@inproceedings{8b82b2c262584019ba9ccf3bc45ef288,
title = "Virtual reality, presence and social cognition: The effect of eye-gaze and narrativity on character engagement",
abstract = "We manipulated the way in which viewers engaged with an interactive virtual reality, Coffee without Words. Participants sit over coffee in a virtual caf{\'e}, opposite the protagonist and wait for their bus to be repaired. Participants are instructed to engage with the experience as though it was real or as an artefact (to appraise its design). We also manipulated eye-gaze behaviour where half of the participants experience interactive and natural eye-contact with the character, while the other half experience no eye contact. We explore effects of manipulation on self-reported presence. Our findings demonstrate no significant effects of character's eye-gaze behaviour on participant's feelings of presence or their perception of time. However, we report here that eye-gaze behaviours associated with higher levels of social cognition towards the character.",
keywords = "Character Engagement, Eye-Gaze, Narrativity, Presence, Social Cognition, Virtual Reality",
author = "Brendan Rooney and Colun Burke and Katalin Balint and Tess O'leary and Thomas Parsons and Lee, {Chi Tak} and Caroline Mantei",
year = "2018",
month = apr,
day = "24",
doi = "10.1109/VSMM.2017.8346272",
language = "English",
isbn = "9781538644935",
series = "Proceedings of the 2017 23rd International Conference on Virtual Systems and Multimedia, VSMM 2017",
publisher = "Institute of Electrical and Electronics Engineers Inc.",
pages = "1--6",
editor = "Alonzo Addison and Lizbeth Goodman and Alonzo Addison",
booktitle = "Proceedings of the 2017 23rd International Conference on Virtual Systems and Multimedia, VSMM 2017",
address = "United States",
note = "23rd International Conference on Virtual Systems and Multimedia, VSMM 2017 ; Conference date: 31-10-2017 Through 04-11-2017",
}