Andrea Brogni

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This paper presents an experiment designed to investigate the impact of scommunication in an immersive virtual environment.Participants were paired by gender and were randomly assigned to a CAVE-like system or a head-mounted display. Both were represented by a humanoid avatar in the shared 3D environment. The visual appearance of the avatars was either(More)
An experiment was conducted in a Cave-like environment to explore the relationship between physiological responses and each of breaks in presence, and utterances by virtual characters towards the participants. Twenty people explored a virtual environment (VE) that depicted a virtual bar scenario. The experiment was divided into a training and an(More)
1. Introduction A participant in an Immersive Virtual Environment (VE) is subject to two streams of sensory data, the first from the real world in which the experience is taking place, and the second from the virtual world displayed by the virtual reality system. A 'break in presence' (BIP) occurs when the participant stops responding to the virtual stream(More)
This paper describes reports on the results of an experiment designed to study the impact of realism on the reported presence in an immersive virtual environment. An experiment was carried out with 40 participants who were asked to walk through a virtual street, which had virtual characters walking through it. Two factors were varied – texture quality (2(More)
This paper presents a study of the fine grain physiological responses of participants to an immersive virtual simulation of an urban environment. The analysis of differences in participant responses at various stages of the experiment (baseline recordings, training, first half and second half of the urban simulation) are examined in detail. It was found(More)
1. Introduction The concept of 'breaks in presence' (BIPs) was introduced in Slater and Steed (2000). The idea was that rather than only use a post-experience questionnaire to assess presence, it could be assessed during the experience itself. The hypothesis was that during immersion in a VE a participant simultaneously perceives two streams of sensory data(More)
In this paper we introduce a multimodal platform for Hybrid Reality live performances: by means of non-invasive Virtual Reality technology, we developed a system to present artists and interactive virtual objects in audio/visual choreographies on the same real stage. These choreographies could include spectators too, providing them with the possibility to(More)
This paper reports on the results of an experiment designed to study fine grain physiological responses of participants to an immersive virtual simulation of an urban environment. An experiment was carried out with 40 participants who were asked to walk through a virtual street, which had virtual characters walking through it. The analysis of differences in(More)
This paper presents an experiment that investigates the importance of nonverbal behavioral cues when designing affective virtual characters for an immersive virtual environment (IVE).Forty-nine participants were each instructed to explore a virtual environment by asking two virtual characters for instructions in a CAVE™-like system. The underlying(More)
This paper presents the qualitative findings from an experiment designed to investigate breaks in presence. Participants spent approximately 5 minutes in an immersive CAVE-like system depicting a virtual bar with five virtual characters. On four occasions the projections were made to go white to trigger clearly identifiable “anomalies” in the audiovisual(More)