The increasing availability of modern head-mounted displays have spurred interest in social virtual reality (VR) applications, but their immersion-inducing features limit the use of important nonverbal social cues in multiuser contexts. Embodied avatars have proven useful in increasing the social affordances of real-time rendered VR applications but remain underexplored in cinematic virtual reality (CVR). In the present study, three different conditions were evaluated in co-located CVR where participants watched 360° videos together in pairs; one condition had no visual representation of the co-watcher, one condition had a translucent cone representing the co-watcher’s viewing direction, and one condition had both the cone and a set of hand...
The introduction of the Metaverse and the rise of social virtual reality platforms such as VRChat ha...
Background: When we talk to one another face-to-face, body gestures accompany our speech. Motion tra...
This study explores factors responsible for a higher sense of presence in a Computer Generated (CG) ...
The increasing availability of modern head-mounted displays have spurred interest in social virtual ...
Submission includes video.Room-scale virtual reality (VR) holds great potential as a medium for comm...
Eliciting a sense of social presence is necessary to create believable multi-user situations in imme...
A rendering of a representation of onelsquo;s own body in a head mounted display (HMD) virtual envir...
This paper presents a novel approach for the augmentation of social behaviors in virtual reality (VR...
This study evaluated participant self-reported appraisal of social interactions with another person ...
Effective collaboration in immersive virtual environments requires to be able to communicate flawles...
Designing embodied virtual environments where humans can naturally communicate through verbal and no...
Abstract: Collaboration is an important method for online student engagement. Currently employed com...
Social Virtual Reality (VR) applications are becoming the next big revolution in the field of remot...
Using motion capture to enhance the realism of social interaction in virtual reality (VR) is growing...
Social Virtual Reality (VR) applications represent a big step forward in the field of remote communi...
The introduction of the Metaverse and the rise of social virtual reality platforms such as VRChat ha...
Background: When we talk to one another face-to-face, body gestures accompany our speech. Motion tra...
This study explores factors responsible for a higher sense of presence in a Computer Generated (CG) ...
The increasing availability of modern head-mounted displays have spurred interest in social virtual ...
Submission includes video.Room-scale virtual reality (VR) holds great potential as a medium for comm...
Eliciting a sense of social presence is necessary to create believable multi-user situations in imme...
A rendering of a representation of onelsquo;s own body in a head mounted display (HMD) virtual envir...
This paper presents a novel approach for the augmentation of social behaviors in virtual reality (VR...
This study evaluated participant self-reported appraisal of social interactions with another person ...
Effective collaboration in immersive virtual environments requires to be able to communicate flawles...
Designing embodied virtual environments where humans can naturally communicate through verbal and no...
Abstract: Collaboration is an important method for online student engagement. Currently employed com...
Social Virtual Reality (VR) applications are becoming the next big revolution in the field of remot...
Using motion capture to enhance the realism of social interaction in virtual reality (VR) is growing...
Social Virtual Reality (VR) applications represent a big step forward in the field of remote communi...
The introduction of the Metaverse and the rise of social virtual reality platforms such as VRChat ha...
Background: When we talk to one another face-to-face, body gestures accompany our speech. Motion tra...
This study explores factors responsible for a higher sense of presence in a Computer Generated (CG) ...