“Together with who?” Recognizing partners during Collaborative Avatar Manipulation
The development of novel computer interfaces has led to the possibility of integrating inputs from multiple individuals into a single avatar, fostering collaboration by combining skills and sharing the cognitive load. However, the collaboration dynamic ...
Can You Tell Real from Fake Face Images? Perception of Computer-Generated Faces by Humans
With recent advances in machine learning and big data, it is now possible to create synthetic images that look real. Face generation is often of particular interest, as faces can be used for various purposes. However, improper use of such content can lead ...
Investigating the Perception of Facial Anonymization Techniques in 360� Videos
In this work, we investigate facial anonymization techniques in 360� videos and assess their influence on the perceived realism, anonymization effect, and presence of participants. In comparison to traditional footage, 360� videos can convey engaging, ...
Exploring the Effects of Self-Overlapping Spaces on Distance Perception and Action Judgments
Self-overlapping spaces, also known as impossible spaces, are a design mechanic in virtual reality (VR) that allows a user to naturally walk through an environment that is larger than the physical space available to them. Prior work has focused on ...
Personality Expression using Co-speech Gesture
We express our personality through verbal and nonverbal behavior. While verbal cues are mostly related to the semantics of what we say, nonverbal cues include our posture, gestures, and facial expressions. Appropriate expression of these behavioral ...
GazeFusion: Saliency-guided Image Generation
Diffusion models offer unprecedented image generation power given just a text prompt. While emerging approaches for controlling diffusion models have enabled users to specify the desired spatial layouts of the generated content, they cannot predict or ...
Exploring the Effects of User-Agent and User-Designer Similarity in Virtual Human Design to Promote Mental Health Intentions for College Students
- Pedro Guillermo Feij�o-Garc�a,
- Chase Wrenn,
- Alexandre Gomes de Siqueira,
- Rashi Ghosh,
- Jacob Stuart,
- Heng Yao,
- Benjamin Lok
Virtual humans (i.e., embodied conversational agents) have the potential to support college students’ mental health, particularly in Science, Technology, Engineering, and Mathematics (STEM) fields where students are at a heightened risk of mental ...
Virtual Reality Audio Game for Entertainment & Sound Localization Training
Within the gaming and electronics industry, there is a continuous evolution of alternative applications. Nevertheless, accessibility to video games remains a persistent hurdle for individuals with disabilities, especially those with visual impairments due ...
The Influence that the Complexity of the Three-Dimensional Eye Model Used to Generate Simulated Eye-tracking Data Has on the Gaze Estimation Errors Achieved Using the Data
Simulated eye-tracking data are an integral tool in the development of eye-tracking methods. Most of the simulated data used in eye-tracking-related research has been generated using low-complexity eye models that include a single spherical corneal ...
The Impact of Nature Realism on the Restorative Quality of Virtual Reality Forest Bathing
Virtual reality (VR) forest bathing for stress relief and mental health has recently become a popular research topic. As people spend more of their lives indoors and have less access to the restorative benefit of nature, having a VR nature supplement has ...
Understanding the Impact of Visual and Kinematic Information on the Perception of Physicality Errors
Errors that arise due to a mismatch in the dynamics of a person’s motion and the visualized movements of their avatar in virtual reality are termed ‘physicality errors’ to distinguish them from simple physical errors, such as footskate. Physicality errors ...