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Laura M. Asche

dblp:225/8381 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2018
0000-0003-1225-7527ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

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
1 paper
Collaborative and social computing · 87% Human-AI interaction · 13%

Topics — the 3 heaviest of 3, 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
Human-AI interaction
virtual agents
0.112018
Social VR: How Personal Space is Affected by Virtual Agents' Emotions · VR 2018

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

physiological measurement · 0.3controlled experiment · 0.3
YearPublicationVenuePosition
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
VR4