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VR (Virtual Reality) is a real-time simulation that creates the subjective illusion of being in a virtual world.This thesis explores how integrating the user's body and fingers can be achieved and beneficial for the user to experience VR.At the advent of V ...
The aim of this paper are threefold: it explores methods for the detection of affective states in text, it presents the usage of such affective cues in a conversational system and it evaluates its effectiveness in a virtual reality setting. Valence and aro ...
This paper presents the results of a study performed in order to evaluate whether a navigation technique, based on scaling the user’s avatar, impacts the user’s ability to correctly assess the size of virtual objects in a virtual environment. This study wa ...
This chapter presents a project developed in a study about the narrative dimension of the immersion process in the virtual world of Second Life. This digital universe is not usual because users can build the digital environment themselves, that means that ...
Realistic body images (avatars) have been long utilized in virtual reality applications, and they are becoming increasingly used in Neuroscience and Neuroprosthetics fields. To elucidate monkeys' perception of avatars, we have measured reaction of two naiv ...
The ability to correctly identify the existence and polarity of emotion in informal, textual communication is a very important part of a realistic and immersive 3D environment where people communicate with one another through avatars or with an automated s ...
We survey problems and solutions for inserting virtual humans in networked virtual environments. Using virtual humans as participant embodiment increases the collaboration in networked virtual environments, as it provides a direct relationship between how ...
This study explores the extent to which individuals embodied in Virtual Reality tend to self-attribute the movements of their avatar. More specifically, we tested subjects performing goal-directed movements and distorted the mapping between user and avatar ...
The authors present a virtual tennis game. They describe the creation and modeling of the virtual humans and body deformations, also showing the real-time animation and rendering aspects of the avatars. They focus on the animation of the virtual tennis bal ...