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 ...
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 ...
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 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 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 ...
Observing touch being applied to another human's face enhances tactile perception for touch being applied to one's own face. This effect, termed the Visual Remapping of Touch (VRT), is maximal the greater the physical or conceptual similarity between obser ...