Virtual Reality is used successfully to treat people for regular phobias. A
new challenge is to develop Virtual Reality Exposure Training for social
skills. Virtual actors in such systems have to show appropriate social behavior
including emotions, gaze, and keeping distance. The behavior must be realistic
and real-time. Current approaches consist of four steps: 1) trainee social
signal detection, 2) cognitive-affective interpretation, 3) determination of
the appropriate bodily responses, and 4) actuation. The "cognitive" detour of
such approaches does not match the directness of human bodily reflexes and
causes unrealistic responses and delay. Instead, we propose virtual reflexes as
concurrent sensory-motor processes to control virtual actors. Here we present a
virtual reflexes architecture, explain how emotion and cognitive modulation are
embedded, detail its workings, and give an example description of an aggression
training application