Virtual Institutions are Virtual Worlds with normative regulation of participants’ interactions. This paradigm is based on normative multiagent systems and is technologically su...
Interactive virtual reality requires at least 60 frames per second in order to ensure smooth motion. For a good immersive experience, it is also necessary to have low end-to-end l...
Yang-Wai Chow, Ronald Pose, Matthew Regan, James P...
Interactive virtual characters are nowadays commonplace in games, animations, and Virtual Reality (VR) applications. However, relatively few work has so far considered the animatio...
Matthias Weber, Guido Heumer, Heni Ben Amor, Bernh...
Abstract. Recent research has established the potential for virtual characters to establish rapport with humans through simple contingent nonverbal behaviors. We hypothesized that ...
Jonathan Gratch, Ning Wang, Jillian Gerten, Edward...
In this paper, we discuss the use of physiological data for quasi real-time adaptation in ITS. We present preliminary results where we analyze learners’ reactions while using a ...
Emmanuel G. Blanchard, Pierre Chalfoun, Claude Fra...