Notes:
A virtual environment is a computer-generated simulation of a real or imaginary environment. It is typically created using computer graphics and other technologies, and can be experienced through a variety of media, such as virtual reality, augmented reality, or interactive computer-based applications. Virtual environments are often used for a variety of purposes, such as training, education, entertainment, and research.
In the context of virtual humans, a virtual environment is the virtual world in which the virtual human exists and interacts with other virtual agents or with human users. This environment can be designed to simulate various real-world or imaginary settings, and can include a wide range of features and elements, such as buildings, landscapes, objects, and other virtual agents. The design of the virtual environment can play a significant role in shaping the experience of the virtual human and the interactions that it has with other agents or users. For example, a virtual environment that simulates a busy bar scene may provide a very different context for the virtual human than a virtual environment that simulates a quiet forest. This can affect the attention capture, social presence, and other aspects of the virtual human’s behavior and interactions.
See also:
100 Best WorldViz Vizard Videos | Virtual Human Meta Guide
Virtual imposters: Responses to avatars that do not look like their controllers
KY Segovia, JN Bailenson – Social Influence, 2012 – Taylor & Francis
… and attached to a generic body of the appropriate sex using Vizard 3.0 software … sex-matched, average attractive (as previously rated in a pre-test) virtual human that supposedly … Figure 2). In the identity-disguised condition sex-matched, average attractive virtual humans stood to …
Virtual reality and brain-computer interface for joint-attention training in autism
M Simões, P Carvalho, M Castelo-Branco – Proceedings 9th International …, 2012 – icdvrat.org
… We developed environments where a virtual human character directs attention to a virtual object in the environment, which the user is supposed to identify by paying attention to it … BCI to evalua fy if autistic su gnal acquisitio s. Fig. 1 show ing modules Vizard. The re sent to the …
Effects of facial and voice similarity on presence in a public speaking virtual environment
L Aymerich-Franch, C Karutz… – Proceedings of the …, 2012 – vhil.stanford.edu
… Virtual Human Interaction Lab, Stanford University {laura.aymerich@gmail.com, ckarutz@stanford.edu, bailenson … gave a speech in front of a virtual audience of twelve virtual humans … The virtual environment was generated and programmed using Worldviz’s Vizard VR …
Attention capture by direct gaze is robust to context and task demands
A Palanica, RJ Itier – Journal of Nonverbal Behavior, 2012 – Springer
… Stimuli. A set of 30 virtual humans (half male), or computer agents, were obtained from Vizard 3.15 software. Agents were viewed individually against either a white background (no context condition) or a bar scene (context condition; see Fig …
Attention Capture by Direct Gaze is Robust to Context and Task Demands
RJ Itier, A Palancia – 2012 – uwspace.uwaterloo.ca
… Stimuli A set of 30 virtual humans (half male), or computer agents, were obtained from Vizard 3.15 software. Agents were viewed individually against either a white background (no context condition) or a bar scene (context condition; see Fig …
Gender differences in same and opposite sex mediated social touch: Affective responses to physical contact in a virtual environment
P Kosnar – 2012 – research.tue.nl
… definition of social presence for the context of a VE – “Social presence refers to the degree to which the user (eg the participant) believes that he or she is in the presence of and interacting with another veritable human being and that the behaviours of virtual humans within IVEs …
Effects of stereoscopic viewing on presence, anxiety, and cybersickness in a virtual reality environment for public speaking
Y Ling, WP Brinkman, HT Nefs, C Qu… – … Teleoperators and Virtual …, 2012 – MIT Press
… The participant’s head position was tracked at a 125-Hz update rate. Sound was played through desk-mounted speakers. The virtual worlds were all made using WorldViz’s Vizard 3.0 software. The current experiment was set up in the virtual public speaking domain …