5,599 research outputs found

    The Impact of a Character Posture Model on the Communication of Affect in an Immersive Virtual Environment

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    This paper presents the quantitative and qualitative findings from an experiment designed to evaluate a developing model of affective postures for full-body virtual characters in immersive virtual environments (IVEs). Forty-nine participants were each requested to explore a virtual environment by asking two virtual characters for instructions. The participants used a CAVE-like system to explore the environment. Participant responses and their impression of the virtual characters were evaluated through a wide variety of both quantitative and qualitative methods. Combining a controlled experimental approach with various data-collection methods provided a number of advantages such as providing a reason to the quantitative results. The quantitative results indicate that posture plays an important role in the communication of affect by virtual characters. The qualitative findings indicated that participants attribute a variety of psychological states to the behavioral cues displayed by virtual characters. In addition, participants tended to interpret the social context portrayed by the virtual characters in a holistic manner. This suggests that one aspect of the virtual scene colors the perception of the whole social context portrayed by the virtual characters. We conclude by discussing the importance of designing holistically congruent virtual characters especially in immersive settings

    The Impact of a Character Posture Model on the Communication of Affect in an Immersive Virtual Environment

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    Negotiation of meaning via virtual exchange in immersive virtual reality environments

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    This study examines how English-as-lingua-franca (ELF) learners employ semiotic resources, including head movements, gestures, facial expression, body posture, and spatial juxtaposition, to negotiate for meaning in an immersive virtual reality (VR) environment. Ten ELF learners participated in a Taiwan-Spain VR virtual exchange project and completed two VR tasks on an immersive VR platform. Multiple datasets, including the recordings of VR sessions, pre- and post-task questionnaires, observation notes, and stimulated recall interviews, were analyzed quantitatively and qualitatively with triangulation. Built upon multimodal interaction analysis (Norris, 2004) and Varonis and Gass’ (1985a) negotiation of meaning model, the findings indicate that ELF learners utilized different embodied semiotic resources in constructing and negotiating meaning at all primes to achieve effective communication in an immersive VR space. The avatar-mediated representations and semiotic modalities were shown to facilitate indication, comprehension, and explanation to signal and resolve non-understanding instances. The findings show that with space proxemics and object handling as the two distinct features of VR-supported environments, VR platforms transform learners’ social interaction from plane to three-dimensional communication, and from verbal to embodied, which promotes embodied learning. VR thus serves as a powerful immersive interactive environment for ELF learners from distant locations to be engaged in situated languacultural practices that goes beyond physical space. Pedagogical implications are discussed

    A framework for human-like behavior in an immersive virtual world

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    Just as readers feel immersed when the story-line adheres to their experiences, users will more easily feel immersed in a virtual environment if the behavior of the characters in that environment adheres to their expectations, based on their life-long observations in the real world. This paper introduces a framework that allows authors to establish natural, human-like behavior, physical interaction and emotional engagement of characters living in a virtual environment. Represented by realistic virtual characters, this framework allows people to feel immersed in an Internet based virtual world in which they can meet and share experiences in a natural way as they can meet and share experiences in real life. Rather than just being visualized in a 3D space, the virtual characters (autonomous agents as well as avatars representing users) in the immersive environment facilitate social interaction and multi-party collaboration, mixing virtual with real

    Participant responses to virtual agents in immersive virtual environments.

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    This thesis is concerned with interaction between people and virtual humans in the context of highly immersive virtual environments (VEs). Empirical studies have shown that virtual humans (agents) with even minimal behavioural capabilities can have a significant emotional impact on participants of immersive virtual environments (IVEs) to the extent that these have been used in studies of mental health issues such as social phobia and paranoia. This thesis focuses on understanding the impact on the responses of people to the behaviour of virtual humans rather than their visual appearance. There are three main research questions addressed. First, the thesis considers what are the key nonverbal behavioural cues used to portray a specific psychological state. Second, research determines the extent to which the underlying state of a virtual human is recognisable through the display of a key set of cues inferred from the behaviour of real humans. Finally, the degree to which a perceived psychological state in a virtual human invokes responses from participants in immersive virtual environments that are similar to those observed in the physical world is considered. These research questions were investigated through four experiments. The first experiment focused on the impact of visual fidelity and behavioural complexity on participant responses by implementing a model of gaze behaviour in virtual humans. The results of the study concluded that participants expected more life-like behaviours from more visually realistic virtual humans. The second experiment investigated the detrimental effects on participant responses when interacting with virtual humans with low behavioural complexity. The third experiment investigated the differences in responses of participants to virtual humans perceived to be in varying emotional states. The emotional states of the virtual humans were portrayed using postural and facial cues. Results indicated that posture does play an important role in the portrayal of affect however the behavioural model used in the study did not fully cover the qualities of body movement associated with the emotions studied. The final experiment focused on the portrayal of affect through the quality of body movement such as the speed of gestures. The effectiveness of the virtual humans was gauged through exploring a variety of participant responses including subjective responses, objective physiological and behavioural measures. The results show that participants are affected and respond to virtual humans in a significant manner provided that an appropriate behavioural model is used

    Male Bodily Responses during an Interaction with a Virtual Woman

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    This work presents the analysis of the body movement of male participants, while talking with a life-size virtual woman in a virtual social encounter within a CAVE-like system. We consider independent and explanatory variables including whether the participant is the centre of attention in the scenario, whether the participant is shy or confident, and his relationship status. We also examine whether this interaction between the participant and the virtual character changes as the conversation progresses. The results show that the participants tend to have different hand movements, head movements, and posture depending on these conditions. This research therefore provides strong evidence for using body movement as a systematic method to assess the responses of people within a virtual environment, especially when the participant interacts with a virtual character. These results also point the way towards the application of this technology to the treatment of social phobic mates
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