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Gary Bente

dblp:80/5492 · DBLP profile ↗
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15ranked-venue papers
1as first author
1since 2021 · last 2025
0009-0005-0819-8132ORCID · corroborated

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

Artificial intelligence and machine learning · 7Graphics, computer vision, multimedia, augmented reality and games · 6Human-computer interaction and ubiquitous computing · 6 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 5

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
4 papers
Collaborative and social computing · 55% Immersive interaction · 39% Wearable and physiological sensing · 6%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
0.432017
A simplified inverse kinematic approach for embodied VR applications · VR 2016
Socially immersive avatar-based communication · VR 2017
Avatar realism and social interaction quality in virtual reality · VR 2016
Collaborative and social computing › computer-mediated communication › virtual communication
avatar-mediated communication
0.312017
Socially immersive avatar-based communication · VR 2017
Virtual and augmented reality › immersive interaction
avatar embodiment
0.212016
FaceBo: Real-time face and body tracking for faithful avatar synthesis · VR 2016
Virtual and augmented reality
immersive interaction
0.212016
FaceBo: Real-time face and body tracking for faithful avatar synthesis · VR 2016
Collaborative and social computing › collaborative virtual environments › social virtual reality
virtual reality social interaction
0.212016
Avatar realism and social interaction quality in virtual reality · VR 2016
Collaborative and social computing › social computing
online trust
0.112012
To buy or not to buy: Influence of seller photos and reputation on buyer trust and purchase behavior · Int. J. Hum. Comput. Stud. 2012
Virtual and augmented reality › multi-user interaction
social interaction
0.112016
FaceBo: Real-time face and body tracking for faithful avatar synthesis · VR 2016
Immersive interaction › embodiment › virtual embodiment
avatar embodiment
0.112016
Avatar realism and social interaction quality in virtual reality · VR 2016
Wearable and physiological sensing › motion sensing
motion tracking
0.112016
A simplified inverse kinematic approach for embodied VR applications · VR 2016

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

within-subject experiment · 0.3trust game · 0.3rigid body marker tracking · 0.2markerless tracking · 0.2inverse kinematics · 0.2
YearPublicationVenuePosition
2025 Emotion labelling strengthens readers' emotional responses to online messages
abstract
Emotionally overheated social media discussions cause many harms both to the individuals participating in the discussion and to the wider society. To support emotion regulation in social media discussions, the strategy of affect labelling is explored. Two experiments were run to study the effects of emotion labels presented with social media messages on participants’ emotional responses to the messages. Altogether 84 participants read emotional social media messages presented without and with emotion labels (Experiment 1, N = 39), and without labels and with emotion / control labels (Experiment 2, N = 45) and rated their subjective emotional valence. Results show that the ratings of valence were significantly higher for the positive messages presented with label than for the messages presented as such without emotion label or presented with a control label. In addition, the results of the second experiment show that the negative social media messages were experienced as more negative when the messages were presented with an emotion label than without emotion label or with control label. The results suggest that affect labelling of social media messages is an ineffective strategy to down-regulate emotions but could be used to support and strengthen positive emotions.
Mirja Ilves, Aleksi H. Syrjämäki, Thomas Olsson 0002, Joel Kiskola, Poika Isokoski, Anna Rantasila, Gary Bente, Veikko Surakka
Behav. Inf. Technol.7
2019 Technologies for Social Augmentations in User-Embodied Virtual Reality
abstract
Technologies for Virtual, Mixed, and Augmented Reality (VR, MR, and AR) allow to artificially augment social interactions and thus to go beyond what is possible in real life. Motivations for the use of social augmentations are manifold, for example, to synthesize behavior when sensory input is missing, to provide additional affordances in shared environments, or to support inclusion and training of individuals with social communication disorders. We review and categorize augmentation approaches and propose a software architecture based on four data layers. Three components further handle the status analysis, the modification, and the blending of behaviors. We present a prototype (injectX) that supports behavior tracking (body motion, eye gaze, and facial expressions from the lower face), status analysis, decision-making, augmentation, and behavior blending in immersive interactions. Along with a critical reflection, we consider further technical and ethical aspects.
Daniel Roth 0001, Gary Bente, Peter Kullmann, David Mal, Christian Felix Purps, Kai Vogeley, Marc Erich Latoschik
VRST2
2018 Virtual Character Facial Expressions Influence Human Brain and Facial EMG Activity in a Decision-Making Game
abstract
We examined the effects of the emotional facial expressions of a virtual character (VC) on human frontal electroencephalographic (EEG) asymmetry (putatively indexing approach/withdrawal motivation), facial electromyographic (EMG) activity (emotional expressions), and social decision making (cooperation/defection). In a within-subjects design, the participants played the Iterated Prisoner's Dilemma game with VCs with different dynamic facial expressions (predefined or dependent on the participant's electrodermal and facial EMG activity). In general, VC facial expressions elicited congruent facial muscle activity. However, both frontal EEG asymmetry and facial EMG activity elicited by an angry VC facial expression varied as a function of preceding interactional events (human collaboration/defection). Pre-decision inner emotional-motivational processes and emotional facial expressions were dissociated, suggesting that human goals influence pre-decision frontal asymmetry, whereas display rules may affect (pre-decision) emotional expressions in human-VC interaction. An angry VC facial expression, high pre-decision corrugator EMG activity, and relatively greater left frontal activation predicted the participant's decision to defect. Both post-decision frontal asymmetry and facial EMG activity were related to reciprocal cooperation. The results suggest that the justifiability of VC emotional expressions and the perceived fairness of VC actions influence human emotional responses.
Niklas Ravaja, Gary Bente, Jari Kätsyri, Mikko Salminen, Tapio Takala
IEEE Trans. Affect. Comput.2
2017 Socially immersive avatar-based communication
abstract
In this paper, we present SIAM-C, an avatar-mediated communication platform to study socially immersive interaction in virtual environments. The proposed system is capable of tracking, transmitting, representing body motion, facial expressions, and voice via virtual avatars and inherits the transmission of human behaviors that are available in real-life social interactions. Users are immersed using active stereoscopic rendering projected onto a life-size projection plane, utilizing the concept of “fish tank” virtual reality (VR). Our prototype connects two separate rooms and allows for socially immersive avatar-mediated communication in VR.
Daniel Roth 0001, Kristoffer Waldow, Marc Erich Latoschik, Arnulph Fuhrmann, Gary Bente
VR5
2016 FaceBo: Real-time face and body tracking for faithful avatar synthesis
abstract
This paper introduces a low-cost framework capable of combining both real-time markerless face and body tracking for faithful avatar embodiment in Virtual Reality (VR). We discuss suitable hardware and software solutions and present a first prototype. This work lays the technological basis for further research on the importance of the appearance and behavioral realism of avatars, e.g., for the illusion of virtual body ownership, for social interactions in VR, as well as for VR entertainment applications (immersive games or movies).
Jean-Luc Lugrin, David Zilch, Daniel Roth 0001, Gary Bente, Marc Erich Latoschik
VR4
2016 A simplified inverse kinematic approach for embodied VR applications
abstract
In this paper, we compare a full body marker set with a reduced rigid body marker set supported by inverse kinematics. We measured system latency, illusion of virtual body ownership, and task load in an applied scenario for inducing acrophobia. While not showing a significant change in body ownership or task performance, results do show that latency and task load are reduced when using the rigid body inverse kinematics solution. The approach therefore has the potential to improve virtual reality experiences.
Daniel Roth 0001, Jean-Luc Lugrin, Julia Buser, Gary Bente, Arnulph Fuhrmann, Marc Erich Latoschik
VR4
2016 Avatar realism and social interaction quality in virtual reality
abstract
In this paper, we describe an experimental method to investigate the effects of reduced social information and behavioral channels in immersive virtual environments with full-body avatar embodiment. We compared physical-based and verbal-based social interactions in real world (RW) and virtual reality (VR). Participants were represented by abstract avatars that did not display gaze, facial expressions or social cues from appearance. Our results show significant differences in terms of presence and physical performance. However, differences in effectiveness in the verbal task were not present. Participants appear to efficiently compensate for missing social and behavioral cues by shifting their attentions to other behavioral channels.
Daniel Roth 0001, Jean-Luc Lugrin, Dmitri Galakhov, Arvid Hofmann, Gary Bente, Marc Erich Latoschik, Arnulph Fuhrmann
VR5
2016 SIAMC: a socially immersive avatar mediated communication platform
abstract
In this paper, we present a avatar-mediated communication platform for socially immersive interaction in virtual reality (VR). Our approach is based on the combination of body tracking, facial expression tracking and "fishtank" VR. Our prototype enables two remote users to communicate via avatars.
Daniel Roth 0001, Kristoffer Waldow, Felix Stetter, Gary Bente, Marc Erich Latoschik, Arnulph Fuhrmann
VRST4
2014 Neural Correlates of "Social Gaze" Processing in High Functioning Autism Under Systematic Variation of Gaze Duration
Alexandra Livia Georgescu, Bojana Kuzmanovic, Leonhard Schilbach, Rebecca Kulbida, Ralf Tepest, Gary Bente, Kai Vogeley
CogSci6
2013 Neural Correlates of Perceiving Dyadic Social Interactions
Alexandra Livia Georgescu, Bojana Kuzmanovic, Natacha S. Santos, Ralf Tepest, Gary Bente, Marc Tittgemeyer, Kai Vogeley
CogSci5
2013 Influence of Ethnic Group-Membership and Gaze Direction on Emotion perception. An fMRI study
Katharina Krämer, Gary Bente, Iva Barisic, Bojana Kuzmanovic, Kai Vogeley
CogSci2
2013 Social Cognition, Culture and the Self. An interdisciplinary investigation
Albert Newen, Gary Bente, Shinobu Kitayama, Shihui Han, Kai Vogeley
CogSci2
2013 Are you human? The engagement in real-time social interactions recruits the reward system
Ulrich J. Pfeiffer, Leonhard Schilbach, Bert Timmermans, Bojana Kuzmanovic, Alexandra Livia Georgescu, Gary Bente, Kai Vogeley
CogSci6
2012 To buy or not to buy: Influence of seller photos and reputation on buyer trust and purchase behavior
abstract
Reputation scores and seller photos are regarded as two types of signals promoting trust in e-commerce. Little is known about their differential impact when co-occurring in online transactions. Using a computer-mediated trust game, the current study combined three photo conditions (trustworthy, untrustworthy and no seller photo) with three reputation conditions (positive, negative and no seller reputation) in a 3×3 within-subject design. Buyers' ratings of trust and number of purchases served as dependent variables. Significant main effects were found for reputation scores and photos on both dependent variables and there was no interaction effect. Trustworthy photos and positive reputation contributed towards buyers' trust and higher purchase rates. Surprisingly, neither untrustworthy photos nor negative reputation performed worse than missing information. On the contrary, completely missing information (no reputation, no photo) led to distrust and differed significantly from completely negative information (low reputation, untrustworthy photo), which resulted in a neutral trust level. Overall, the data suggest that not only does positive information increase trust, but mere uncertainty reduction regarding a seller can also contribute towards trust in online transactions.
Gary Bente, Odile Baptist, Haug Leuschner
Int. J. Hum. Comput. Stud.1
2010 "Artificial humans": Psychology and neuroscience perspectives on embodiment and nonverbal communication
Kai Vogeley, Gary Bente
Neural Networks2