Communication in the age of virtual reality
Communication in the age of virtual reality
The media equation: how people treat computers, television, and new media like real people and places
International Journal of Human-Computer Studies
Better than Being There: Next Millennium Networks
IEEE Computer Graphics and Applications
A User-Friendly Texture-Fitting Methodology for Virtual Humans
CGI '97 Proceedings of the 1997 Conference on Computer Graphics International
The influence of anthropomorphism on mental models of agents and avatars in social virtual environments
Small-Group Behavior in a Virtual and Real Environment: A Comparative Study
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Intelligent Agents Who Wear Your Face: Users' Reactions to the Virtual Self
IVA '01 Proceedings of the Third International Workshop on Intelligent Virtual Agents
Social inhibition in immersive virtual environments
Presence: Teleoperators and Virtual Environments
Toward a more robust theory and measure of social presence: review and suggested criteria
Presence: Teleoperators and Virtual Environments
'User as assessor' approach to embodied conversational agents
From brows to trust
Presence: Teleoperators and Virtual Environments
The responses of people to virtual humans in an immersive virtual environment
Presence: Teleoperators and Virtual Environments - Special issue: Collaborative information visualization environments
Personal space in virtual reality
ACM Transactions on Applied Perception (TAP)
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The impact of digital iconic realism on anonymous interactants' mobile phone communication
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Comparing Interpersonal Interactions with a Virtual Human to Those with a Real Human
IEEE Transactions on Visualization and Computer Graphics
Social copresence in anonymous social interactions using a mobile video telephone
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Presence: Teleoperators and Virtual Environments
TimeWarp: interactive time travel with a mobile mixed reality game
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
International Journal of Human-Computer Studies
Situated practices of looking: visual practice in an online world
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Evaluation of human interactions in virtual reality environments
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Guidelines for designing augmented reality games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
On the role of presence in mixed reality
Presence: Teleoperators and Virtual Environments
The evolution of social behavior over time in second life
Presence: Teleoperators and Virtual Environments
Effects of facial similarity on user responses to embodied agents
ACM Transactions on Computer-Human Interaction (TOCHI)
Computers in Human Behavior
Presence: Teleoperators and Virtual Environments
"It doesn't matter what you are!" Explaining social effects of agents and avatars
Computers in Human Behavior
Proxemics with multiple dynamic characters in an immersive virtual environment
ACM Transactions on Applied Perception (TAP)
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
Using presence to evaluate an augmented reality location aware game
Personal and Ubiquitous Computing
A location-aware virtual character in a smart room: effects on performance, presence and adaptivity
Proceedings of the 16th international conference on Intelligent user interfaces
Effects of self-conscious emotions on affective and behavioral responses in HCI and CMC
Proceedings of the 29th ACM international conference on Design of communication
IVA'11 Proceedings of the 10th international conference on Intelligent virtual agents
It's in their eyes: a study on female and male virtual humans' gaze
IVA'11 Proceedings of the 10th international conference on Intelligent virtual agents
Anthropomorphism of computers: Is it mindful or mindless?
Computers in Human Behavior
A virtual reality version of the trier social stress test: A pilot study
Presence: Teleoperators and Virtual Environments
ACM Transactions on Applied Perception (TAP)
Proxemic feature recognition for interactive robots: automating metrics from the social sciences
ICSR'11 Proceedings of the Third international conference on Social Robotics
DBSocial '12 Proceedings of the 2nd ACM SIGMOD Workshop on Databases and Social Networks
Proceedings of the Designing Interactive Systems Conference
Spatial misregistration of virtual human audio: implications of the precedence effect
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
The impact of avatar realism and anonymity on effective communication via mobile devices
Computers in Human Behavior
Hi-index | 0.00 |
During the last half of the twentieth century, psychologists and anthropologists have studied proxemics, or spacing behavior, among people in many contexts. As we enter the twenty-first century, immersive virtual environment technology promises new experimental venues in which researchers can study proxemics. Immersive virtual environments provide realistic and compelling experimental settings without sacrificing experimental control. The experiment reported here tested Argyle and Dean's (1965) equilibrium theory's specification of an inverse relationship between mutual gaze, a nonverbal cue signaling intimacy, and interpersonal distance. Participants were immersed in a three-dimensional virtual room in which a virtual human representation (that is, an embodied agent) stood. Under the guise of a memory task, participants walked towards and around the agent. Distance between the participant and agent was tracked automatically via our immersive virtual environment system. All participants maintained more space around agents than they did around similarly sized and shaped but nonhuman-like objects. Female participants maintained more interpersonal distance between themselves and agents who engaged them in eye contact (that is, mutual gaze behavior) than between themselves and agents who did not engage them in eye contact, whereas male participants did not. Implications are discussed for the study of proxemics via immersive virtual environment technology, as well as the design of virtual environments and virtual humans.