The GAZE groupware system: mediating joint attention in multiparty communication and collaboration
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
The impact of eye gaze on communication using humanoid avatars
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Effects of four computer-mediated communications channels on trust development
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Explaining effects of eye gaze on mediated group conversations:: amount or synchronization?
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
Video-Mediated Communication. Kathleen E. Finn,Abigail J. Sellen, Sylvia B. Wilbur (eds.)
Computer Supported Cooperative Work
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Are you looking at me? Eye contact and desktop video conferencing
ACM Transactions on Computer-Human Interaction (TOCHI)
Toward a more robust theory and measure of social presence: review and suggested criteria
Presence: Teleoperators and Virtual Environments
Telemurals: linking remote spaces with social catalysts
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
What is connected by mutual gaze?: user's behavior in video-mediated communication
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Weak gaze awareness in video-mediated communication
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Social catalysts: enhancing communication in mediated spaces
Social catalysts: enhancing communication in mediated spaces
Testing the technology: playing games with video conferencing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments
Presence: Teleoperators and Virtual Environments
The KidsRoom: A Perceptually-Based Interactive and Immersive Story Environment
Presence: Teleoperators and Virtual Environments
Validating the Fun Toolkit: an instrument for measuring children’s opinions of technology
Cognition, Technology and Work
Proceedings of the 2nd International Conference on Fun and Games
A comparative evaluation of TV video telephony with webcam and face to face communication
Proceedings of the seventh european conference on European interactive television conference
Developing a media space for remote synchronous parent-child interaction
Proceedings of the 8th International Conference on Interaction Design and Children
Family communication: phone conversations with children
Proceedings of the 8th International Conference on Interaction Design and Children
Cisco TelePresence Fundamentals
Cisco TelePresence Fundamentals
The role of the face in communication: Implications for videophone design
Interacting with Computers
Comparison of face-to-face and video-mediated interaction
Interacting with Computers
Home video communication: mediating 'closeness'
Proceedings of the 2010 ACM conference on Computer supported cooperative work
Lie tracking: social presence, truth and deception in avatar-mediated telecommunication
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
On the importance of eye gaze in a face-to-face collaborative task
Proceedings of the 3rd international workshop on Affective interaction in natural environments
Child-robot interaction: playing alone or together?
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Children's interactions in an asynchronous video mediated communication environment
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part I
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We study how pairs of children interact socially and express their emotions while playing games in different communicative settings. In particular, we study how such interactions can vary for environments that differ regarding the level of mediation and the associated feelings of social presence. Overall, the study compared three conditions (one face-to-face gameplay condition, and two video-mediated gameplay conditions; one allowing for mutual gaze, the other not) and focused on the social presence and non-verbal behavior of children in three conditions. The results show that the presence of mutual eye-gaze enriches the feelings of social presence, fun and game experience; conversely, the absence of mutual eye-gaze dramatically effects the quality of interaction in the video-mediated environment. The results of this study stress the importance of mutual gaze, and we therefore argue that it should become an integral component of future VMC systems, particularly in those designed for playful settings and children.