Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
Self disclosure on computer forms: meta-analysis and implications
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Talk and embodiment in collaborative virtual environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Social interaction in virtual enviroments: key issues, common themes, and a framework for research
The social life of avatars
Lessons learned: building and deploying shared virtual environments
The social life of avatars
Real time facial expression recognition in video using support vector machines
Proceedings of the 5th international conference on Multimodal interfaces
Toward a more robust theory and measure of social presence: review and suggested criteria
Presence: Teleoperators and Virtual Environments
Evaluating affective interfaces: innovative approaches
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Presence: Teleoperators and Virtual Environments
Small-Group Behavior in a Virtual and Real Environment: A Comparative Study
Presence: Teleoperators and Virtual Environments
Human-Computer Interaction
Realism is not all! User engagement with task-related interface characters
Interacting with Computers
The impact of digital iconic realism on anonymous interactants' mobile phone communication
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Identity formation, learning styles and trust in virtual worlds
ACM SIGMIS Database
Social copresence in anonymous social interactions using a mobile video telephone
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
International Journal of Human-Computer Studies
The effect of affective iconic realism on anonymous interactants' self-disclosure
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 2008 conference on Collaborative Decision Making: Perspectives and Challenges
Interpreting Human and Avatar Facial Expressions
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
The effect of avatar realism of virtual humans on self-disclosure in anonymous social interactions
CHI '10 Extended Abstracts on Human Factors in Computing Systems
"It doesn't matter what you are!" Explaining social effects of agents and avatars
Computers in Human Behavior
Proceedings of the international conference on Multimedia
Learning backchannel prediction model from parasocial consensus sampling: a subjective evaluation
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
Presence: Teleoperators and Virtual Environments
The effect of privacy on social presence in location-based mobile games
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Designing effective gaze mechanisms for virtual agents
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Friendship, Closeness and Disclosure in Second Life
International Journal of Gaming and Computer-Mediated Simulations
The impact of avatar realism and anonymity on effective communication via mobile devices
Computers in Human Behavior
Virtual research assistants: Replacing human interviewers by automated avatars in virtual worlds
Computers in Human Behavior
Computers in Human Behavior
Umbra: beyond avatars: a gaming installation using shadows
CHI '13 Extended Abstracts on Human Factors in Computing Systems
"It" + "I": virtual embodiments as hybrid experiences
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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The realism of avatars in terms of behavior and form is critical to the development of collaborative virtual environments. In the study we utilized state of the art, real-time face tracking technology to track and render facial expressions unobtrusively in a desktop CVE. Participants in dyads interacted with each other via either a video-conference (high behavioral realism and high form realism), voice only (low behavioral realism and low form realism), or an “emotibox” that rendered the dimensions of facial expressions abstractly in terms of color, shape, and orientation on a rectangular polygon (high behavioral realism and low form realism). Verbal and non-verbal self-disclosure were lowest in the videoconference condition while self-reported copresence and success of transmission and identification of emotions were lowest in the emotibox condition. Previous work demonstrates that avatar realism increases copresence while decreasing self-disclosure. We discuss the possibility of a hybrid realism solution that maintains high copresence without lowering self-disclosure, and the benefits of such an avatar on applications such as distance learning and therapy.