VR) systems have been increasingly used in recent years in various domains, such as...
The Equilibrium Theory put forward by Argyle and Dean, posits that in human-human interactions, gaze...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
International audienceShaping both the environment and the embodiment of the users in that virtual w...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...