This paper describes a virtual environment, called CollegeLiVE that presents users with an experience centered on realistic social interactions that first-year college students likely encounter. The virtual characters and settings present participants with typical situations that can challenge them to address peer pressure surrounding alcohol consumption and related situations from walking or driving while inebriated as well as determining how best to handle undue pressure placed on others to drink or engage in sexual activity. The employment of digital puppeteering in addition to agent-based control of virtual characters (avatars) makes this virtual environment potentially helpful in enhancing protective skills meant to reduce risky drinki...
Juvenile Violence is one of the most pressing problems in Japan. The work reported here explores the...
Avatars or agents are digitized self-representations of a player in mediated environments. While usi...
Behavioral realism and realistic interactions are major criteria for improving social presence in vi...
This article reports on a study of the use of a virtual reality (VR) driving simulator. The study wa...
Virtual Reality-simulations offer new opportunities for alcohol prevention in adolescents. As an inn...
Abstract—Incorporating intelligence and social behaviours into virtual worlds for learning is becomi...
Avatars are an increasingly popular research topic in the field of virtual reality. The first 20-30 ...
The present study examines the joint impact of relationship with one\u27s avatar and negative conseq...
Bullying is a complex and abusive form of violence that has potentially serious social and mental he...
Alcoholism is a disease that affects parts of the brain that control emotion, decisions, and behavio...
User motivation and engagement while playing serious games remains challenging. Advances location-ba...
Simulations of social situations have great potential to be applied to many of the social problems t...
The use of avatars as learning agents is becoming increasingly popular in the sports, education and ...
The purpose of the current study was to investigate the effect of virtual avatars on health behavior...
The focus of this chapter is on the application of a framework for remotely delivering role-playing ...
Juvenile Violence is one of the most pressing problems in Japan. The work reported here explores the...
Avatars or agents are digitized self-representations of a player in mediated environments. While usi...
Behavioral realism and realistic interactions are major criteria for improving social presence in vi...
This article reports on a study of the use of a virtual reality (VR) driving simulator. The study wa...
Virtual Reality-simulations offer new opportunities for alcohol prevention in adolescents. As an inn...
Abstract—Incorporating intelligence and social behaviours into virtual worlds for learning is becomi...
Avatars are an increasingly popular research topic in the field of virtual reality. The first 20-30 ...
The present study examines the joint impact of relationship with one\u27s avatar and negative conseq...
Bullying is a complex and abusive form of violence that has potentially serious social and mental he...
Alcoholism is a disease that affects parts of the brain that control emotion, decisions, and behavio...
User motivation and engagement while playing serious games remains challenging. Advances location-ba...
Simulations of social situations have great potential to be applied to many of the social problems t...
The use of avatars as learning agents is becoming increasingly popular in the sports, education and ...
The purpose of the current study was to investigate the effect of virtual avatars on health behavior...
The focus of this chapter is on the application of a framework for remotely delivering role-playing ...
Juvenile Violence is one of the most pressing problems in Japan. The work reported here explores the...
Avatars or agents are digitized self-representations of a player in mediated environments. While usi...
Behavioral realism and realistic interactions are major criteria for improving social presence in vi...