2021
DOI: 10.3389/frobt.2021.634520
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Copresence With Virtual Humans in Mixed Reality: The Impact of Contextual Responsiveness on Social Perceptions

Abstract: Virtual humans (VHs)—automated, three-dimensional agents—can serve as realistic embodiments for social interactions with human users. Extant literature suggests that a user’s cognitive and affective responses toward a VH depend on the extent to which the interaction elicits a sense of copresence, or the subjective “sense of being together.” Furthermore, prior research has linked copresence to important social outcomes (e.g., likeability and trust), emphasizing the need to understand which factors contribute to… Show more

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Cited by 16 publications
(4 citation statements)
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References 52 publications
(60 reference statements)
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“…We then helped the participants put on the VR headset and start the main task. At the end of each session, participants were asked to fill out the Copresence questionnaire (Pimentel and Vinkers, 2021), the Subjective Mental Effort Questionnaire (SMEQ) (Zijlstra and Van Doorn, 1985;Sauro and Dumas, 2009) and the NASA Task Load Index (NASA-TLX) questionnaire (Hart and Staveland, 1988). We also interviewed the participants with open-ended questions to understand their experiences and feelings on the IVA.…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…We then helped the participants put on the VR headset and start the main task. At the end of each session, participants were asked to fill out the Copresence questionnaire (Pimentel and Vinkers, 2021), the Subjective Mental Effort Questionnaire (SMEQ) (Zijlstra and Van Doorn, 1985;Sauro and Dumas, 2009) and the NASA Task Load Index (NASA-TLX) questionnaire (Hart and Staveland, 1988). We also interviewed the participants with open-ended questions to understand their experiences and feelings on the IVA.…”
Section: Methodsmentioning
confidence: 99%
“…We used the task score logged from each session to measure the task performance. We also collected data using the Copresence questionnaire (Pimentel and Vinkers, 2021), SMEQ (Sauro and Dumas, 2009) and NASA-TLX questionnaire (Hart and Staveland, 1988) to investigate subjective user experience on the feelings of being together with virtual humans and the workload of the collaborative task for each condition. Since the SMEQ has only one question on the overall feeling of cognitive load while the NASA-TLX has six items focusing on both mental and physical efforts to finish the task, we used both to obtain comprehensive understanding on the cognitive load of our task.…”
Section: Measurementmentioning
confidence: 99%
“…When the opponent was able to move the physical token, participants reported higher co-presence and found the opponent more physical. Moreover, Pimentel and Vinkers [17] found that co-presence directed at a virtual human may be higher when the virtual human responds non-verbally to physical events occurring outside the VE. Krum, Kang, and Phan [7] examined how proxemic behavior toward a virtual human is affected by locomotion technique (joystick or physical walking) and haptic priming (in the beginning of the experience, a confederate touched the user when the virtual human did).…”
Section: Effects Of Walking In Vrmentioning
confidence: 99%
“…Podkosova and Kaufmann (2018) concluded that users try not to collide in the virtual world even when aware that they were safe from real collisions. Pimentel and Vinkers (2021) refer the possibility of co-presence in mixed reality. Kim et al (2018) showed the existence of co-presence between a virtual interlocutor and a human being.…”
Section: Introductionmentioning
confidence: 99%