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dc.contributor.authorVinayagamoorthy, V.en_US
dc.contributor.authorGarau, M.en_US
dc.contributor.authorSteed, A.en_US
dc.contributor.authorSlater, M.en_US
dc.date.accessioned2015-02-19T07:32:25Z
dc.date.available2015-02-19T07:32:25Z
dc.date.issued2004en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2004.00001.xen_US
dc.description.abstractThis paper describes a behavioural model used to simulate realistic eye-gaze behaviour and body animations for avatars representing participants in a shared immersive virtual environment (IVE). The model was used in a study designed to explore the impact of avatar realism on the perceived quality of communication within a negotiation scenario. Our eye-gaze model was based on data and studies carried out on the behaviour of eye-gaze during face-to-face communication. The technical features of the model are reported here. Information about the motivation behind the study, experimental procedures and a full analysis of the results obtained are given in [17].en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleAn Eye Gaze Model for Dyadic Interaction in an Immersive Virtual Environment: Practice and Experienceen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume23en_US
dc.description.number1en_US
dc.identifier.doi10.1111/j.1467-8659.2004.00001.xen_US
dc.identifier.pages1-11en_US


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