Simulating humans: computer graphics animation and control
Simulating humans: computer graphics animation and control
The use of emotions to create believable agents in a virtual environment
Proceedings of the fourth international joint conference on Autonomous agents and multiagent systems
Obstacle avoidance during walking in real and virtual environments
ACM Transactions on Applied Perception (TAP)
Evaluating the emotional content of human motions on real and virtual characters
Proceedings of the 5th symposium on Applied perception in graphics and visualization
Motion Capture and Emotion: Affect Detection in Whole Body Movement
ACII '07 Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
Constraint-Based Model for Synthesis of Multimodal Sequential Expressions of Emotions
IEEE Transactions on Affective Computing
Proceedings of the ACM Symposium on Applied Perception
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
Affective Body Expression Perception and Recognition: A Survey
IEEE Transactions on Affective Computing
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This paper is about interactions between real and virtual humans. We are interested in whole body and emotionally tinted situations of interactions. We focus on the daily situation of walking together. We propose two experiments. In a first experiment, we measure the effect of emotions on the kinematics and metrics of interactions between two walkers. Then, in a second experiment, we reproduce a similar situation of interaction between a real subject and a virtual walker expressing emotions. We perform comparisons between real-real interactions and real-virtual ones. We show promising results: similar effects are observed on the kinematics of interactions in both experiments. We implicitly demonstrate the ability of real subjects to perceive emotions expressed by a virtual character through whole body motion. We show that real subjects' reaction to the behavior of an expressive virtual character complies with their reaction to the behavior of an expressive real human walker. This result is one step toward the use of such virtual reality platform to study social interactions through fully controlled experiments.