MASSIVE: a collaborative virtual environment for teleconferencing
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
Talk and embodiment in collaborative virtual environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Building distributed virtual environments to support collaborative work
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Intelligent Agents Who Wear Your Face: Users' Reactions to the Virtual Self
IVA '01 Proceedings of the Third International Workshop on Intelligent Virtual Agents
Porta-person: telepresence for the connected conference room
CHI '07 Extended Abstracts on Human Factors in Computing Systems
SLMeeting: supporting collaborative work in Second Life
AVI '08 Proceedings of the working conference on Advanced visual interfaces
Spatial Social Behavior in Second Life
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
Social signal processing: state-of-the-art and future perspectives of an emerging domain
MM '08 Proceedings of the 16th ACM international conference on Multimedia
Social signal processing: Survey of an emerging domain
Image and Vision Computing
Avatars meet meetings: design issues in integrating avatars in distributed corporate meetings
Proceedings of the 16th ACM international conference on Supporting group work
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While virtual worlds have evolved to provide a good medium for social communication, they are very primitive in their social and affective communication design. The social communication methods within these worlds have progressed from early text-based social worlds, e.g. MUDS (multi-user dungeons) to 3D graphical interfaces with avatar control, such as Second Life. Current communication methods include triggering gestures by typed commands, and/or selecting a gesture by name through the user interface. There are no agreed-upon standards for organizing such gestures or interfaces. In this paper, we address this problem by discussing a Unity-based avatar pupeteering prototype we developed called Body Buddies. Body Buddies sits on top of the communication program Skype, and provides additional modalities for social signaling through avatar pupeteering. Additionally, we discuss results from an exploratory study we conducted to investigate how people use the interface. We also outline steps to continuously develop and evolve Body Buddies.