25th ACM Symposium on Virtual Reality Software and Technology 2019
DOI: 10.1145/3359996.3364784
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A Scalability Benchmark for a Virtual Audience Perception Model in Virtual Reality

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Cited by 4 publications
(3 citation statements)
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“…However, the system is flexible and allows for agents from different 3D Character Modeling tools, which can be placed in a variety of configurations and play stand-up animations. More details on the modules implementation within the game engine and the combination and blending mechanism for the animations can be found in Glémarec et al (2020) but without further information on our rules based approach which is a new contribution.…”
Section: System's Structurementioning
confidence: 99%
“…However, the system is flexible and allows for agents from different 3D Character Modeling tools, which can be placed in a variety of configurations and play stand-up animations. More details on the modules implementation within the game engine and the combination and blending mechanism for the animations can be found in Glémarec et al (2020) but without further information on our rules based approach which is a new contribution.…”
Section: System's Structurementioning
confidence: 99%
“…For systems handling many users, either interacting independently or in direct or indirect collaboration to complete a common task, scalability is understood as the capacity to accommodate for more users. In Glemarec et al [34], the main challenge is to handle multiple user sessions at once: the problem size here is the number of users, while the effort variable is the system performance in terms of latency. In Deng et al [35], the challenge is to collect a large training set of images with labels indicating the presence or absence of a set of objects of interest, by querying humans on a crowdsourcing platform.…”
Section: Non-stereotypical and Composite Scenariosmentioning
confidence: 99%
“…Focusing on public speaking tasks in various fields and a virtual environment with an interactive virtual audience (i.e., providing nonverbal feedback) has been the focus of several studies (Batrinca et al, 2013; Chollet & Scherer, 2017; Chollet et al, 2016a, 2016b, 2021; Glemarec et al, 2019; Kang et al, 2016; Lugrin et al, 2016; Seufert et al, 2022). Virtual reality allows public speakers to practice in a situation very similar to what they will face in real life.…”
Section: Introductionmentioning
confidence: 99%