Jonathan Wendt

dblp:177/4513 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2019
0000-0001-6270-5119ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 3 · 1 first-authorArtificial intelligence and machine learning · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Collaborative and social computing · 71% Immersive interaction · 22% Human-AI interaction · 7%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational finance and economics · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › collaborative virtual environments › social virtual reality
personal space
0.312018
Social VR: How Personal Space is Affected by Virtual Agents' Emotions · VR 2018
Collaborative and social computing › collaborative virtual environments
social virtual reality
0.312018
Social VR: How Personal Space is Affected by Virtual Agents' Emotions · VR 2018
Collaborative and social computing › social computing
peer influence
0.312017
Peers at work: Economic real-effort experiments in the presence of virtual co-workers · VR 2017
Immersive interaction
virtual reality experiments
0.312017
Peers at work: Economic real-effort experiments in the presence of virtual co-workers · VR 2017
Human-AI interaction
virtual agents
0.112018
Social VR: How Personal Space is Affected by Virtual Agents' Emotions · VR 2018
Computational finance and economics › economics
experimental economics
0.112017
Peers at work: Economic real-effort experiments in the presence of virtual co-workers · VR 2017

Methods — techniques the papers use, named apart from their topics

real-effort task · 0.6incentivized experiment · 0.6physiological measurement · 0.3controlled experiment · 0.3
YearPublicationVenuePosition
2019 Influence of Directivity on the Perception of Embodied Conversational Agents' Speech
abstract
Embodied conversational agents become more and more important in various virtual reality applications, e.g., as peers, trainers or therapists. Besides their appearance and behavior, appropriate speech is required for them to be perceived as human-like and realistic. Additionally to the used voice signal, also its auralization in the immersive virtual environment has to be believable. Therefore, we investigated the effect of adding directivity to the speech sound source. Directivity simulates the orientation dependent auralization with regard to the agent's head orientation. We performed a one-factorial user study with two levels (n=35) to investigate the effect directivity has on the perceived social presence and realism of the agent's voice. Our results do not indicate any significant effects regarding directivity on both variables covered. We account this partly to an overall too low realism of the virtual agent, a not overly social utilized scenario and generally high variance of the examined measures. These results are critically discussed and potential further research questions and study designs are identified.
Jonathan Wendt, Benjamin Weyers, Jonas Stienen, Andrea Bönsch, Michael Vorländer, Torsten W. Kuhlen
IVA1
2018 Social VR: How Personal Space is Affected by Virtual Agents' Emotions
abstract
Personal space (PS), the flexible protective zone maintained around oneself, is a key element of everyday social interactions. It, e.g., affects people's interpersonal distance and is thus largely involved when navigating through social environments. However, the PS is regulated dynamically, its size depends on numerous social and personal characteristics and its violation evokes different levels of discomfort and physiological arousal. Thus, gaining more insight into this phenomenon is important. We contribute to the PS investigations by presenting the results of a controlled experiment in a CAVE, focusing on German males in the age of 18 to 30 years. The PS preferences of 27 participants have been sampled while they were approached by either a single embodied, computer-controlled virtual agent (VA) or by a group of three VAs. In order to investigate the influence of a VA's emotions, we altered their facial expression between angry and happy. Our results indicate that the emotion as well as the number of VAs approaching influence the PS: larger distances are chosen to angry VAs compared to happy ones; single VAs are allowed closer compared to the group. Thus, our study is a foundation for social and behavioral studies investigating PS preferences.
Andrea Bönsch, Sina Radke, Heiko Overath, Laura M. Asche, Jonathan Wendt, Tom Vierjahn, Ute Habel, Torsten W. Kuhlen
VR5
2017 Peers at work: Economic real-effort experiments in the presence of virtual co-workers
abstract
Traditionally, experimental economics uses controlled and incentivized field and lab experiments to analyze economic behavior. However, investigating peer effects in the classic settings is challenging due to the reflection problem: Who is influencing whom? To overcome this, we enlarge the methodological toolbox of these experiments by means of Virtual Reality. After introducing and validating a real-effort sorting task, we embed a virtual agent as peer of a human subject, who independently performs an identical sorting task. We conducted two experiments investigating (a) the subject's productivity adjustment due to peer effects and (b) the incentive effects on competition. Our results indicate a great potential for Virtual-Reality-based economic experiments.
Andrea Bönsch, Jonathan Wendt, Heiko Overath, Özgür Gürerk, Christine Harbring, Christian Grund, Thomas Kittsteiner, Torsten W. Kuhlen
VR2
2017 Score-based recommendation for efficiently selecting individual virtual agents in multi-agent systems
abstract
Controlling user-agent-interactions by means of an external operator includes selecting the virtual interaction partners fast and faultlessly. However, especially in immersive scenes with a large number of potential partners, this task is non-trivial.
Andrea Bönsch, Robert Trisnadi, Jonathan Wendt, Tom Vierjahn, Torsten W. Kuhlen
VRST3