We present research with two novel components; a system which may improve current small group telecommunication, and an experiment to test the efficacy. Telethrone projects a remote user onto a chair, bringing them into your space. The chair acts as a situated display which can support multi party head gaze, eye gaze, and body torque such that each observer knows where the projected user is looking. It is simpler to implement and cheaper than current systems. Our primary contribution is a counterbalanced repeated measures experiment to analyse gaze interactions. We analyse the multiple independent viewpoint support offered by the system to test if it demonstrates advantage over a set-up which shows a single view to both observers; in this...
We report a series of studies on the role of eye contact in video-mediated communication. These are ...
Attention is the cognitive process of selectively concentrating on one aspect of the environment whi...
Großekathöfer J, Seis C, Gamer M. Reality in a sphere: A direct comparison of social attention in th...
The concept of supporting ad hoc or dynamic membership tele-present meetings through pulling up a ch...
In this paper, we present TeleHuman, a cylindrical 3D display portal for life-size human telepresenc...
Parameters of an immersive telepresence audio/visual system was first defined by a review of the lit...
Two identical blue sofas are located in dispersed remote locations. In front of each sofa stands a v...
In this paper, we investigate how different viewingpositions affect a user’s Quality of Experience (...
This paper proposes a controlled experiment to further inves-tigate the usefulness of gaze awareness...
We conducted two experiments to investigate how stereoscopy and technologies that allow individual e...
Future warfare concerns information superiority, i.e. supplying decisionmakers with better informati...
Eye gaze is an important conversational resource that until now could only be supported across a dis...
Connecting people with technology is an important challenge in HCI and ubiquitous computing. Digital...
This paper describes an experimental assessment of affective user benefits that may result from peri...
Synthetic environments (SE) feature computer-mediated interaction with an environment physically sep...
We report a series of studies on the role of eye contact in video-mediated communication. These are ...
Attention is the cognitive process of selectively concentrating on one aspect of the environment whi...
Großekathöfer J, Seis C, Gamer M. Reality in a sphere: A direct comparison of social attention in th...
The concept of supporting ad hoc or dynamic membership tele-present meetings through pulling up a ch...
In this paper, we present TeleHuman, a cylindrical 3D display portal for life-size human telepresenc...
Parameters of an immersive telepresence audio/visual system was first defined by a review of the lit...
Two identical blue sofas are located in dispersed remote locations. In front of each sofa stands a v...
In this paper, we investigate how different viewingpositions affect a user’s Quality of Experience (...
This paper proposes a controlled experiment to further inves-tigate the usefulness of gaze awareness...
We conducted two experiments to investigate how stereoscopy and technologies that allow individual e...
Future warfare concerns information superiority, i.e. supplying decisionmakers with better informati...
Eye gaze is an important conversational resource that until now could only be supported across a dis...
Connecting people with technology is an important challenge in HCI and ubiquitous computing. Digital...
This paper describes an experimental assessment of affective user benefits that may result from peri...
Synthetic environments (SE) feature computer-mediated interaction with an environment physically sep...
We report a series of studies on the role of eye contact in video-mediated communication. These are ...
Attention is the cognitive process of selectively concentrating on one aspect of the environment whi...
Großekathöfer J, Seis C, Gamer M. Reality in a sphere: A direct comparison of social attention in th...