Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
VRPN: a device-independent, network-transparent VR peripheral system
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Social influence within immersive virtual environments
The social life of avatars
An experiment on public speaking anxiety in response to three different types of virtual audience
Presence: Teleoperators and Virtual Environments
Real handball goalkeeper vs. virtual handball thrower
Presence: Teleoperators and Virtual Environments - Fourth international workshop on presence
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Personal space in virtual reality
ACM Transactions on Applied Perception (TAP)
Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments
Presence: Teleoperators and Virtual Environments
Spatial Social Behavior in Second Life
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
Perception of spatial relations and of coexistence with virtual agents
IVA'11 Proceedings of the 10th international conference on Intelligent virtual agents
ACM Transactions on Applied Perception (TAP)
ACM Transactions on Applied Perception (TAP)
Perceptually plausible formations for virtual conversers
Computer Animation and Virtual Worlds
Cultural behaviors of virtual agents in an augmented reality environment
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
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An experiment was carried out to examine the impact on electrodermal activity of people when approached by groups of one or four virtual characters at varying distances. It was premised on the basis of proxemics theory that the closer the approach of the virtual characters to the participant, the greater the level of physiological arousal. Physiological arousal was measured by the number of skin conductance responses within a short time period after the approach, and the maximum change in skin conductance level 5 s after the approach. The virtual characters were each either female or a cylinder of human size, and one or four characters approached each subject a total of 12 times. Twelve male subjects were recruited for the experiment. The results suggest that the number of skin conductance responses after the approach and the change in skin conductance level increased the closer the virtual characters approached toward the participants. Moreover, these response variables were inversely correlated with the number of visits, showing a typical adaptation effect. There was some evidence to suggest that the number of characters who simultaneously approached (one or four) was positively associated with the responses. Surprisingly there was no evidence of a difference in response between the humanoid characters and cylinders on the basis of this physiological data. It is suggested that the similarity in this quantitative arousal response to virtual characters and virtual objects might mask a profound difference in qualitative response, an interpretation supported by questionnaire and interview results. Overall the experiment supported the premise that people exhibit heightened physiological arousal the closer they are approached by virtual characters.