We investigated the role of a virtual companion and trait cheerfulness on the elicitation of amusement. Ninety participants watched funny films in four conditions: either alone, with a virtual companion laughing or verbally expressing amusement at fixed time points (pre-scripted), or additionally joining the participant's laughter (responsive...
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2015 (v1)PublicationUploaded on: March 27, 2023
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2014 (v1)Publication
This study investigated which features of AVATAR laughter are perceived threatening for individuals with a fear of being laughed at (gelotophobia), and individuals with no gelotophobia. Laughter samples were systematically varied (e.g., intensity, laughter pitch, and energy for the voice, intensity of facial actions of the face) in three...
Uploaded on: May 20, 2023 -
2014 (v1)Publication
This study investigated which features of AVATAR laughter are perceived threatening for individuals with a fear of being laughed at (gelotophobia), and individuals with no gelotophobia. Laughter samples were systematically varied (e.g., intensity, laughter pitch, and energy for the voice, intensity of facial actions of the face) in three...
Uploaded on: July 3, 2024 -
2014 (v1)Publication
Developing virtual characters with naturalistic game playing capabilities is an increasingly researched topic in Human-Computer Interaction. Possible roles for such characters include virtual teachers, personal care assistants, and companions for children. Laughter is an under-investigated emotional expression both in Human-Human and...
Uploaded on: March 27, 2023