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This paper proposes virtual social perspective-taking (VSP). In VSP, users are immersed in an experience of another person to aid in understanding the person's perspective. Users are immersed by 1) providing input to user senses from logs of the target person's senses, 2) instructing users to act and interact like the target, and 3) reminding users that they are playing the role of the target. These...
VR applications provide an opportunity to study a variety of new applications. One of the focus areas of the media convergence, games and media integration (McGMI) program is to develop new media applications for the visually impaired population. We are particularly interested in developing applications which are at the same time interesting for the sighted population as well-hence the title-crossover...
Networked Virtual Environments (NVEs) are distributed 3D simulations shared among geographically dispersed users. Adaptive resource allocation is a key issue in NVEs, since user interactions affect system resources which in turn affect the user's experience. Such interplay between the users and the system can be modeled using game theory. Game theory is an analytical tool that studies decision-making...
The goal of our work is to develop a programmatically controlled peer to ride with a human subject for the purpose of studying how social interactions influence riding behavior. The peer is controlled through a combination of reactive controllers that determine the gross motion of the virtual bicycle, action-based controllers that animate the virtual bicyclist and generate verbal behaviors, and a...
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