VLDB 2026 Research / reviewers in the wild / expert
Nahal Norouzi
dblp:224/0456
· DBLP profile ↗
17ranked-venue papers
6as first author
8since 2021 · last 2023
0000-0002-3977-0614ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 12 · 4 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 11 · 5 first-author · 4 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Exploring the Social Influence of Virtual Humans Unintentionally Conveying Conflicting EmotionsabstractThe expression of human emotion is integral to social interaction, and in virtual reality it is increasingly common to develop virtual avatars that attempt to convey emotions by mimicking these visual and aural cues, i.e. the facial and vocal expressions. However, errors in (or the absence of) facial tracking can result in the rendering of incorrect facial expressions on these virtual avatars. For example, a virtual avatar may speak with a happy or unhappy vocal inflection while their facial expression remains otherwise neutral. In circumstances where there is conflict between the avatar's facial and vocal expressions, it is possible that users will incorrectly interpret the avatar's emotion, which may have unintended consequences in terms of social influence or in terms of the outcome of the interaction. In this paper, we present a human-subjects study (N = 22) aimed at understanding the impact of conflicting facial and vocal emotional expressions. Specifically we explored three levels of emotional valence (unhappy, neutral, and happy) expressed in both visual (facial) and aural (vocal) forms. We also investigate three levels of head scales (down-scaled, accurate, and up-scaled) to evaluate whether head scale affects user interpretation of the conveyed emotion. We find significant effects of different multimodal expressions on happiness and trust perception, while no significant effect was observed for head scales. Evidence from our results suggest that facial expressions have a stronger impact than vocal expressions. Additionally, as the difference between the two expressions increase, the less predictable the multimodal expression becomes. For example, for the happy-looking and happy-sounding multimodal expression, we expect and see high happiness rating and high trust, however if one of the two expressions change, this mismatch makes the expression less predictable. We discuss the relationships, implications, and guidelines for social applications that aim to leverage multimodal social cues. Zubin Datta Choudhary, Nahal Norouzi, Austin Erickson, Ryan Schubert, Gerd Bruder, Greg Welch |
VR | 2 |
| 2023 | Virtual Big Heads in Extended Reality: Estimation of Ideal Head Scales and Perceptual Thresholds for Comfort and Facial CuesabstractExtended reality (XR) technologies, such as virtual reality (VR) and augmented reality (AR), provide users, their avatars, and embodied agents a shared platform to collaborate in a spatial context. Although traditional face-to-face communication is limited by users’ proximity, meaning that another human’s non-verbal embodied cues become more difficult to perceive the farther one is away from that person, researchers and practitioners have started to look into ways to accentuate or amplify such embodied cues and signals to counteract the effects of distance with XR technologies. In this article, we describe and evaluate the Big Head technique, in which a human’s head in VR/AR is scaled up relative to their distance from the observer as a mechanism for enhancing the visibility of non-verbal facial cues, such as facial expressions or eye gaze. To better understand and explore this technique, we present two complimentary human-subject experiments in this article. In our first experiment, we conducted a VR study with a head-mounted display to understand the impact of increased or decreased head scales on participants’ ability to perceive facial expressions as well as their sense of comfort and feeling of “uncannniness” over distances of up to 10 m. We explored two different scaling methods and compared perceptual thresholds and user preferences. Our second experiment was performed in an outdoor AR environment with an optical see-through head-mounted display. Participants were asked to estimate facial expressions and eye gaze, and identify a virtual human over large distances of 30, 60, and 90 m. In both experiments, our results show significant differences in minimum, maximum, and ideal head scales for different distances and tasks related to perceiving faces, facial expressions, and eye gaze, and we also found that participants were more comfortable with slightly bigger heads at larger distances. We discuss our findings with respect to the technologies used, and we discuss implications and guidelines for practical applications that aim to leverage XR-enhanced facial cues. Zubin Datta Choudhary, Austin Erickson, Nahal Norouzi, Kangsoo Kim, Gerd Bruder, Greg Welch |
ACM Trans. Appl. Percept. | 3 |
| 2022 | Virtual Humans with Pets and Robots: Exploring the Influence of Social Priming on One's Perception of a Virtual HumanabstractSocial priming is the idea that observations of a virtual human (VH) engaged in short social interactions with a real or virtual human bystander can positively influence users’ subsequent interactions with that VH. In this paper we investigate the question of whether the positive effects of social priming are limited to interactions with humanoid entities. For instance, virtual dogs offer an attractive candidate for non-humanoid entities, as previous research suggests multiple positive effects. In particular, real human dog owners receive more positive attention from strangers than non-dog owners.To examine the influence of such social priming we carried out a human-subjects experiment with four conditions: three social priming conditions where a participant initially observed a VH interacting with one of three virtual entities (another VH, a virtual pet dog, or a virtual personal robot), and a non-social priming condition where a VH (alone) was intently looking at her phone as if reading something. We recruited 24 participants and conducted a mixed-methods analysis. We found that a VH’s prior social interactions with another VH and a virtual dog significantly increased participants’ perceptions of the VHs’ affective attraction. Also, participants felt more inclined to interact with the VH in the future in all of the social priming conditions. Qualitatively, we found that the social priming conditions resulted in a more positive user experience than the non-social priming condition. Also, the virtual dog and the virtual robot were perceived as a source of positive surprise, with participants appreciating the non-humanoid interactions for various reasons, such as the avoidance of social anxieties sometimes associated with humans. Nahal Norouzi, Matthew Gottsacker, Gerd Bruder, Pamela J. Wisniewski, Jeremy N. Bailenson, Greg Welch |
VR | 1 |
| 2022 | Effects of Environmental Noise Levels on Patient Handoff Communication in a Mixed Reality SimulationabstractWhen medical caregivers transfer patients to another person’s care (a patient handoff), it is essential they effectively communicate the patient’s condition to ensure the best possible health outcomes. Emergency situations caused by mass casualty events (e.g., natural disasters) introduce additional difficulties to handoff procedures such as environmental noise. We created a projected mixed reality simulation of a handoff scenario involving a medical evacuation by air and tested how low, medium, and high levels of helicopter noise affected participants’ handoff experience, handoff performance, and behaviors. Through a human-subjects experimental design study (N = 21), we found that the addition of noise increased participants’ subjective stress and task load, decreased their self-assessed and actual performance, and caused participants to speak louder. Participants also stood closer to the virtual human sending the handoff information when listening to the handoff than they stood to the receiver when relaying the handoff information. We discuss implications for the design of handoff training simulations and avenues for future handoff communication research. Matthew Gottsacker, Nahal Norouzi, Ryan Schubert, Frank Guido-Sanz, Gerd Bruder, Greg Welch |
VRST | 2 |
| 2022 | The advantages of virtual dogs over virtual people: Using augmented reality to provide social support in stressful situations
Nahal Norouzi, Kangsoo Kim, Gerd Bruder, Jeremy N. Bailenson, Pamela J. Wisniewski, Greg Welch |
Int. J. Hum. Comput. Stud. | 1 |
| 2021 | Diegetic Representations for Seamless Cross-Reality InterruptionsabstractThe closed design of virtual reality (VR) head-mounted displays substantially limits users’ awareness of their real-world surroundings. This presents challenges when another person in the same physical space needs to interrupt the VR user for a brief conversation. Such interruptions, e.g., tapping a VR user on the shoulder, can cause a disruptive break in presence (BIP), which affects their place and plausibility illusions, and may cause a drop in performance of their virtual activity. Recent findings related to the concept of diegesis, which denotes the internal consistency of an experience/story, suggest potential benefits of integrating registered virtual representations for physical interactors, especially when these appear internally consistent in VR. In this paper, we present a human-subject study we conducted to compare and evaluate five different diegetic and non-diegetic methods to facilitate cross-reality interruptions in a virtual office environment, where a user’s task was briefly interrupted by a physical person. We created a Cross-Reality Interaction Questionnaire (CRIQ) to capture the quality of the interaction from the VR user’s perspective. Our results show that the diegetic representations afforded reasonably high senses of co-presence, the highest quality interactions, the highest place illusions, and caused the least disruption of the participants’ virtual experiences. We discuss our findings as well as implications for practical applications that aim to leverage virtual representations to ease cross-reality interruptions. Matthew Gottsacker, Nahal Norouzi, Kangsoo Kim, Gerd Bruder, Greg Welch |
ISMAR | 2 |
| 2021 | Mixed Reality Tabletop Gameplay: Social Interaction With a Virtual Human Capable of Physical InfluenceabstractIn this article, we investigate the effects of the physical influence of a virtual human (VH) in the context of face-to-face interaction in a mixed reality environment. In Experiment 1, participants played a tabletop game with a VH, in which each player takes a turn and moves their own token along the designated spots on the shared table. We compared two conditions as follows: the VH in the virtual condition moves a virtual token that can only be seen through augmented reality (AR) glasses, while the VH in the physical condition moves a physical token as the participants do; therefore the VH's token can be seen even in the periphery of the AR glasses. For the physical condition, we designed an actuator system underneath the table. The actuator moves a magnet under the table which then moves the VH's physical token over the surface of the table. Our results indicate that participants felt higher co-presence with the VH in the physical condition, and participants assessed the VH as a more physical entity compared to the VH in the virtual condition. We further observed transference effects when participants attributed the VH's ability to move physical objects to other elements in the real world. Also, the VH's physical influence improved participants' overall experience with the VH. In Experiment 2, we further looked into the question how the physical-virtual latency in movements affected the perceived plausibility of the VH's interaction with the real world. Our results indicate that a slight temporal difference between the physical token reacting to the virtual hand's movement increased the perceived realism and causality of the mixed reality interaction. We discuss potential explanations for the findings and implications for future shared mixed reality tabletop setups. Myungho Lee, Nahal Norouzi, Gerd Bruder, Pamela J. Wisniewski, Greg Welch |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2021 | Virtual Animals as Diegetic Attention Guidance Mechanisms in 360-Degree Experiencesabstract360-degree experiences such as cinematic virtual reality and 360-degree videos are becoming increasingly popular. In most examples, viewers can freely explore the content by changing their orientation. However, in some cases, this increased freedom may lead to viewers missing important events within such experiences. Thus, a recent research thrust has focused on studying mechanisms for guiding viewers' attention while maintaining their sense of presence and fostering a positive user experience. One approach is the utilization of diegetic mechanisms, characterized by an internal consistency with respect to the narrative and the environment, for attention guidance. While such mechanisms are highly attractive, their uses and potential implementations are still not well understood. Additionally, acknowledging the user in 360-degree experiences has been linked to a higher sense of presence and connection. However, less is known when acknowledging behaviors are carried out by attention guiding mechanisms. To close these gaps, we conducted a within-subjects user study with five conditions of no guide and virtual arrows, birds, dogs, and dogs that acknowledge the user and the environment. Through our mixed-methods analysis, we found that the diegetic virtual animals resulted in a more positive user experience, all of which were at least as effective as the non-diegetic arrow in guiding users towards target events. The acknowledging dog received the most positive responses from our participants in terms of preference and user experience and significantly improved their sense of presence compared to the non-diegetic arrow. Lastly, three themes emerged from a qualitative analysis of our participants' feedback, indicating the importance of the guide's blending in, its acknowledging behavior, and participants' positive associations as the main factors for our participants' preferences. Nahal Norouzi, Gerd Bruder, Austin Erickson, Kangsoo Kim, Jeremy N. Bailenson, Pamela J. Wisniewski, Charles E. Hughes, Greg Welch |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2020 | Reducing Task Load with an Embodied Intelligent Virtual Assistant for Improved Performance in Collaborative Decision MakingabstractCollaboration in a group has the potential to achieve more effective solutions for challenging problems, but collaboration per se is not an easy task, rather a stressful burden if the collaboration partners do not communicate well with each other. While Intelligent Virtual Assistants (IVAs), such as Amazon Alexa, are becoming part of our daily lives, there are increasing occurrences in which we collaborate with such IVAs for our daily tasks. Although IVAs can provide important support to users, the limited verbal interface in the current state of IVAs lacks the ability to provide effective non-verbal social cues, which is critical for improving collaborative performance and reducing task load.In this paper, we investigate the effects of IVA embodiment on collaborative decision making. In a within-subjects study, participants performed a desert survival task in three conditions: (1) performing the task alone, (2) working with a disembodied voice assistant, and (3) working with an embodied assistant. Our results show that both assistant conditions led to higher performance over when performing the task alone, but interestingly the reported task load with the embodied assistant was significantly lower than with the disembodied voice assistant. We discuss the findings with implications for effective and efficient collaborations with IVAs while also emphasizing the increased social presence and richness of the embodied assistant. Kangsoo Kim, Celso de Melo, Nahal Norouzi, Gerd Bruder, Greg Welch |
VR | 3 |
| 2020 | A Systematic Review of Ten Years of Research on Human Interaction with Social RobotsabstractWhile research and development related to robotics has been going on for decades, the past decade in particular has seen a marked increase in related efforts, in part due to technological advances, increased technological accessibility and reliability, and increased commercial availability. What have come to be known as social robots are now being used to explore novel forms of human-robot interaction, to understand social norms, and to test expectations and human responses. To capture the contributions of these research efforts, identify the current trends, and future directions, we systematically review 10 years of research in the field of social robotics between 2008 and 2018, which includes 86 publications with 70 user studies. We classify the past work based on the research topics and application areas, and provide information about the publications, their user studies, and the capabilities of the social robots utilized. We also discuss selected papers in detail and outline overall trends. Based on these findings, we identify some areas of potential future research. Alexis Lambert, Nahal Norouzi, Gerd Bruder, Greg Welch |
Int. J. Hum. Comput. Interact. | 2 |
| 2020 | Effects of Depth Information on Visual Target Identification Task Performance in Shared Gaze EnvironmentsabstractHuman gaze awareness is important for social and collaborative interactions. Recent technological advances in augmented reality (AR) displays and sensors provide us with the means to extend collaborative spaces with real-time dynamic AR indicators of one's gaze, for example via three-dimensional cursors or rays emanating from a partner's head. However, such gaze cues are only as useful as the quality of the underlying gaze estimation and the accuracy of the display mechanism. Depending on the type of the visualization, and the characteristics of the errors, AR gaze cues could either enhance or interfere with collaborations. In this paper, we present two human-subject studies in which we investigate the influence of angular and depth errors, target distance, and the type of gaze visualization on participants' performance and subjective evaluation during a collaborative task with a virtual human partner, where participants identified targets within a dynamically walking crowd. First, our results show that there is a significant difference in performance for the two gaze visualizations ray and cursor in conditions with simulated angular and depth errors: the ray visualization provided significantly faster response times and fewer errors compared to the cursor visualization. Second, our results show that under optimal conditions, among four different gaze visualization methods, a ray without depth information provides the worst performance and is rated lowest, while a combination of a ray and cursor with depth information is rated highest. We discuss the subjective and objective performance thresholds and provide guidelines for practitioners in this field. Austin Erickson, Nahal Norouzi, Kangsoo Kim, Joseph J. LaViola Jr., Gerd Bruder, Greg Welch |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2019 | Walking Your Virtual Dog: Analysis of Awareness and Proxemics with Simulated Support Animals in Augmented RealityabstractDomestic animals have a long history of enriching human lives physically and mentally by filling a variety of different roles, such as service animals, emotional support animals, companions, and pets. Despite this, technological realizations of such animals in augmented reality (AR) are largely underexplored in terms of their behavior and interactions as well as effects they might have on human users' perception or behavior. In this paper, we describe a simulated virtual companion animal, in the form of a dog, in a shared AR space. We investigated its effects on participants' perception and behavior, including locomotion related to proxemics, with respect to their AR dog and other real people in the environment. We conducted a 2 by 2 mixed factorial human-subject study, in which we varied (i) the AR dog's awareness and behavior with respect to other people in the physical environment and (ii) the awareness and behavior of those people with respect to the AR dog. Our results show that having an AR companion dog changes participants' locomotion behavior, proxemics, and social interaction with other people who can or can not see the AR dog. We also show that the AR dog's simulated awareness and behaviors have an impact on participants' perception, including co-presence, animalism, perceived physicality, and dog's perceived awareness of the participant and environment. We discuss our findings and present insights and implications for the realization of effective AR animal companions. Nahal Norouzi, Kangsoo Kim, Myungho Lee, Ryan Schubert, Austin Erickson, Jeremy N. Bailenson, Gerd Bruder, Greg Welch |
ISMAR | 1 |
| 2019 | Matching vs. Non-Matching Visuals and Shape for Embodied Virtual Healthcare AgentsabstractEmbodied virtual agents serving as patient simulators are widely used in medical training scenarios, ranging from physical patients to virtual patients presented via virtual and augmented reality technologies. Physical-virtual patients are a hybrid solution that combines the benefits of dynamic visuals integrated into a human-shaped physical form that can also present other cues, such as pulse, breathing sounds, and temperature. Sometimes in simulation the visuals and shape do not match. We carried out a human-participant study employing graduate nursing students in pediatric patient simulations comprising conditions associated with matching/non-matching of the visuals and shape. Salam Daher, Jason Hochreiter, Nahal Norouzi, Ryan Schubert, Gerd Bruder, Laura González 0003, Mindi Anderson, Desiree Diaz, Juan Cendan, Greg Welch |
VR | 3 |
| 2018 | Assessing vignetting as a means to reduce VR sickness during amplified head rotationsabstractRedirected and amplified head movements have the potential to provide more natural interaction with virtual environments (VEs) than using controller-based input, which causes large discrepancies between visual and vestibular self-motion cues and leads to increased VR sickness. However, such amplified head movements may also exacerbate VR sickness symptoms over no amplification. Several general methods have been introduced to reduce VR sickness for controller-based input inside a VE, including a popular vignetting method that gradually reduces the field of view. Nahal Norouzi, Gerd Bruder, Greg Welch |
SAP | 1 |
| 2018 | Physical-Virtual Agents for Healthcare SimulationabstractConventional Intelligent Virtual Agents (IVAs) focus primarily on the visual and auditory channels for both the agent and the interacting human: the agent displays a visual appearance and speech as output, while processing the human's verbal and non-verbal behavior as input. However, some interactions, particularly those between a patient and healthcare provider, inherently include tactile components. We introduce an Intelligent Physical-Virtual Agent (IPVA) head that occupies an appropriate physical volume; can be touched; and via human-in-the-loop control can change appearance, listen, speak, and react physiologically in response to human behavior. Compared to a traditional IVA, it provides a physical affordance, allowing for more realistic and compelling human-agent interactions. In a user study focusing on neurological assessment of a simulated patient showing stroke symptoms, we compared the IPVA head with a high-fidelity touch-aware mannequin that has a static appearance. Various measures of the human subjects indicated greater attention, affinity for, and presence with the IPVA patient, all factors that can improve healthcare training. Salam Daher, Jason Hochreiter, Nahal Norouzi, Laura González 0003, Gerd Bruder, Greg Welch |
IVA | 3 |
| 2018 | A Systematic Survey of 15 Years of User Studies Published in the Intelligent Virtual Agents ConferenceabstractThe field of intelligent virtual agents (IVAs) has evolved immensely over the past 15 years, introducing new application opportunities in areas such as training, health care, and virtual assistants. In this survey paper, we provide a systematic review of the most influential user studies published in the IVA conference from 2001 to 2015 focusing on IVA development, human perception, and interactions. A total of 247 papers with 276 user studies have been classified and reviewed based on their contributions and impact. We identify the different areas of research and provide a summary of the papers with the highest impact. With the trends of past user studies and the current state of technology, we provide insights into future trends and research challenges. Nahal Norouzi, Kangsoo Kim, Jason Hochreiter, Myungho Lee, Salam Daher, Gerd Bruder, Greg Welch |
IVA | 1 |
| 2018 | The physical-virtual table: exploring the effects of a virtual human's physical influence on social interactionabstractIn this paper, we investigate the effects of the physical influence of a virtual human (VH) in the context of face-to-face interaction in augmented reality (AR). In our study, participants played a tabletop game with a VH, in which each player takes a turn and moves their own token along the designated spots on the shared table. We compared two conditions as follows: the VH in the virtual condition moves a virtual token that can only be seen through AR glasses, while the VH in the physical condition moves a physical token as the participants do; therefore the VH's token can be seen even in the periphery of the AR glasses. For the physical condition, we designed an actuator system underneath the table. The actuator moves a magnet under the table which then moves the VH's physical token over the surface of the table. Our results indicate that participants felt higher co-presence with the VH in the physical condition, and participants assessed the VH as a more physical entity compared to the VH in the virtual condition. We further observed transference effects when participants attributed the VH's ability to move physical objects to other elements in the real world. Also, the VH's physical influence improved participants' overall experience with the VH. We discuss potential explanations for the findings and implications for future shared AR tabletop setups. Myungho Lee, Nahal Norouzi, Gerd Bruder, Pamela J. Wisniewski, Greg Welch |
VRST | 2 |