Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts 2018
DOI: 10.1145/3270316.3271543
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Emotion Sharing and Augmentation in Cooperative Virtual Reality Games

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Cited by 25 publications
(7 citation statements)
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“…Ideally, emotions would be triggered automatically. We note the body of work that continues to investigate automated ways to incorporate emotional expressions onto avatars in virtual environments [7,15,31]. Our research contributes to these ongoing efforts by stressing that any successful emotion inferring system must be robust enough that non-technical users can use the feature without the need for intrusive, fragile or expensive equipment.…”
Section: Emotions and Non-verbal Communication In Amcmentioning
confidence: 99%
“…Ideally, emotions would be triggered automatically. We note the body of work that continues to investigate automated ways to incorporate emotional expressions onto avatars in virtual environments [7,15,31]. Our research contributes to these ongoing efforts by stressing that any successful emotion inferring system must be robust enough that non-technical users can use the feature without the need for intrusive, fragile or expensive equipment.…”
Section: Emotions and Non-verbal Communication In Amcmentioning
confidence: 99%
“…The replication of behavior was limited to keyboard input, and participants reported a lack of feedback due to missing body movement and body language [Tromp et al 1998]. Steptoe, Roberts and colleagues investigated additional modalities for social interaction by including eye gaze [Hart et al 2018a], © 2018 Hart, et al) c) augmented nonverbal mimicry [Roth et al 2018c] (© 2018 Roth, et al), d) visual transformation, substitution, and amplification of social behaviors [Roth et al 2018a] (© 2018 IEEE /Roth, et al). et al 2009].…”
Section: Avatar-mediated Systemsmentioning
confidence: 99%
“…Our work tracks the same features, and also tracks hands and the full face, but our focus is on studying interaction patterns relative to a videoconference baseline, so we do not intentionally modify participant behavior. Other work has also explored the potential of adaptation, focusing on facial expressions in VR [26]. These studies point to the additional potential VR offers for modified or augmented social interaction.…”
Section: Related Workmentioning
confidence: 99%