Abstract. This paper makes two contributions to increasing the engagement of users in virtual heritage environments by adding virtual living creatures. This work is carried out on ...
We have integrated technologies related to virtual social interaction, e.g. virtual environments, visual simulations, and lifelike characters. In our previous efforts to integrate...
Despite steady research advances in many aspects of virtual reality, building and testing virtual worlds remains to be a very difficult process. Most virtual environments are stil...
Abstract. We aim to create a model of emotional reactive virtual humans. This model will help to define realistic behavior for virtual characters based on emotions and events in t...
In this paper, we describe an approach to artificial life, which uses Qualitative Reasoning for the simulation of life within a 3D virtual environment. This system uses qualitative...
Simon Hartley, Marc Cavazza, Louis Bec, Jean-Luc L...
Videogames now enable players to spend virtual fortunes on exotic virtual goods and even create and sell virtual artefacts. Online consumers may also browse endlessly through virt...
: Pervasiveness and ubiquity opens the possibility for human race to go beyond time and geographic limitations. The new possibility of virtual existence has important social and ps...
Virtual teams and their leaders are key players in global organisations. Using teams of workers dispersed temporally and geographically has changed the way people work in groups a...
Designing and building Virtual Environments is not an easy task, especially when it comes to specifying object behavior where either knowledge about animation techniques or progra...
Bram Pellens, Frederic Kleinermann, Olga De Troyer
This study examines the roles of gender and visual realism in the persuasiveness of speakers. Participants were presented with a persuasive passage delivered by a male or female p...
Catherine A. Zanbaka, Paula Goolkasian, Larry F. H...