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Anna Felnhofer

dblp:117/8352 · also Anna Alexandra Felnhofer · DBLP profile ↗
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7ranked-venue papers
3as first author
1since 2021 · last 2024
0000-0002-0081-7489ORCID · verified

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

Human-computer interaction and ubiquitous computing · 7 · 3 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4

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 · 41% Immersive interaction · 24% Human-robot interaction · 24%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › social interaction
virtual human interaction
0.412019
The mere presence of an attentive and emotionally responsive virtual character influences focus of attention and perceived stress · Int. J. Hum. Comput. Stud. 2019
Human-robot interaction
emotion induction
0.212015
Is virtual reality emotionally arousing? Investigating five emotion inducing virtual park scenarios · Int. J. Hum. Comput. Stud. 2015
Immersive interaction
virtual reality
0.212015
Is virtual reality emotionally arousing? Investigating five emotion inducing virtual park scenarios · Int. J. Hum. Comput. Stud. 2015
Virtual and augmented reality
virtual environment
0.112015
Is virtual reality emotionally arousing? Investigating five emotion inducing virtual park scenarios · Int. J. Hum. Comput. Stud. 2015

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

experimental study · 0.8emotion measures · 0.4
YearPublicationVenuePosition
2024 A Virtual Character's Agency Affects Social Responses in Immersive Virtual Reality: A Systematic Review and Meta-Analysis
abstract
Social responses to virtual humans in immersive Virtual Reality (VR) may depend on whether users perceive them to be controlled by a person (avatar) or by the computer (agent). As related evidence is growing, this meta-analysis set out to synthesize corresponding findings. Specifically, we analyzed whether the perceived agency of a virtual human affects (1) social presence, (2) the evaluation of the virtual entity, and (3) behaviors toward it differently. Additionally, we controlled for task type, the virtual entity’s appearance, the type of interaction, and agency manipulation. A literature search yielded 20 studies examining 911 participants (agent condition: 460, avatar condition: 451). Differences between perceived avatars and agents in social responses were calculated using Hedges’ g. Results showed differences for social presence (g = 0.65, p = .001) and evaluation (g = 0.30, p = .024) in favor of avatars over agents. No effects emerged for behavioral outcomes. Meta-regressions revealed larger agency-differences in social presence for neutral than for negative tasks, and differences in evaluation for positive compared to mixed and neutral tasks. Overall, our findings suggest that while deliberate social responses like social presence and evaluation depend on perceived agency, automatic behaviors do not. For future research, particularly consistent conceptualizations of key variables are necessitated.
Anna Felnhofer, Thiemo Knaust, Lisa Weiss, Katharina Goinska, Anna Mayer, Oswald D. Kothgassner
Int. J. Hum. Comput. Interact.1
2020 Conquer Catharsis - A VR Environment for Anxiety Treatment of Children and Adolescents
Helmut Hlavacs, Oswald D. Kothgassner, Anna Felnhofer
ICEC4
2019 The mere presence of an attentive and emotionally responsive virtual character influences focus of attention and perceived stress
Anna Felnhofer, Marlene Kaufmann, Katharina Atteneder, Johanna Xenia Kafka, Helmut Hlavacs, Leon Beutl, Kristina Hennig-Fast, Oswald D. Kothgassner
Int. J. Hum. Comput. Stud.1
2016 Two Experimental Virtual Paradigms for Stress Research: Developing Avatar-Based Approaches for Interpersonal and Evaluative Stressors
Oswald D. Kothgassner, Helmut Hlavacs, Leon Beutl, Lisa Maria Glenk, Rupert Palme, Anna Felnhofer
ICEC6
2015 Is virtual reality emotionally arousing? Investigating five emotion inducing virtual park scenarios
Anna Felnhofer, Oswald D. Kothgassner, Mareike Schmidt, Anna-Katharina Heinzle, Leon Beutl, Helmut Hlavacs, Ilse Kryspin-Exner
Int. J. Hum. Comput. Stud.1
2013 Why Does It Always Rain on Me? Influence of Gender and Environmental Factors on Usability, Technology Related Anxiety and Immersion in Virtual Environments
Mareike Schmidt, Johanna Xenia Kafka, Oswald D. Kothgassner, Helmut Hlavacs, Leon Beutl, Anna Felnhofer
Advances in Computer Entertainment6
2013 Debunking Differences between Younger and Older Adults Using a Collaborative Virtual Environment
Oswald D. Kothgassner, Anna Felnhofer, Helmut Hlavacs, Leon Beutl, Jasmine Gomm, Nathalie Hauk, Elisabeth Kastenhofer, Ilse Kryspin-Exner
ICEC2