22 papers · ranked by Valyu relevance
Maryam Saberi, Steve DiPaola, Ulysses Bernardet
The attribution of traits plays an important role as a heuristic for how we interact with others. Many psychological models of personality are analytical in that they derive a classification from reported or hypothesised behaviour. In the work presented here, we follow the opposite approach: Our personality model…
Thomas D. Parsons, Andrea Gaggioli, Giuseppe Riva, Stephanie Cacioppo
'Stephanie Cacioppo'] The emergence of social neuroscience has significantly advanced our understanding of the relationship that exists between social processes and their neurobiological underpinnings. Social neuroscience research often involves the use of simple and static stimuli lacking many of the potentially…
Daniel Pimentel, Charlotte Vinkers
Virtual humans (VHs)-automated, three-dimensional agents-can serve as realistic embodiments for social interactions with human users. Extant literature suggests that a user’s cognitive and affective responses toward a VH depend on the extent to which the interaction elicits a sense of copresence, or the subjective…
Georges Gagneré
Virtual Entities Authors: ['Georges Gagneré'] We propose to review the main stages in the computer history of virtual actors, with a view to the exploration of virtual reality and discussion on different approaches to human simulation. The notion of autonomy emerges as a key issue for the virtual entities. We then…
Tianyi Huang, Stan Z. Li, Xin Yuan, Shenghui Cheng
Metaverse is a perpetual and persistent multi-user environment that merges physical reality with digital virtuality. It is widely considered to be the next revolution of the Internet. Digital humans are a critical part of Metaverse. They are driven by artificial intelligence (AI) and deployed in many applications.…
Alexandra Livia Georgescu, Bojana Kuzmanovic, Daniel Roth, Gary Bente + 1 more
'Gary Bente' 'Kai Vogeley'] High-functioning autism (HFA) is a neurodevelopmental disorder, which is characterized by life-long socio-communicative impairments on the one hand and preserved verbal and general learning and memory abilities on the other. One of the areas where particular difficulties are observable is…
Matthew Korban, Xin Li
This paper investigates different approaches to build and use digital human avatars toward interactive Virtual Co-presence (VCP) environments. We evaluate the evolution of technologies for creating VCP environments and how the advancement in Artificial Intelligence (AI) and Computer Graphics affect the quality of VCP…
Shuo Li, Jianjun Li
The combination of video and music is the most typical combination form in interactive multimedia works, which focuses on the audio-visual presentation characteristics of interactive art. Since both creative practice and theoretical research are still in the development stage, we focus on the creation of audio-visual…
Longbing Cao
In the approximately century-long journey of robotics, humanoid robots made their debut around six decades ago. The rapid advancements in generative AI, large language models (LLMs), and large multimodal models (LMMs) have reignited interest in humanoids, steering them towards real-time, interactive, and multimodal…
Alex Gillespie, Kevin Corti
This article examines advances in research methods that enable experimental substitution of the speaking body in unscripted face-to-face communication. A taxonomy of six hybrid social agents is presented by combining three types of bodies (mechanical, virtual, and human) with either an artificial or human speech…
Rubens Montanha, Victor Araujo, Paulo Knob, Greice Pinho + 3 more
'Gabriel M. Fonseca' 'Vitor Peres' 'Soraia Raupp Musse'] Abstract—Virtual Humans (VHs) were first developed more than 50 years ago and have undergone significant advancements since then. In the past, creating and animating VHs was a complex task. However, contemporary commercial and freely available technology now…
Sander Kulu, Madis Vasser, Raul Vicente Zafra, Jaan Aru
We investigated the “human octopus” phenomenon where subjects controlled virtual supernumerary hands through hand tracking technology and virtualreality. Four experiments were developed to study how subjects (n=10) operate with different number and behaviour of supernumerary hands. The behaviours involved inserting…
Aubrieann Schettler, Ian Holstead, John Turri, Michael Barnett-Cowan
We assessed how self-motion affects the visual representation of the self. We constructed a novel virtual reality experiment that systematically varied an avatar’s motion and also biological sex. Participants were presented with pairs of avatars that visually represented the participant (“self avatar”), or another…
Tetsunari Inamura, Yoshiaki Mizuchi
Research on Human-Robot Interaction (HRI) requires the substantial consideration of an experimental design, as well as a significant amount of time to practice the subject experiment. Recent technology in virtual reality (VR) can potentially address these time and effort challenges. The significant advantages of VR…
Haruki Kodama, Katsuki Higo, Sotaro Shimada
Virtual reality (VR) has become a prominent medium for computer-mediated social interaction, yet the psychological and neural mechanisms underpinning avatar-mediated communication remain insufficiently understood. This study investigated how dynamically modulated avatar facial expressions shape interpersonal…
Derek Shiller
This report attempts to estimate the number of digital minds, operationalized as AI systems with certain directly observable traits like agency, personality, and intelligence, that make them natural candidates for moral consideration in the coming decades. It includes two separate approaches that combine speculative…
Jack Brookes, Matthew Warburton, Mshari Alghadier, Mark Mon-Williams + 1 more
Virtual Reality systems offer a powerful tool for human behaviour research. The ability to create three-dimensional visual scenes and measure responses to the visual stimuli enables the behavioural researcher to test hypotheses in a manner and scale that were previously unfeasible. For example, a researcher wanting to…
Authors not listed
For decades, molecular visualization software has been fundamental to education and research in chemistry, structural biology, and materials science. These tools have enabled the inspection of structures, dynamics, and interactions, yet their reliance on two-dimensional (2D) interfaces imposes persistent limitations.…
Kyle Swanson, Wesley Wu, Nash L. Bulaong, John E. Pak + 1 more
Science frequently benefits from teams of interdisciplinary researchers. However, most scientists don’t have access to experts from multiple fields. Fortunately, large language models (LLMs) have recently shown an impressive ability to aid researchers across diverse domains by answering scientific questions. Here, we…
Authors not listed
This work focuses on a novel human-centered digital assistant combining Mixed Reality (MR), Computer Vision and Machine Learning regression to guide professionals and students on how to operate and correctly parameterize battery manufacturing machinery. Our Concept article aim is to provide a proof of concept of our…
Fabio J. Cortes Rodriguez, Lucien F. Krapp, Matteo Dal Peraro, Luciano A. Abriata
Except for isolated developments and specific software extensions, molecular graphics and modeling have historically been stuck at flat screens for visualization, mouse operations for molecular manipulation, menus and command line interfaces for controls, and single-user interfaces that only allow collaboration by…
Alan Aspuru-Guzik, Roland Lindh, Markus Reiher
To date, the program for the development of methods and models for atomistic and continuum simulation directed toward chemicals and materials has reached an incredible degree of sophistication and maturity. Currently, one can witness an increasingly rapid emergence of advances in computing, artificial intelligence, and…