• Citations Per Year
Learn More
Many Internet users have encountered serious information overload problem on social networks such as Facebook and Twitter, where users can consume the streams of social updates from their social connections. Traditional methods solving this problem include collaborative filtering and information diffusion modeling. Both methods answer the "who will adopt(More)
Communication technologies are becoming increasingly diverse in form and functionality. A central concern is the ability to detect whether others are trustworthy. Judgments of trustworthiness rely, in part, on assessments of non-verbal cues, which are affected by media representations. In this research, we compared trust formation on three media(More)
This paper proposes a novel method to realize an initiative exchange for robot. A humanoid robot plays vibraphone exchanging initiative with a human performer by perceiving multimodal cues in real time. It understands the initiative exchange cues through vision and audio information. In order to achieve the natural initiative exchange between a human and a(More)
This paper addresses the problem of classifying users with different visual abilities based on their pupillary response data while performing computer-based tasks. Multiscale Schur Monotone (MSM) summaries of high frequency pupil diameter measurements are utilized as feature vectors (or input vectors) in this classification. Various MSM measures, such as(More)
The use of a self-avatar inside an immersive virtual reality system has been shown to have important effects on presence, interaction and perception of space. Based on studies from linguistics and cognition, in this paper we demonstrate that a self-avatar may aid the participant’s cognitive processes while immersed in a virtual reality system. In our study(More)
We report on two experiments that investigate the influence of display type and viewing angle on how people place their trust during avatar-mediated interaction. By monitoring advice seeking behavior, our first experiment demonstrates that if participants observe an avatar at an oblique viewing angle on a flat display, they are less able to discriminate(More)
Consumer virtual reality systems are now becoming widely available. We report on a study on presence and embodiment within virtual reality that was conducted 'in the wild', in that data was collected from devices owned by consumers in uncontrolled settings, not in a traditional laboratory setting. Users of Samsung Gear VR and Google Cardboard devices were(More)