Authored

7 records found

Negotiating serves as an essential skill in our daily life, however, it is quite challenging to negotiate well. Various negotiation training systems have been developed to solve this problem and improve people's performance in negotiation. Nevertheless, these systems mainly focus ...
Virtual cognitions (VCs) are a stream of simulated thoughts people hear while emerged in a virtual environment, e.g. by hearing a simulated inner voice presented as a voice over. They can enhance people's self-efficacy and knowledge about, for example, social interactions as prev ...
When preparing for a public speech, practicing with an audience is suggested to be effective in enhancing speech performance. However, it is often impractical to organize an audience to practice a presentation. Virtual reality can provide a solution, i.e., practicing with a virtu ...
Social skills are often an integral part of functioning in modern society, and therefore, in the past decades, social skills training has received considerable research attraction. Various physical and digital approaches have been developed to improve people’s performance in soci ...
A number of negotiation training systems have been developed to improve people’s performance in negotiation. They mainly focus on the skills development, and less on negotiation understanding and improving self-efficacy. We propose a virtual reality negotiation training system th ...
A number of negotiation training systems have been developed to improve people’s performance in negotiation. They mainly focus on the skills development, and less on negotiation understanding and improving self-efficacy. We propose a virtual reality negotiation training system th ...
Effective psychological interventions for anxiety disorders often include exposure to fearful situations. However, individuals with low self-efficacy may find such exposure too overwhelming. We created a vicarious experience in virtual reality, which enables observation of one’s ...

Contributed

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Making virtual characters seem sentient is the main goal of the study of believable virtual characters. Unbelievable behaviour, especially eye gaze behaviour, could make the whole virtual character seem less believable. In human-human social interactions eye gaze is used to inter ...