The impact of eye gaze on communication using humanoid avatars
By Maia Garau, Mel Slater, S. Bee, M. Sasse. International Conference on Human Factors in Computing Systems, 2001
336 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Social Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/32c9104f0792bd09377a93175bc35db819fa2271
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
- Mel Slater
- Jodi L. Forlizzi
- Jeremy N. Bailenson
- Jessica K. Hodgins
- Brian Scassellati
- Henny Admoni
- Vikash Kumar
- Taku Komura
In Social Psychology
- Jeremy N. Bailenson
- J. Blascovich
- Mel Slater
- Bilge Mutlu
- Crystal L. Hoyt
- Brian Scassellati
- Henny Admoni
- Kasper Hornbæk
In Human-Computer Interaction
- Jeremy N. Bailenson
- Mel Slater
- Kasper Hornbæk
- J. Blascovich
- Bilge Mutlu
- Crystal L. Hoyt
- M. Sasse
- Jodi L. Forlizzi
Citations in the corpus
- Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching (2009, background): “*Presence, according to Yee et al (2007), measures how real one believes a mediated environment is, in terms of non-verbal behaviours (Garau, Slater, Bee & Sasse, 2001), physiological responses (Slater, Usoh & Steed, 1994) and other measures.”
- A Storytelling Robot: Modeling and Evaluation of Human-like Gaze Behavior (2006, background): “Garau and colleagues constructed an experiment with avatars that demonstrated that informed gaze outperformed random gaze and an audio-only condition on metrics such as how natural the conversation felt, involvement in the conversation and others [15].”
- The impact of avatar realism and eye gaze control on perceived quality of communication in a shared immersive virtual environment (2003, methodology): “Firstly, to disambiguate between the effect of inferred eye movements and head-tracking, both of which may have contributed to the results reported in [14].”
- Footing in human-robot conversations: How robots might shape participant roles using gaze cues (2009, background): “In human-computer interaction research, the use of gaze cues in conversations has been extensively studied in the context of designing embodied conversational agents [8,21,26,36,40].”
- The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments (2007, neutral): “nonverbal behaviors ( Garau, Slater, Bee, & Sasse, 2001 ), physiological responses (Slater,”
- Current practice in measuring usability: Challenges to usability studies and research (2006, background): “Other studies achieve some degree of validity by building upon measurement instruments discussed in previous work, such as for entertainment (O’Keefe et al., 2000) or for subjective responses to computer-mediated conversation (Garau et al., 2001).”
- The Independent and Interactive Effects of Embodied-Agent Appearance and Behavior on Self-Report, Cognitive, and Behavioral Markers of Copresence in Immersive Virtual Environments (2005, background): “Researchers from the first camp (e.g., Heeter, 1992; Biocca, 1997; Lombard & Ditton, 1997; Garau, Slater, Bee, & Sasse, 2001; Lessiter, Freeman, Keogh, & Davidoff, 2001 define copresence in terms of a user’s perception or feeling that others are cosituated within an interpersonal environment (Swin”
- Social eye gaze in human-robot interaction (2017, background): “Virtual avatars that use turn taking gaze during conversations are evaluated as more natural and more pleasant, and their conversation is rated as more engaging, than avatars that use random gaze or no gaze in their communication (Garau, Slater, Bee, & Sasse, 2001).”