25th ACM Symposium on Virtual Reality Software and Technology 2019
DOI: 10.1145/3359996.3364269
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Technologies for Social Augmentations in User-Embodied Virtual Reality

Abstract: Figure 1: Prototype. Body motion, facial expressions and gaze replicated and augmented in immersive social interaction. a,b) Apparatus for behavior sensing. c) Behaviors replicated to avatars that can be flexible in their appearance. d) Artificial mimicry (vs. original behavior: blue mannequin). e) Original eye tracking data, and f) artificially directed gaze.

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Cited by 54 publications
(36 citation statements)
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“…With regard to the impacts of user embodiment, it was argued that a self-representation that is of of similar appearance and shows accurate response to the user's movement (e.g., of body, face, and eye motion) foster the perception of presence [75,85]. Different levels of behavioral realism and accurate motion reconstruction, for example by the fidelity of tracking [67,70], as well as natural or artificially introduced behaviors [22,69] may therefore also influence the perception of embodiment as such.…”
Section: Virtual Embodimentmentioning
confidence: 99%
“…With regard to the impacts of user embodiment, it was argued that a self-representation that is of of similar appearance and shows accurate response to the user's movement (e.g., of body, face, and eye motion) foster the perception of presence [75,85]. Different levels of behavioral realism and accurate motion reconstruction, for example by the fidelity of tracking [67,70], as well as natural or artificially introduced behaviors [22,69] may therefore also influence the perception of embodiment as such.…”
Section: Virtual Embodimentmentioning
confidence: 99%
“…Participants could only use limited hand gesture driven by the controllers for communication. Roth et al (Roth et al, 2019) proposed a software architecture using four data layers to augment social interactions by integrating behavior tracking such as body, eye gaze, and facial expressions into the SVE. Their system was able to support social communication, but participants missed hand-gesture cues.…”
Section: Collaboration In Shared Virtual Environmentsmentioning
confidence: 99%
“…In that sense, we currently focus on fostering desired and inhibit undesired experiences of virtual body contact based on variations of immersive characteristics of the interaction. Inspired by the idea to augment the social interaction in VR [45], we currently prepare a study on visual augmentations of virtual touches (e.g., particle effects on body contact) to manipulate emotional reactions.…”
Section: Future Workmentioning
confidence: 99%