In augmented reality, people can feel the illusion of virtual humans (VHs) integrated into a real (physical) space. However, affordances of the real world and virtual contents might conflict, for example, when the VHs and real objects “collide” by occupying the same space. This implausible conflict can cause a break in presence in real–virtual human interactions. In this paper, we address an effort to avoid this conflict by maintaining the VH\u27s spatial and behavioral coherence with respect to the physical objects or events (e.g., natural occlusions and appropriate help-requesting behaviors to avoid implausible physical–virtual collisions). We present a human subject experiment examining the effects of the physical–virtual coherence on hu...
This paper presents a novel approach for the augmentation of social behaviors in virtual reality (VR...
We explore whether a peripheral observation of apparent mutual social presence between a real human ...
The term virtual human (VH) generally refers to a human-like entity comprised of computer graphics a...
Augmented reality (AR) enables the illusion of computer-generated virtual objects and humans co-exis...
In a social context where a real human interacts with a virtual human (VH) in the same space, one’s ...
In a social context where two or more interlocutors interact with each other in the same space, one\...
In this paper, we investigate the effects of the physical influence of a virtual human (VH) in the c...
We discuss the design and results of an experiment investigating Plausibility Illusion in virtual hu...
In augmented reality (AR) environments, users experience the physical environment and other users di...
Interactive Virtual Humans (VHs) are increasingly used to replace or assist real humans in various a...
There have been decades of research on the usability and educational value of augmented reality. How...
There have been decades of research on the usability and educational value of augmented reality. How...
This paper examines the interaction and influences between the virtual and the real in Augmented Rea...
Virtual and Augmented Reality (VR and AR) methods provide both opportunities and challenges for rese...
In this paper, we investigate factors and issues related to human locomotion behavior and proxemics ...
This paper presents a novel approach for the augmentation of social behaviors in virtual reality (VR...
We explore whether a peripheral observation of apparent mutual social presence between a real human ...
The term virtual human (VH) generally refers to a human-like entity comprised of computer graphics a...
Augmented reality (AR) enables the illusion of computer-generated virtual objects and humans co-exis...
In a social context where a real human interacts with a virtual human (VH) in the same space, one’s ...
In a social context where two or more interlocutors interact with each other in the same space, one\...
In this paper, we investigate the effects of the physical influence of a virtual human (VH) in the c...
We discuss the design and results of an experiment investigating Plausibility Illusion in virtual hu...
In augmented reality (AR) environments, users experience the physical environment and other users di...
Interactive Virtual Humans (VHs) are increasingly used to replace or assist real humans in various a...
There have been decades of research on the usability and educational value of augmented reality. How...
There have been decades of research on the usability and educational value of augmented reality. How...
This paper examines the interaction and influences between the virtual and the real in Augmented Rea...
Virtual and Augmented Reality (VR and AR) methods provide both opportunities and challenges for rese...
In this paper, we investigate factors and issues related to human locomotion behavior and proxemics ...
This paper presents a novel approach for the augmentation of social behaviors in virtual reality (VR...
We explore whether a peripheral observation of apparent mutual social presence between a real human ...
The term virtual human (VH) generally refers to a human-like entity comprised of computer graphics a...