2022
DOI: 10.1016/j.ijhcs.2022.102819
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Nonverbal communication in virtual reality: Nodding as a social signal in virtual interactions

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Cited by 39 publications
(20 citation statements)
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“…Regarding how sensitive humans are to noticing discrepancies in human facial expressions even in milliseconds, any delay in facial data synchronization may induce distortions to the dataset. The work presented in this paper can be seen in line with the recent studies on dyadic human–robot interaction, for instance [ 30 , 31 , 32 , 33 ].…”
Section: Introductionsupporting
confidence: 82%
“…Regarding how sensitive humans are to noticing discrepancies in human facial expressions even in milliseconds, any delay in facial data synchronization may induce distortions to the dataset. The work presented in this paper can be seen in line with the recent studies on dyadic human–robot interaction, for instance [ 30 , 31 , 32 , 33 ].…”
Section: Introductionsupporting
confidence: 82%
“…Because the goal of our study was to create a virtual being as a companion, we aimed to make it more approachable and engaging. 85 Smiling virtual agents induce more positive affect than non-smiling behavior. 93 Hence, to enhance the positive impression, we incorporated smiling in both modes and occasionally nodding in the listening mode of the virtual agent's face.…”
Section: Visual Designmentioning
confidence: 99%
“…Another study by McRorie et al 84 discovered that the nonverbal behavior cues in video clips are perceived consistently with the personality types priorly derived from the still images of virtual agents (e.g., frowning eyebrows for high neuroticism). A recent study by Aburumman et al 85 found that people rated a virtual human that was nodding during conversation as significantly more interactive, approachable, and engaging than a non‐nodding virtual human.…”
Section: Related Workmentioning
confidence: 99%
“…Motion capture technologies can affect the experience of social VR because motion captured avatars are able to convey a wider range of social cues during an interaction (Kokkinara and McDonnell, 2015;Lugrin et al, 2015;Latoschik et al, 2017;Herrera et al, 2020;Kyrlitsias and Michael-Grigoriou, 2022;Rogers et al, 2022). For instance, avatars that express interest with direct eye gaze to our presence and behaviour in VR are often rated as having a higher level of behavioural realism (Aburumman et al, 2022;Grewe et al, 2021;Wu et al, 2021).…”
Section: Behavioural Realism In Vrmentioning
confidence: 99%
“…However, motion capture is becoming more accessible and can enhance perceptions of animation realism (Fribourg et al, 2020;Rogers et al, 2022). Avatar expressiveness in VR is important for conveying real life social cues such as eye gaze and gesturing (Aburumman et al, 2022;Cao et al, 2020;Ferstl and McDonnell, 2018;Herrera et al, 2020;Kokkinara and McDonnell, 2015;Kyrlitsias and…”
Section: Introductionmentioning
confidence: 99%