This study evaluated participant self-reported appraisal of social interactions with another person in virtual reality (VR) where their conversational partner was represented by a realistic motion avatar. We use the term realistic motion avatar because: 1. The avatar was modelled to look like the conversational partner it represented, and 2. Full face and body motion capture was utilised so that the avatar mimicked the facial and body language of the conversational partner in real-time. We compared social interaction in VR with face-to-face interaction across two communicative contexts: 1. Getting acquainted conversation, and 2. A structured interview where the participant engaged in self-disclosure about positive and negative experiences. ...
When people communicate face-to-face they use gestures and body language that naturally coincide wit...
Virtual worlds show promise for conducting meetings and conferences without the need for physical tr...
This paper presents a novel approach for the augmentation of social behaviors in virtual reality (VR...
BACKGROUND: When we talk to one another face-to-face, body gestures accompany our speech. Motion tra...
When we talk to one another face-to-face, body gestures accompany our speech. Motion tracking techno...
Submission includes video.Room-scale virtual reality (VR) holds great potential as a medium for comm...
Using motion capture to enhance the realism of social interaction in virtual reality (VR) is growing...
Virtual reality (VR) technology provides a way to conduct exposure therapy with patients with social...
The introduction of the Metaverse and the rise of social virtual reality platforms such as VRChat ha...
VR experiences are becoming more social, but many social VR systems represent users as artificial av...
Traveling for business meetings is not only costly but also has a negative influence on the environm...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Behavioral realism and realistic interactions are major criteria for improving social presence in vi...
Nonverbal communication is an important part of human communication, including head nodding, eye gaz...
This panel will discuss the current technical challenges of social interaction in VR as well as the ...
When people communicate face-to-face they use gestures and body language that naturally coincide wit...
Virtual worlds show promise for conducting meetings and conferences without the need for physical tr...
This paper presents a novel approach for the augmentation of social behaviors in virtual reality (VR...
BACKGROUND: When we talk to one another face-to-face, body gestures accompany our speech. Motion tra...
When we talk to one another face-to-face, body gestures accompany our speech. Motion tracking techno...
Submission includes video.Room-scale virtual reality (VR) holds great potential as a medium for comm...
Using motion capture to enhance the realism of social interaction in virtual reality (VR) is growing...
Virtual reality (VR) technology provides a way to conduct exposure therapy with patients with social...
The introduction of the Metaverse and the rise of social virtual reality platforms such as VRChat ha...
VR experiences are becoming more social, but many social VR systems represent users as artificial av...
Traveling for business meetings is not only costly but also has a negative influence on the environm...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Behavioral realism and realistic interactions are major criteria for improving social presence in vi...
Nonverbal communication is an important part of human communication, including head nodding, eye gaz...
This panel will discuss the current technical challenges of social interaction in VR as well as the ...
When people communicate face-to-face they use gestures and body language that naturally coincide wit...
Virtual worlds show promise for conducting meetings and conferences without the need for physical tr...
This paper presents a novel approach for the augmentation of social behaviors in virtual reality (VR...