ABSTRACT
In this demonstration we present a prototype for an avatar-mediated social interaction interface that supports the replication of head- and eye movement in distributed virtual environments. In addition to the retargeting of these natural behaviors, the system is capable of augmenting the interaction based on the visual presentation of affective states. We derive those states using neuronal data captured by electroencephalographic (EEG) sensing in combination with a machine learning driven classification of emotional states.
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- D. Roth, C. Kleinbeck, T. Feigl, C. Mutschler, and M. E. Latoschik. 2018. Beyond Replication: Augmenting Social Behaviors in Multi-User Virtual Realities. In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). 215–222. https://doi.org/10.1109/VR.2018.8447550Google Scholar
- Daniel Roth, Peter Kullmann, Gary Bente, Dominik Gall, and Marc Erich Latoschik. 2018. Effects of Hybrid and Synthetic Social Gaze in Avatar-Mediated Interactions. In 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 103–108. https://doi.org/10.1109/ISMAR-Adjunct.2018.00044Google Scholar
- Daniel Roth, Kristoffer Waldow, Felix Stetter, Gary Bente, Marc Erich Latoschik, and Arnulph Fuhrmann. 2016. SIAMC: A Socially Immersive Avatar Mediated Communication Platform. In Proceedings of the 22Nd ACM Conference on Virtual Reality Software and Technology(VRST ’16). ACM, New York, NY, USA, 357–358. https://doi.org/10.1145/2993369.2996302Google ScholarDigital Library
- Daniel Roth, Franziska Westermeier, Larissa Brübach, Tobias Feigl, Christian Schell, and Marc Erich Latoschik. 2019, to appear. Brain 2 Communicate: EEG-based Affect Recognition to Augment Virtual Social Interactions. In Proceedings of the Mensch und Computer 2019 Workshop on User-Embodied Interaction in Virtual Reality.Google Scholar
- A Social Interaction Interface Supporting Affective Augmentation Based on Neuronal Data
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