Virtual Characters

Virtual characters are computer-generated figures that simulate human or animal appearance, movement, speech, and social behavior, making them useful models for studying how people perceive and respond to agents. They operate through programmed rules, animation, speech synthesis, and artificial intelligence that coordinate sensory cues such as facial expressions, gaze, posture, and timing. In neuroscience, researchers use virtual characters in virtual reality and behavioral experiments to investigate social perception, attention, emotion processing, decision-making, and brain responses to simulated agents. Their precise, repeatable behavior supports controlled comparisons and may improve studies of social cognition, communication, neurodevelopment, and interactions between humans and intelligent systems.

Virtual Characters - Related Videos

Education

JoVE Core - Chemistry

Bond Polarity, Dipole Moment, and Percent Ionic Character

0 Views •

2020

Bond Polarity The absolute value of the difference in electronegativity (ΔEN) of two bonded atoms provides a rough measure of the polarity to be expected in the bond and, thus, the bond type. When the difference is very small or zero, the bond is covalent and nonpolar. When it is large, the bond is polar covalent or ionic. The absolute values of the electronegativity differences between the atoms in the bonds H–H, H–Cl, and Na–Cl are 0 (nonpolar), 0.9 (polar covalent), and 2.1 (ionic),...

Research

JoVE Journal - Neuroscience

Brain Imaging Investigation of the Neural Correlates of Observing Virtual Social Interactions

0 Views •

Cited by 10 •

2011

This article demonstrates an experimental design in which whole-body animated characters are used in conjunction with functional magnetic resonance imaging (fMRI) to investigate the neural correlates of observing virtual social interactions.

Virtual Work

0 Views •

2023

The principle of virtual work states that if a body is in static and dynamic equilibrium, then the sum of all the virtual work done by all external forces and couple moments for any given virtual displacement must be zero. In static equilibrium, a body can experience an imaginary or virtual movement, such as displacement or rotation. The virtual work done by a force is equal to the dot product of force and virtual displacement in the direction of the force. When it comes to virtually rotating a...

Research

JoVE Journal - Biology
Free Sample

The use of Biofeedback in Clinical Virtual Reality: The INTREPID Project

0 Views •

Cited by 48 •

2009

The Project on Virtual Reality Intelligent Multi-sensor System for the Treatment of Anxiety-related Disorders (INTREPID) is aimed at developing a multi-sensor context-aware virtual reality system for the treatment of anxiety-related disorders.

Using a Virtual Store As a Research Tool to Investigate Consumer In-store Behavior

0 Views •

Cited by 10 •

2017

This paper describes the use of a desktop virtual store to create virtual shopping environments to investigate in-store consumer behavior. A description of the protocol to build and run experiments, example results from an experiment concerning store layout, and important considerations when conducting virtual store experiments are presented.

View All Results

FAQs

Related Topics