This book describes the theoretical foundations of cognitive infocommunications (CogInfoCom), and provides a survey on state-of-the-art solutions and applications within …
Existing research has investigated whether virtual representations perceived to be controlled by humans (ie, avatars) or those perceived to be controlled by computer …
Video games and new communication metaphors are quickly changing today's young people habits. Considering the actual e-learning scenarios, embedded in a fully …
A Eilat, A Zucker - US Patent 6,227,974, 2001 - Google Patents
(57) ABSTRACT A gaming method for use with an interactive game which is played at a player unit having an interface device which is coupled to a television and to at least one …
Online Identities: Creating and Communicating the Online Self presents a critical investigation of the ways in which representations of identities have shifted since the advent …
TJ Tanenbaum, N Hartoonian, J Bryan - … of the 2020 CHI Conference on …, 2020 - dl.acm.org
Despite the proliferation of platforms for social Virtual Reality (VR) communicating emotional expression via an avatar remains a significant design challenge. In order to better …
Effective collaboration in immersive virtual environments requires to be able to communicate flawlessly using both verbal and non-verbal communication. We present two experiments …
KM Carley - The handbook of new media, 2002 - casos.cs.cmu.edu
Direct all correspondence to: Prof. Kathleen M. Carley Dept. of Social and Decision Sciences Carnegie Mellon University Pittsburgh, PA 15143 email: carley+@ centro. soar. cs …
This study presents the second phase of a series of experiments investigating the impact of avatar visual fidelity on the sense of embodiment and users' behavior in immersive virtual …