Export Citations
Save this search
Please login to be able to save your searches and receive alerts for new content matching your search criteria.
- research-articleJanuary 2025JUST ACCEPTED
From Product to Producer: The Impact of Perceptual Evidence and Robot Embodiment on the Human Assessment of AI Creativity
While creative artificial intelligence (AI) is becoming integral to our lives, we know little about what makes us call AI “creative”. Informed by prior theoretical and empirical work, we investigate how perceiving evidence of a creative act beyond the ...
- research-articleDecember 2024
Objective agency measurement of different hand appearances in virtual reality with intentional binding
AbstractThe feeling of being in control of the actions of a self-avatar (sense of agency) is a crucial factor of VR embodiment, but the exact role of avatar appearance in this context is not clear yet. Current research on sense of agency in the field of ...
- research-articleDecember 2024
Effects of Third-Person Locomotion Techniques on Sense of Embodiment in Virtual Reality
MUM '24: Proceedings of the International Conference on Mobile and Ubiquitous MultimediaPages 72–81https://doi.org/10.1145/3701571.3701598Virtual Reality (VR) has enabled novel ways to study embodiment and understand how a virtual avatar may be treated as part of a person’s body. These studies mainly employ virtual bodies perceived from a first-person perspective, given that VR has a ...
- research-articleNovember 2024
Research by Design: Mirrly a Humanoid Robot for Child-Robot Interaction
HAI '24: Proceedings of the 12th International Conference on Human-Agent InteractionPages 81–90https://doi.org/10.1145/3687272.3688310Mirrly is a new humanoid robot designed to facilitate human-robot social interactions, focusing on applications in therapy and education for children. Inspired by the need for engaging and effective interactions, Mirrly’s design incorporates a friendly ...
- ArticleDecember 2024
Envisioning Futures Through play – Embodiment Techniques for Futures Thinking in Business Contexts
AbstractIn the context of rapid technological and social changes futures thinking is essential for leadership and organizations to navigate uncertainties. Traditional methods might lack engagement and creativity in business contexts. This paper explores ...
-
- research-articleNovember 2024
Embodied Visions: Interactive Installations That Reimagine Bodily Presence in Digital Imaging Apparatuses as Shadows
SA '24: SIGGRAPH Asia 2024 Art PapersArticle No.: 8, Pages 1–8https://doi.org/10.1145/3680530.3695436This paper describes the background, design, and exhibition of Embodied Visions, three interactive installations that contend with the disembodying tendencies of contemporary digital imaging. Each installation encourages the participants to interact with ...
- abstractNovember 2024
A Demonstration of Selfrionette: A Force-Input Controller for Continuous Full-Body Avatar Manipulation and Enhanced Virtual Haptics
SA '24: SIGGRAPH Asia 2024 Emerging TechnologiesArticle No.: 1, Pages 1–2https://doi.org/10.1145/3681755.3688943This paper proposes a grasped-type controller that utilizes user’s fingers’ force-inputs into an embodied and continuous virtual self body motion in virtual reality. The proposed system allows users embodied interactions with virtual objects and walk in ...
- ArticleNovember 2024
Embodied Game Interactions: Somatosensation, Self-Identification, and the Potential of Alternative Game Controllers
AbstractSomatosensory experiences beyond the audio-visual, such as haptics, should be intentionally incorporated into pedagogical designs within serious games. Creating alternative controllers for serious games that externally represent domain-specific ...
- ArticleNovember 2024
The BlockQuest Game: Digital Behavioral Phenotyping of ADHD Using Embodied Serious Game in Virtual Reality
AbstractChildren with Attention-deficit-hyperactivity disorder (ADHD) exhibit higher levels of inattention, hyperactivity, and impulsivity compared to their typically developing peers, impacting their daily functioning. To characterize the effects of ADHD,...
- demonstrationNovember 2024
ARCADE: An Augmented Reality Display Environment for Multimodal Interaction with Conversational Agents
ICMI Companion '24: Companion Proceedings of the 26th International Conference on Multimodal InteractionPages 85–87https://doi.org/10.1145/3686215.3688376Making the interaction with embodied conversational agents accessible in a ubiquitous and natural manner is not only a question of the underlying software but also brings challenges in terms of the technical system that is used to display them. To this ...
- research-articleOctober 2024
Ambiguity as a Resource to Design for a Plurality of Bodies
HttF '24: Proceedings of the Halfway to the Future SymposiumArticle No.: 21, Pages 1–9https://doi.org/10.1145/3686169.3686176Historically, paradigms in interaction design have often imposed normative standards, marginalizing diverse bodies and capabilities. As critical works have started to call for acknowledging and catering to a variety of bodies in our designs, we need ...
- research-articleOctober 2024
Out-Of-Virtual-Body Experiences: Virtual Disembodiment Effects on Time Perception in VR
VRST '24: Proceedings of the 30th ACM Symposium on Virtual Reality Software and TechnologyArticle No.: 20, Pages 1–11https://doi.org/10.1145/3641825.3687717This paper presents a novel experiment investigating the relationship between virtual disembodiment and time perception in Virtual Reality (VR). Recent work demonstrated that the absence of a virtual body in a VR application changes the perception of ...
- abstractOctober 2024
Pipelining Processors for Decomposing Character Animation
- Christian Merz,
- Jonathan Tschanter,
- Florian Kern,
- Jean-Luc Lugrin,
- Carolin Wienrich,
- Marc Erich Latoschik
VRST '24: Proceedings of the 30th ACM Symposium on Virtual Reality Software and TechnologyArticle No.: 62, Pages 1–2https://doi.org/10.1145/3641825.3689533This paper presents an openly available implementation of a modular pipeline architecture for character animation. It effectively decomposes frequently necessary processing steps into dedicated character processors, such as copying data from various ...
- abstractOctober 2024Honorable Mention
The Avatar Dressing Room - a VR environment for strengthening physical and psychological embodiment with avatars
SUI '24: Proceedings of the 2024 ACM Symposium on Spatial User InteractionArticle No.: 53, Pages 1–3https://doi.org/10.1145/3677386.3688895With the rise of remote teams, there is an increasing need for effective ways to foster positive team dynamics and outcomes across distances. One tool created for enhancing team dynamics is the Six Hats method, which encourages team members to tackle ...
- research-articleDecember 2024
Pitfalls of Embodiment in Human-Agent Experiment Design
IVA '24: Proceedings of the 24th ACM International Conference on Intelligent Virtual AgentsArticle No.: 17, Pages 1–9https://doi.org/10.1145/3652988.3673958The intelligent virtual agent community often works from the assumption that embodiment confers clear benefits to human-machine interaction. However, embodiment has potential drawbacks in highlighting the salience of social stereotypes such as those ...
- research-articleSeptember 2024
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women
- Franck-Alexandre Meschberger-Annweiler,
- Mariarca Ascione,
- Bruno Porras-Garcia,
- Maria Teresa Mendoza-Medialdea,
- Julia Prieto-Perpiña,
- Adela Fuste-Escolano,
- Jose Ruiz-Rodriguez,
- Marta Ferrer-Garcia,
- Jose Gutierrez-Maldonado
AbstractThe application of advanced embodied technologies, particularly virtual reality (VR), has been suggested as a means to induce the full-body illusion (FBI). This technology is employed to modify different facets of bodily self-consciousness, which ...
- research-articleJuly 2024
Why Movement-Based Design!? Exploring Methods and Experiences in MBD✱
- Vincent van Rheden,
- Dennis Reidsma,
- Lars Elbæk,
- Carine Lallemand,
- Laia Turmo Vidal,
- Andrii Matviienko,
- Don Samitha Elvitigala,
- Florian Daiber,
- Fabio Zambetta,
- Florian ‘Floyd’ Mueller
DIS '24 Companion: Companion Publication of the 2024 ACM Designing Interactive Systems ConferencePages 453–457https://doi.org/10.1145/3656156.3658399The rise of movement-based design (MBD) is fueled by the integration of computer technology into the movement of the everyday. Departing from traditional interface design, MBD prioritizes natural interaction, SportsHCI, and health promotion through ...
- research-articleJuly 2024Honorable Mention
Resistive Threads: Electronic Streetwear as Social Movement Material
DIS '24: Proceedings of the 2024 ACM Designing Interactive Systems ConferencePages 69–85https://doi.org/10.1145/3643834.3661537Informed by legacies of textile activism, we design Resistive Threads as a wearable probe to investigate potential roles and trajectories of electronic streetwear in US urban social movements. Resistive Threads is an interactive denim jacket that ...
- research-articleJuly 2024
Does the avatar embodiment moderate the Proteus effect?
International Journal of Human-Computer Studies (IJHC), Volume 187, Issue Chttps://doi.org/10.1016/j.ijhcs.2024.103272Highlights- Mental walking speed is reduced when using an elderly versus a neutral avatar.
- The Proteus effect is not more pronounced the higher the sense of embodiment.
- The link between the Proteus effect and implicit self-perception needs ...
The Proteus effect refers to the tendency for individuals to conform to the stereotypes related to the visual characteristics of the avatar used in a virtual environment. If the phenomenon has been widely observed, underlying mechanisms (e.g., ...
- research-articleJuly 2024Best Paper
A Retrospective Autoethnography Documenting Dance Learning Through Data Physicalisations
DIS '24: Proceedings of the 2024 ACM Designing Interactive Systems ConferencePages 2357–2373https://doi.org/10.1145/3643834.3661607We present a retrospective autoethnography grounded in data-driven design. The first author collected her movement data and subjective experience of learning the dance repertoire of modern dance pioneer Isadora Duncan, which together were encoded into ...