We discuss the design and results of an experiment investigating Plausibility Illusion in virtual human (VH) interactions, in particular, the coherence of conversation with a VH. This experiment was performed in combination with another experiment evaluating two display technologies. As that aspect of the study is not relevant to this poster, it will be mentioned only in the Materials section. Participants who interacted with a low-coherence VH looked around the room markedly more than participants interacting with a high-coherence VH, demonstrating that the level of coherence of VHs can have a detectable effect on user behavior and that head and gaze behavior can be used to evaluate the quality of a VH interaction
Technical developments in virtual humans are manifest in modern character design. Specifically, eye ...
We report on the design and results of an experiment investigating factors influencing Slater’s Plau...
International audienceNonverbal cues are paramount in real-world interactions. Among these cues, gaz...
In augmented reality, people can feel the illusion of virtual humans (VHs) integrated into a real (p...
Making virtual characters seem sentient is the main goal of the study of believable virtual characte...
Virtual cognitions (VCs) are a stream of simulated thoughts people hear while emerged in a virtual e...
The aim of our experiment is to determine if eye-gaze can be estimated from a virtuality human: to w...
Augmented reality (AR) enables the illusion of computer-generated virtual objects and humans co-exis...
To navigate the social world, humans heavily rely on gaze for non-verbal communication as it conveys...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
International audienceThis paper presents a study performed in virtual reality on the effect of gaze...
The Equilibrium Theory put forward by Argyle and Dean, posits that in human-human interactions, gaze...
During the last half of the twentieth century, psychologists and anthropologists have studied proxem...
Past research has shown that humans exhibit certain eye-head responses to the appearance of visual s...
Technical developments in virtual humans are manifest in modern character design. Specifically, eye ...
We report on the design and results of an experiment investigating factors influencing Slater’s Plau...
International audienceNonverbal cues are paramount in real-world interactions. Among these cues, gaz...
In augmented reality, people can feel the illusion of virtual humans (VHs) integrated into a real (p...
Making virtual characters seem sentient is the main goal of the study of believable virtual characte...
Virtual cognitions (VCs) are a stream of simulated thoughts people hear while emerged in a virtual e...
The aim of our experiment is to determine if eye-gaze can be estimated from a virtuality human: to w...
Augmented reality (AR) enables the illusion of computer-generated virtual objects and humans co-exis...
To navigate the social world, humans heavily rely on gaze for non-verbal communication as it conveys...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
International audienceThis paper presents a study performed in virtual reality on the effect of gaze...
The Equilibrium Theory put forward by Argyle and Dean, posits that in human-human interactions, gaze...
During the last half of the twentieth century, psychologists and anthropologists have studied proxem...
Past research has shown that humans exhibit certain eye-head responses to the appearance of visual s...
Technical developments in virtual humans are manifest in modern character design. Specifically, eye ...
We report on the design and results of an experiment investigating factors influencing Slater’s Plau...
International audienceNonverbal cues are paramount in real-world interactions. Among these cues, gaz...