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
The social life of avatars: presence and interaction in shared virtual environments
The social life of avatars: presence and interaction in shared virtual environments
An experiment on public speaking anxiety in response to three different types of virtual audience
Presence: Teleoperators and Virtual Environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
A platform independent architecture for virtual characters and avatars
Lecture Notes in Computer Science
Presence: Teleoperators and Virtual Environments
How Colorful Was Your Day? Why Questionnaires Cannot Assess Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments
Spelunking: experiences using the DIVE system on CAVE-like platforms
EGVE'01 Proceedings of the 7th Eurographics conference on Virtual Environments & 5th Immersive Projection Technology
Spatial Social Behavior in Second Life
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
Male Bodily Responses during an Interaction with a Virtual Woman
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
Measuring bodily responses to virtual faces with a pressure sensitive chair
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Hi-index | 0.00 |
This paper presents an experiment that investigates the importance of nonverbal behavioral cues when designing affective virtual characters for an immersive virtual environment (IVE).Forty-nine participants were each instructed to explore a virtual environment by asking two virtual characters for instructions in a CAVE™-like system. The underlying emotional state of the virtual characters was depicted through the use of nonverbal behavioral cues. We focus on two types of behavioral cues (facial expressions and posture) and two emotional states (Angry and Sad).The results indicate that posture plays an important role in the communication of affect by virtual characters in the case when the state portrayed is 'anger', but not when it is 'sad'. We conclude by discussing the importance of designing holistically congruent virtual characters especially under immersive settings.