Eliciting a sense of social presence is necessary to create believable multi-user situations in immersive virtual environments. To be able to collaborate in virtual worlds, users are represented by avatars (virtual characters controlled in real time) allowing them to interact with each other. We report a study investigating the impact on social presence of both non-human avatars’ facial properties and of the type of collaborative task being performed by the users (asymmetric collaboration versus negotiation). While we observed no significant impact of facial properties, both co-presence and perceived message understanding scores were significantly higher during the negotiation task
Collaborative Virtual Environments (CVEs) involve the use of a distributed architecture, and advance...
Collaborative Virtual Environments (CVEs) involve the use of a distributed architecture, and advance...
<div><p>A self-avatar is known to have a potentially significant impact on the user’s experience of ...
Effective collaboration in immersive virtual environments requires to be able to communicate flawles...
Effective collaboration in immersive virtual environments requires to be able to communicate flawles...
Effective collaboration in immersive virtual environments requires to be able to communicate flawles...
The introduction of the Metaverse and the rise of social virtual reality platforms such as VRChat ha...
Abstract: Collaboration is an important method for online student engagement. Currently employed com...
Using motion capture to enhance the realism of social interaction in virtual reality (VR) is growing...
Using motion capture to enhance the realism of social interaction in virtual reality (VR) is growing...
Using motion capture to enhance the realism of social interaction in virtual reality (VR) is growing...
Using motion capture to enhance the realism of social interaction in virtual reality (VR) is growing...
We report a within-subjects study of the effect of realistic and cartoon avatars on communication, t...
Humans rely on all their senses when interacting with others in order to communicate and collaborate...
Presence in Collaborative Virtual Environments (CVEs) can be classified into personal presence and c...
Collaborative Virtual Environments (CVEs) involve the use of a distributed architecture, and advance...
Collaborative Virtual Environments (CVEs) involve the use of a distributed architecture, and advance...
<div><p>A self-avatar is known to have a potentially significant impact on the user’s experience of ...
Effective collaboration in immersive virtual environments requires to be able to communicate flawles...
Effective collaboration in immersive virtual environments requires to be able to communicate flawles...
Effective collaboration in immersive virtual environments requires to be able to communicate flawles...
The introduction of the Metaverse and the rise of social virtual reality platforms such as VRChat ha...
Abstract: Collaboration is an important method for online student engagement. Currently employed com...
Using motion capture to enhance the realism of social interaction in virtual reality (VR) is growing...
Using motion capture to enhance the realism of social interaction in virtual reality (VR) is growing...
Using motion capture to enhance the realism of social interaction in virtual reality (VR) is growing...
Using motion capture to enhance the realism of social interaction in virtual reality (VR) is growing...
We report a within-subjects study of the effect of realistic and cartoon avatars on communication, t...
Humans rely on all their senses when interacting with others in order to communicate and collaborate...
Presence in Collaborative Virtual Environments (CVEs) can be classified into personal presence and c...
Collaborative Virtual Environments (CVEs) involve the use of a distributed architecture, and advance...
Collaborative Virtual Environments (CVEs) involve the use of a distributed architecture, and advance...
<div><p>A self-avatar is known to have a potentially significant impact on the user’s experience of ...