567 research outputs found

    Learning at the Interstices; Locating Practical Philosophies for Understanding Physical/virtual Inter-spaces

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    Virtual worlds are relatively recent developments, and so it is tempting to believe that they need to be understood through newly developed theories and philosophies. However, humans have long thought about the nature of reality and what it means to be “real.” This paper examines the three persistent philosophical concepts of Metaxis, Liminality and Space that have evolved across more than 2000 years of meditation, contemplation and reflection. Our particular focus here is on the nature of the interface between the virtual and the physical: at the interstices, and how the nature of transactions and transitions across those interfaces may impact upon learning. This may, at first, appear to be an esoteric pursuit, but we ground our arguments in primary and secondary data from research studies in higher education

    Expressive characters and a text chat interface

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    Understanding the relationship between the proteus effect, immersion, and gender among world of Warcraft players: an empirical survey study

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    Online gaming is part of contemporary life, with a range of influences on gamer's behaviour. The convergence and alignment of an individual's attitude and behaviour with features and characteristics of their in-game representation (i.e. their avatar), is conceptualised as the 'Proteus effect' (PE). In the massively multiplayer online role-playing game World of Warcraft (WoW), the Draenei ('exiled ones') are one type of in-game character faction. In the present study, the interplay between choosing the class of Draenei, experiencing game-related immersion, along with the gamer's biological gender was examined in relation to PE behaviours among 404 WoW gamers (males = 299; 74%; females = 104; 26%). Participants completed the Proteus Effect Scale and the Immersion sub-scale of the User-Avatar Questionnaire. A hierarchical regression analysis indicated a significant positive association between immersion and PE behaviours. Furthermore, mediation and moderated mediation analyses suggested that being a Draenei was positively associated with the level of game-related immersion, which in turn associated to higher PE behaviours offline, independent of participants' gender. Results indicate that gamers who are more immersed within the gaming world tend to exhibit elevated PE behaviours. Moreover, being a Draenei in WoW appeared to relate with higher game-immersion experiences, which resulted in higher PE behaviours offline

    Interactions en environnements virtuels: aspects multimodaux

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    Tableau d’honneur de la FacultĂ© des Ă©tudes supĂ©rieures et postdoctorales, 2012-2013.Les environnements virtuels prennent jour aprĂšs jour une importance grandissante dans nos sociĂ©tĂ©s modernes. Leurs applications sont de plus en plus nombreuses, allant du rĂ©crĂ©atif et de l'Ă©ducatif au thĂ©rapeutique et Ă  la tĂ©lĂ©mĂ©decine. Cependant, les paramĂštres exacts qui influencent l'organisation sociale dans les espaces virtuels sont encore grandement mĂ©connus. Les rĂ©sultats prĂ©sentĂ©s dans ce mĂ©moire visent Ă  approfondir nos connaissances des interactions sociales en environnements virtuels. L'Ă©tude des interactions sociales, facteur clĂ© de l'immersion dans les environnements virtuels, sera divisĂ©e selon trois aspects : les aspects langagiers, les aspects visuels et un cas extrĂȘme des aspects visuels en environnements virtuels. Le premier chapitre de ce mĂ©moire, portant sur les aspects langagiers des environnements virtuels, dĂ©montre que le jugement d'humanitĂ© d'un interlocuteur durant une interaction sociale dĂ©pend non seulement du comportement de celui-ci, mais Ă©galement du comportement du juge lui-mĂȘme. De plus, nos rĂ©sultats mettent l'accent sur l'aspect collaboratif du dialogue, tout comme sur la nature multidimensionnelle et multifactorielle de ce processus. Le deuxiĂšme chapitre de ce mĂ©moire, portant sur les aspects visuels des environnements virtuels, suggĂšre que les dynamiques sociales pourraient avoir une plus grande importance pour l'utilisateur que la rĂ©compense immĂ©diate qu'apporte l'utilisation optimale de l'interface, et ainsi, reprĂ©senter un facteur majeur d'immersion dans les environnements virtuels. Le troisiĂšme chapitre de ce mĂ©moire, portant sur un cas particulier de l'aspect visuel des environnements virtuels, dĂ©montre que la sĂ©lection sociale basĂ©e sur l'apparence semble jouer un rĂŽle considĂ©rable dans le regroupement social des communautĂ©s en ligne. Ainsi, prĂ©senter une apparence semblable pourrait donc reprĂ©senter un moyen de favoriser l'Ă©mergence de groupes sociaux solides et durables. En somme, les rĂ©sultats prĂ©sentĂ©s dans les diffĂ©rents chapitres de ce mĂ©moire sont non seulement essentiels pour la comprĂ©hension des fondements cognitifs des comportements sociaux dans les contextes virtuels, mais Ă©galement pour l'optimisation de l'utilisation et du design des environnements virtuels immersifs futurs

    Evoking Physiological Synchrony and Empathy Using Social VR with Biofeedback

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    With the advent of consumer grade virtual reality (VR) headsets and physiological measurement devices, new possibilities for mediated social interaction emerge enabling the immersion to environments where the visual features react to the users' physiological activation. In this study, we investigated whether and how individual and interpersonally shared biofeedback (visualised respiration rate and frontal asymmetry of electroencephalography, EEG) enhance synchrony between the users' physiological activity and perceived empathy towards the other during a compassion meditation exercise carried out in a social VR setting. The study was conducted as a laboratory experiment (N = 72) employing a Unity3D-based Dynecom immersive social meditation environment and two amplifiers to collect the psychophysiological signals for the biofeedback. The biofeedback on empathy-related EEG frontal asymmetry evoked higher self-reported empathy towards the other user than the biofeedback on respiratory activation, but the perceived empathy was highest when both feedbacks were simultaneously presented. In addition, the participants reported more empathy when there was stronger EEG frontal asymmetry synchronization between the users. The presented results inform the field of affective computing on the possibilities that VR offers for different applications of empathic technologies.Peer reviewe

    Presence 2005: the eighth annual international workshop on presence, 21-23 September, 2005 University College London (Conference proceedings)

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    OVERVIEW (taken from the CALL FOR PAPERS) Academics and practitioners with an interest in the concept of (tele)presence are invited to submit their work for presentation at PRESENCE 2005 at University College London in London, England, September 21-23, 2005. The eighth in a series of highly successful international workshops, PRESENCE 2005 will provide an open discussion forum to share ideas regarding concepts and theories, measurement techniques, technology, and applications related to presence, the psychological state or subjective perception in which a person fails to accurately and completely acknowledge the role of technology in an experience, including the sense of 'being there' experienced by users of advanced media such as virtual reality. The concept of presence in virtual environments has been around for at least 15 years, and the earlier idea of telepresence at least since Minsky's seminal paper in 1980. Recently there has been a burst of funded research activity in this area for the first time with the European FET Presence Research initiative. What do we really know about presence and its determinants? How can presence be successfully delivered with today's technology? This conference invites papers that are based on empirical results from studies of presence and related issues and/or which contribute to the technology for the delivery of presence. Papers that make substantial advances in theoretical understanding of presence are also welcome. The interest is not solely in virtual environments but in mixed reality environments. Submissions will be reviewed more rigorously than in previous conferences. High quality papers are therefore sought which make substantial contributions to the field. Approximately 20 papers will be selected for two successive special issues for the journal Presence: Teleoperators and Virtual Environments. PRESENCE 2005 takes place in London and is hosted by University College London. The conference is organized by ISPR, the International Society for Presence Research and is supported by the European Commission's FET Presence Research Initiative through the Presencia and IST OMNIPRES projects and by University College London

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Social Interactions in Immersive Virtual Environments: People, Agents, and Avatars

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    Immersive virtual environments (IVEs) have received increased popularity with applications in many fields. IVEs aim to approximate real environments, and to make users react similarly to how they would in everyday life. An important use case is the users-virtual characters (VCs) interaction. We interact with other people every day, hence we expect others to appropriately act and behave, verbally and non-verbally (i.e., pitch, proximity, gaze, turn-taking). These expectations also apply to interactions with VCs in IVEs, and this thesis tackles some of these aspects. We present three projects that inform the area of social interactions with a VC in IVEs, focusing on non-verbal behaviours. In our first study on interactions between people, we collaborated with the Social Neuroscience group at the Institute of Cognitive Neuroscience from UCL on a dyad multi-modal interaction. This aims to understand the conversation dynamics, focusing on gaze and turn-taking. The results show that people have a higher frequency of gaze change (from averted to direct and vice versa) when they are being looked at compared to when they are not. When they are not being looked at, they are also directing their gaze to their partners more compared to when they are being looked at. Another contribution of this work is the automated method of annotating speech and gaze data. Next, we consider agents’ higher-level non-verbal behaviours, covering social attitudes. We present a pipeline to collect data and train a machine learning (ML) model that detects social attitudes in a user-VC interaction. Here we collaborated with two game studios: Dream Reality Interaction and Maze Theory. We present a case study for the ML pipeline on social engagement recognition for the Peaky Blinders narrative VR game from Maze Theory studio. We use a reinforcement learning algorithm with imitation learning rewards and a temporal memory element. The results show that the model trained with raw data does not generalise and performs worse (60% accuracy) than the one trained with socially meaningful data (83% accuracy). In IVEs, people embody avatars and their appearance can impact social interactions. In collaboration with Microsoft Research, we report a longitudinal study in mixed-reality on avatar appearance in real-work meetings between co-workers comparing personalised full-body realistic and cartoon avatars. The results imply that when participants use realistic avatars first, they may have higher expectations and they perceive their colleagues’ emotional states with less accuracy. Participants may also become more accustomed to cartoon avatars as time passes and the overall use of avatars may lead to less accurately perceiving negative emotions. The work presented here contributes towards the field of detecting and generating nonverbal cues for VCs in IVEs. These are also important building blocks for creating autonomous agents for IVEs. Additionally, this work contributes to the games and work industry fields through an immersive ML pipeline for detecting social attitudes and through insights into using different avatar styles over time in real-world meetings

    Sonic Interactions in Virtual Environments

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    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
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