AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2025
Li, H.; Wang, Z.; Liang, W.; Wang, Y.
X’s Day: Personality-Driven Virtual Human Behavior Generation Journal Article
In: IEEE Transactions on Visualization and Computer Graphics, vol. 31, no. 5, pp. 3514–3524, 2025, ISSN: 10772626 (ISSN).
Abstract | Links | BibTeX | Tags: adult, Augmented Reality, Behavior Generation, Chatbots, Computer graphics, computer interface, Contextual Scene, female, human, Human behaviors, Humans, Long-term behavior, male, Novel task, Personality, Personality traits, Personality-driven Behavior, physiology, Social behavior, User-Computer Interface, Users' experiences, Virtual agent, Virtual environments, Virtual humans, Virtual Reality, Young Adult
@article{li_xs_2025,
title = {X’s Day: Personality-Driven Virtual Human Behavior Generation},
author = {H. Li and Z. Wang and W. Liang and Y. Wang},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105003864932&doi=10.1109%2fTVCG.2025.3549574&partnerID=40&md5=a865bbd2b0fa964a4f0f4190955dc787},
doi = {10.1109/TVCG.2025.3549574},
issn = {10772626 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {IEEE Transactions on Visualization and Computer Graphics},
volume = {31},
number = {5},
pages = {3514–3524},
abstract = {Developing convincing and realistic virtual human behavior is essential for enhancing user experiences in virtual reality (VR) and augmented reality (AR) settings. This paper introduces a novel task focused on generating long-term behaviors for virtual agents, guided by specific personality traits and contextual elements within 3D environments. We present a comprehensive framework capable of autonomously producing daily activities autoregressively. By modeling the intricate connections between personality characteristics and observable activities, we establish a hierarchical structure of Needs, Task, and Activity levels. Integrating a Behavior Planner and a World State module allows for the dynamic sampling of behaviors using large language models (LLMs), ensuring that generated activities remain relevant and responsive to environmental changes. Extensive experiments validate the effectiveness and adaptability of our approach across diverse scenarios. This research makes a significant contribution to the field by establishing a new paradigm for personalized and context-aware interactions with virtual humans, ultimately enhancing user engagement in immersive applications. Our project website is at: https://behavior.agent-x.cn/. © 2025 IEEE. All rights reserved,},
keywords = {adult, Augmented Reality, Behavior Generation, Chatbots, Computer graphics, computer interface, Contextual Scene, female, human, Human behaviors, Humans, Long-term behavior, male, Novel task, Personality, Personality traits, Personality-driven Behavior, physiology, Social behavior, User-Computer Interface, Users' experiences, Virtual agent, Virtual environments, Virtual humans, Virtual Reality, Young Adult},
pubstate = {published},
tppubtype = {article}
}
Guo, P.; Zhang, Q.; Tian, C.; Xue, W.; Feng, X.
Digital Human Techniques for Education Reform Proceedings Article
In: ICETM - Proc. Int. Conf. Educ. Technol. Manag., pp. 173–178, Association for Computing Machinery, Inc, 2025, ISBN: 979-840071746-8 (ISBN).
Abstract | Links | BibTeX | Tags: Augmented Reality, Contrastive Learning, Digital elevation model, Digital human technique, Digital Human Techniques, Digital humans, Education Reform, Education reforms, Educational Technology, Express emotions, Federated learning, Human behaviors, Human form models, Human techniques, Immersive, Innovative technology, Modeling languages, Natural language processing systems, Teachers', Teaching, Virtual environments, Virtual humans
@inproceedings{guo_digital_2025,
title = {Digital Human Techniques for Education Reform},
author = {P. Guo and Q. Zhang and C. Tian and W. Xue and X. Feng},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105001671326&doi=10.1145%2f3711403.3711428&partnerID=40&md5=dd96647315af9409d119f68f9cf4e980},
doi = {10.1145/3711403.3711428},
isbn = {979-840071746-8 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {ICETM - Proc. Int. Conf. Educ. Technol. Manag.},
pages = {173–178},
publisher = {Association for Computing Machinery, Inc},
abstract = {The rapid evolution of artificial intelligence, big data, and generative AI models has ushered in significant transformations across various sectors, including education. Digital Human Technique, an innovative technology grounded in advanced computer science and artificial intelligence, is reshaping educational paradigms by enabling virtual humans to simulate human behavior, express emotions, and interact with users. This paper explores the application of Digital Human Technique in education reform, focusing on creating immersive, intelligent classroom experiences that foster meaningful interactions between teachers and students. We define Digital Human Technique and delve into its key technical components such as character modeling and rendering, natural language processing, computer vision, and augmented reality technologies. Our methodology involves analyzing the role of educational digital humans created through these technologies, assessing their impact on educational processes, and examining various application scenarios in educational reform. Results indicate that Digital Human Technique significantly enhances the learning experience by enabling personalized teaching, increasing engagement, and fostering emotional connections. Educational digital humans serve as virtual teachers, interactive learning aids, and facilitators of emotional interaction, effectively addressing the challenges of traditional educational methods. They also promote a deeper understanding of complex concepts through simulated environments and interactive digital content. © 2024 Copyright held by the owner/author(s).},
keywords = {Augmented Reality, Contrastive Learning, Digital elevation model, Digital human technique, Digital Human Techniques, Digital humans, Education Reform, Education reforms, Educational Technology, Express emotions, Federated learning, Human behaviors, Human form models, Human techniques, Immersive, Innovative technology, Modeling languages, Natural language processing systems, Teachers', Teaching, Virtual environments, Virtual humans},
pubstate = {published},
tppubtype = {inproceedings}
}
2024
Gaudi, T.; Kapralos, B.; Quevedo, A.
Structural and Functional Fidelity of Virtual Humans in Immersive Virtual Learning Environments Proceedings Article
In: IEEE Gaming, Entertain., Media Conf., GEM, Institute of Electrical and Electronics Engineers Inc., 2024, ISBN: 979-835037453-7 (ISBN).
Abstract | Links | BibTeX | Tags: 3D modeling, Computer aided instruction, Digital representations, E-Learning, Engagement, fidelity, Immersive, Immersive virtual learning environment, Serious game, Serious games, Three dimensional computer graphics, Virtual character, virtual human, Virtual humans, Virtual instructors, Virtual learning environments, Virtual Reality, virtual simulation, Virtual simulations
@inproceedings{gaudi_structural_2024,
title = {Structural and Functional Fidelity of Virtual Humans in Immersive Virtual Learning Environments},
author = {T. Gaudi and B. Kapralos and A. Quevedo},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85199517136&doi=10.1109%2fGEM61861.2024.10585535&partnerID=40&md5=bf271019e077b5e464bcd62b1b28312b},
doi = {10.1109/GEM61861.2024.10585535},
isbn = {979-835037453-7 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {IEEE Gaming, Entertain., Media Conf., GEM},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Central to many immersive virtual learning environments (iVLEs) are virtual humans, or characters that are digital representations, which can serve as virtual instructors to facilitate learning. Current technology is allowing the production of photo-realistic (high fidelity/highly realistic) avatars, whether using traditional approaches relying on 3D modeling, or modern tools leveraging generative AI and virtual character creation tools. However, fidelity (i.e., level of realism) is complex as it can be analyzed from various points of view referring to its structure, function, interactivity, and behavior among others. Given its relevance, fidelity can influence various aspects of iVLEs including engagement and ultimately learning outcomes. In this work-in-progress paper, we propose a study that will examine the effect of structural and functional fidelity of a virtual human assistant on engagement within a virtual simulation designed to teach the cognitive aspects (e.g., the steps of a procedure) of the heart auscultation procedure. © 2024 IEEE.},
keywords = {3D modeling, Computer aided instruction, Digital representations, E-Learning, Engagement, fidelity, Immersive, Immersive virtual learning environment, Serious game, Serious games, Three dimensional computer graphics, Virtual character, virtual human, Virtual humans, Virtual instructors, Virtual learning environments, Virtual Reality, virtual simulation, Virtual simulations},
pubstate = {published},
tppubtype = {inproceedings}
}
2023
Marín-Morales, J.; Llanes-Jurado, J.; Minissi, M. E.; Gómez-Zaragozá, L.; Altozano, A.; Alcaniz, M.
Gaze and Head Movement Patterns of Depressive Symptoms During Conversations with Emotional Virtual Humans Proceedings Article
In: Int. Conf. Affect. Comput. Intell. Interact., ACII, Institute of Electrical and Electronics Engineers Inc., 2023, ISBN: 979-835032743-4 (ISBN).
Abstract | Links | BibTeX | Tags: Biomarkers, Clustering, Clusterings, Computational Linguistics, Depressive disorder, Depressive symptom, E-Learning, Emotion elicitation, Eye movements, Gaze movements, K-means clustering, Language Model, Large language model, large language models, Learning systems, Mental health, Multivariant analysis, Signal processing, Statistical learning, virtual human, Virtual humans, Virtual Reality
@inproceedings{marin-morales_gaze_2023,
title = {Gaze and Head Movement Patterns of Depressive Symptoms During Conversations with Emotional Virtual Humans},
author = {J. Marín-Morales and J. Llanes-Jurado and M. E. Minissi and L. Gómez-Zaragozá and A. Altozano and M. Alcaniz},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85184656388&doi=10.1109%2fACII59096.2023.10388134&partnerID=40&md5=143cdd8530e17a7b64bdf88f3a0496ab},
doi = {10.1109/ACII59096.2023.10388134},
isbn = {979-835032743-4 (ISBN)},
year = {2023},
date = {2023-01-01},
booktitle = {Int. Conf. Affect. Comput. Intell. Interact., ACII},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Depressive symptoms involve dysfunctional social attitudes and heightened negative emotional states. Identifying biomarkers requires data collection in realistic environments that activate depression-specific phenomena. However, no previous research analysed biomarkers in combination with AI-powered conversational virtual humans (VH) for mental health assessment. This study aims to explore gaze and head movements patterns related to depressive symptoms during conversations with emotional VH. A total of 105 participants were evenly divided into a control group and a group of subjects with depressive symptoms (SDS). They completed six semi-guided conversations designed to evoke basic emotions. The VHs were developed using a cognitive-inspired framework, enabling real-time voice-based conversational interactions powered by a Large Language Model, and including emotional facial expressions and lip synchronization. They have embedded life-history, context, attitudes, emotions and motivations. Signal processing techniques were applied to obtain gaze and head movements features, and heatmaps were generated. Then, parametric and non-parametric statistical tests were applied to evaluate differences between groups. Additionally, a two-dimensional t-SNE embedding was created and combined with k-means clustering. Results indicate that SDS exhibited shorter blinks and longer saccades. The control group showed affiliative lateral head gyros and accelerations, while the SDS demonstrated stress-related back-and-forth movements. SDS also displayed the avoidance of eye contact. The exploratory multivariate statistical unsupervised learning achieved 72.3% accuracy. The present study analyse biomarkers in affective processes with multiple social contextual factors and information modalities in ecological environments, and enhances our understanding of gaze and head movements patterns in individuals with depressive symptoms, ultimately contributing to the development of more effective assessments and intervention strategies. © 2023 IEEE.},
keywords = {Biomarkers, Clustering, Clusterings, Computational Linguistics, Depressive disorder, Depressive symptom, E-Learning, Emotion elicitation, Eye movements, Gaze movements, K-means clustering, Language Model, Large language model, large language models, Learning systems, Mental health, Multivariant analysis, Signal processing, Statistical learning, virtual human, Virtual humans, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}