WorldViz Vizard & Virtual Humans 2013 (12x)


A virtual human is a computer-based representation of a human being. 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 humans are often designed to exhibit lifelike behaviors and characteristics, such as facial expressions, body language, and speech, in order to create a more realistic and engaging experience for users.

Virtual humans can be used for a variety of purposes, such as training, education, entertainment, and research. For example, a virtual human might be used in a virtual reality environment to simulate a social interaction, such as a conversation or a job interview. This can provide a safe and controlled environment for users to practice and improve their social skills, such as communication and interpersonal relationships. Virtual humans can also be used in research to study human behavior and social interactions, or to test hypotheses about the effects of different factors, such as body language or facial expressions, on human behavior.

See also:

100 Best WorldViz Vizard VideosVirtual Human Meta Guide

The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars
J Fox, JN Bailenson, L Tricase – Computers in Human Behavior, 2013 – Elsevier
… Previous studies have found that virtual humans who resemble the self, also known as virtual doppelgängers, can be powerful persuasive … All of the adult female representations from the Vizard Complete Characters avatar database were coded independently by one male and …

Empathy toward virtual humans depicting a known or unknown person expressing pain
S Bouchard, F Bernier, E Boivin… – … , Behavior, and Social …, 2013 –
… Autodesk;, the cat was adapted from the Vizard Complete Animals ® set (WorldViz; and the virtual humans were developed … The Unknown Virtual Human was also developed using Evolver, but only with the tools available on …

Virtual superheroes: Using superpowers in virtual reality to encourage prosocial behavior
RS Rosenberg, SL Baughman, JN Bailenson – PloS one, 2013 –
… For example, Hershfield and colleagues [13] described studies in which virtual doppelgangers (virtual humans bearing a strong resemblance to … The immersive virtual environment was created with a Python OpenGL software toolkit called Vizard (Worldviz), which was rendered …

Special Section on Touching the 3rd Dimension: Adapting user interfaces for gestural interaction with the flexible action and articulated skeleton toolkit
EA Suma, DM Krum, B Lange, S Koenig… – Computers and …, 2013 –
… [14]. Beard S, Reid D. MetaFace and VHML: a first implementation of the virtual human markup language. In: Workshop on embodied conversational agents. 2002 … [23]. {}. [24]. {} …

Adapting user interfaces for gestural interaction with the flexible action and articulated skeleton toolkit
EA Suma, DM Krum, B Lange, S Koenig, A Rizzo… – Computers & …, 2013 – Elsevier
… Examples include the virtual human markup language (VHML) [14], avatar body markup language (ABML) [15], and numerous others (see [16 … supported by two commercial virtual world development environments for this purpose, 3DVIA Studio [23] and the Vizard virtual reality …

The effect of priming pictures and videos on a question-answer dialog scenario in a virtual environment (Preliminary Version)?
C Qu, WP Brinkman, P Wiggers, I Heynderickx – 2013 – Citeseer
… (Krijn, Emmelkamp, Biemond, et al., 2004). In VRET for individuals with social phobia, interaction between a patient and a virtual human, ie an avatar needs to arouse a certain level of social anxiety (Robillard, Bouchard, Dumoulin, Guitard, & Klinger, 2010) …

Influence of ethnic group-membership and gaze direction on the perception of emotions. A cross-cultural study between Germany and China
K Krämer, G Bente, S Luo, UJ Pfeiffer, S Han… – PloS one, 2013 –
… agent based on their picture. Further, three-second long animations of emotional expressions were created using the virtual reality software Vizard (©WorldViz Inc, Santa Barbara, USA, 2012). Each agent was presented four …

The effect of priming pictures and videos on a question–answer dialog scenario in a virtual environment
C Qu, WP Brinkman, P Wiggers… – … : Teleoperators and Virtual …, 2013 – MIT Press
… In VRET, for individuals with social phobia, interac- tion between a patient and a virtual human, that is, an avatar, needs to arouse a … The avatar model was obtained from the Vizard Com- plete Characters Package2 and the face part was specially modeled using FaceGen.3 It …

Recreating Visual Reality in Virtuality
A Steed – The Oxford Handbook of Virtuality, 2013 –
… Examples include com- mercial packages such as 3DVia Virtools from Dassault Systems, Vizard from WorldViz, and a variety of open source packages such as … This virtual shadow is cast on the virtual object that is drawn: the virtual human that walks around the laptop …

Effect of Animated Self-avatar in Virtual Environments
M Raj – 2013 –
… 10 sphere, depending upon the respective feedback condition to provide visual feedback to the participant. The virtual environment was rendered using WorldViz Vizard and FAAST [Suma et al. 2011] was used to read and process the Kinect data feed to get the user’s joint …

The relationship between individual characteristics and experienced presence
Y Ling, HT Nefs, WP Brinkman, C Qu… – Computers in Human …, 2013 – Elsevier
… Sounds were played through speakers on the desk in front of the observer. The virtual worlds were all made using WorldViz’s Vizard 3.0. Participants were exposed to two virtual environments: a virtual neutral world and a virtual public speaking environment (Fig …

Chapter 13: Virtual Reality
T Bovend’Eerdt, S Koenig, B Lange – Emerging Therapies in …, 2013 – Springer
… UNiGiNE, Ogre3D and Unreal Engine as well as simulation and VR engines such as Quest3D and WorldViz Vizard … game and virtual reality technologies for cognitive assessment, motor rehabilitation, exergaming, postoperative exercise, and virtual human character interactions …