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Dive into the research topics where Xueni Pan is active.

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Featured researches published by Xueni Pan.


eurographics | 2006

Building Expression into Virtual Characters

Vinoba Vinayagamoorthy; Marco Gillies; Anthony Steed; Emmanuel Tanguy; Xueni Pan; Celine Loscos; Mel Slater

Virtual characters are an important part of many 3D graphical simulations. In entertainment or training applications, virtual characters might be one of the main mechanisms for creating and developing content and scenarios. In such applications the user may need to interact with a number of different characters that need to invoke specific responses in the user, so that the user interprets the scenario in the way that the designer intended. Whilst representations of virtual characters have come a long way in recent years, interactive virtual characters tend to be a bit “wooden” with respect to their perceived behaviour. In this STAR we give an overview of work on expressive virtual characters. In particular, we assume that a virtual character representation is already available, and we describe a variety of models and methods that are used to give the characters more “depth” so that they are less wooden and more plausible. We cover models of individual characters’ emotion and personality, models of interpersonal behaviour and methods for generating expression.


PLOS ONE | 2012

Socially anxious and confident men interact with a forward virtual woman: an experimental study.

Xueni Pan; Marco Gillies; Chris Barker; David M. Clark; Mel Slater

Background Male volunteers entered an immersive virtual reality that depicted a party, where they were approached by a lone virtual woman who initiated a conversation. The goal was to study how socially anxious and socially confident men would react to this event. Interest focused on whether the socially anxious participants would exhibit sustained anxiety during the conversation or whether this would diminish over time, and differ from the responses of the more socially confident men. Methodology The scenario was a party with five virtual characters, four sitting at a distance from the participant and talking amongst themselves and one lone woman standing closer. The woman approached the participant, introduced herself and initiated a conversation that was first about mundane matters and then became more personal and intimate. Participants were men who were either relatively socially confident (18) or socially anxious in their relationships with women (18). A second experimental factor was whether or not the other four characters occasionally looked towards the participant. There was a post-trial questionnaire about social anxiety in relation to the experience, and skin conductance and ECG physiological measures were recorded. Our expectation was that the socially anxious participants would show greater anxiety throughout. Conclusions Compared to baseline readings both socially confident and socially anxious groups on average showed signs of significantly increased stress at the initial approach of the virtual woman. The stress then diminished once the conversation entered into the mundane phase and then did not significantly change. Comparing pre- and post-questionnaire anxiety scores there was no change for the more confident participants but a significant decrease in average score amongst the anxious group. The methodology of placing socially anxious participants in a virtual reality where they can gain experience of how to act in a stressful situation promises a novel way forward for treating social anxiety.


Frontiers in Psychology | 2014

A method for generating an illusion of backwards time travel using immersive virtual reality—an exploratory study

Doron Friedman; Rodrigo Pizarro; Keren Or-Berkers; Solène Neyret; Xueni Pan; Mel Slater

We introduce a new method, based on immersive virtual reality (IVR), to give people the illusion of having traveled backwards through time to relive a sequence of events in which they can intervene and change history. The participant had played an important part in events with a tragic outcome—deaths of strangers—by having to choose between saving 5 people or 1. We consider whether the ability to go back through time, and intervene, to possibly avoid all deaths, has an impact on how the participant views such moral dilemmas, and also whether this experience leads to a re-evaluation of past unfortunate events in their own lives. We carried out an exploratory study where in the “Time Travel” condition 16 participants relived these events three times, seeing incarnations of their past selves carrying out the actions that they had previously carried out. In a “Repetition” condition another 16 participants replayed the same situation three times, without any notion of time travel. Our results suggest that those in the Time Travel condition did achieve an illusion of “time travel” provided that they also experienced an illusion of presence in the virtual environment, body ownership, and agency over the virtual body that substituted their own. Time travel produced an increase in guilt feelings about the events that had occurred, and an increase in support of utilitarian behavior as the solution to the moral dilemma. Time travel also produced an increase in implicit morality as judged by an implicit association test. The time travel illusion was associated with a reduction of regret associated with bad decisions in their own lives. The results show that when participants have a third action that they can take to solve the moral dilemma (that does not immediately involve choosing between the 1 and the 5) then they tend to take this option, even though it is useless in solving the dilemma, and actually results in the deaths of a greater number.


Psychological Medicine | 2014

Atypical interference effect of action observation in autism spectrum conditions

Jennifer Cook; David Swapp; Xueni Pan; Nadia Bianchi-Berthouze; Sarah-Jayne Blakemore

Background Observing incongruent actions interferes with ongoing action execution. This ‘interference effect’ is larger for observed biological actions than for non-biological actions. The current study used virtual reality to investigate the biological specificity of interference effects of action observation in autism spectrum conditions (ASC). Method High-functioning adults with ASC and age- and IQ-matched healthy controls performed horizontal sinusoidal arm movements whilst observing arm movements conducted by a virtual reality agent with either human or robot form, which moved with either biological motion or at a constant velocity. In another condition, participants made the same arm movements while observing a real human. Observed arm movements were either congruent or incongruent with executed arm movements. An interference effect was calculated as the average variance in the incongruent action dimension during observation of incongruent compared with congruent movements. Results Control participants exhibited an interference effect when observing real human and virtual human agent incongruent movements but not when observing virtual robot agent movements. Individuals with ASC differed from controls in that they showed no interference effects for real human, virtual human or virtual robot movements. Conclusions The current study demonstrates atypical interference effects in ASC.


intelligent virtual agents | 2008

Male Bodily Responses during an Interaction with a Virtual Woman

Xueni Pan; Marco Gillies; Mel Slater

This work presents the analysis of the body movement of male participants, while talking with a life-size virtual woman in a virtual social encounter within a CAVE-like system. We consider independent and explanatory variables including whether the participant is the centre of attention in the scenario, whether the participant is shy or confident, and his relationship status. We also examine whether this interaction between the participant and the virtual character changes as the conversation progresses. The results show that the participants tend to have different hand movements, head movements, and posture depending on these conditions. This research therefore provides strong evidence for using body movement as a systematic method to assess the responses of people within a virtual environment, especially when the participant interacts with a virtual character. These results also point the way towards the application of this technology to the treatment of social phobic males.


PLOS ONE | 2016

The Responses of Medical General Practitioners to Unreasonable Patient Demand for Antibiotics - A Study of Medical Ethics Using Immersive Virtual Reality

Xueni Pan; Mel Slater; Alejandro Beacco; Xavi Navarro; Anna I. Bellido Rivas; David Swapp; Joanna Hale; Paul A. G. Forbes; Catrina Denvir; Antonia F. de C. Hamilton; Sylvie Delacroix

Background Dealing with insistent patient demand for antibiotics is an all too common part of a General Practitioner’s daily routine. This study explores the extent to which portable Immersive Virtual Reality technology can help us gain an accurate understanding of the factors that influence a doctor’s response to the ethical challenge underlying such tenacious requests for antibiotics (given the threat posed by growing anti-bacterial resistance worldwide). It also considers the potential of such technology to train doctors to face such dilemmas. Experiment Twelve experienced GPs and nine trainees were confronted with an increasingly angry demand by a woman to prescribe antibiotics to her mother in the face of inconclusive evidence that such antibiotic prescription is necessary. The daughter and mother were virtual characters displayed in immersive virtual reality. The specific purposes of the study were twofold: first, whether experienced GPs would be more resistant to patient demands than the trainees, and second, to investigate whether medical doctors would take the virtual situation seriously. Results Eight out of the 9 trainees prescribed the antibiotics, whereas 7 out of the 12 GPs did so. On the basis of a Bayesian analysis, these results yield reasonable statistical evidence in favor of the notion that experienced GPs are more likely to withstand the pressure to prescribe antibiotics than trainee doctors, thus answering our first question positively. As for the second question, a post experience questionnaire assessing the participants’ level of presence (together with participants’ feedback and body language) suggested that overall participants did tend towards the illusion of being in the consultation room depicted in the virtual reality and that the virtual consultation taking place was really happening.


Journal of Autism and Developmental Disorders | 2016

Reduced Mimicry to Virtual Reality Avatars in Autism Spectrum Disorder

Paul A. G. Forbes; Xueni Pan; Antonia F. de C. Hamilton

Mimicry involves unconsciously copying the actions of others. Increasing evidence suggests that autistic people can copy the goal of an observed action but show differences in their mimicry. We investigated mimicry in autism spectrum disorder (ASD) within a two-dimensional virtual reality environment. Participants played an imitation game with a socially engaged avatar and socially disengaged avatar. Despite being told only to copy the goal of the observed action, autistic participants and matched neurotypical participants mimicked the kinematics of the avatars’ movements. However, autistic participants mimicked less. Social engagement did not modulate mimicry in either group. The results demonstrate the feasibility of using virtual reality to induce mimicry and suggest mimicry differences in ASD may also occur when interacting with avatars.


Frontiers in Psychology | 2015

Automatic imitation in a rich social context with virtual characters

Xueni Pan; Antonia F. de C. Hamilton

It has been well established that people respond faster when they perform an action that is congruent with an observed action than when they respond with an incongruent action. Here we propose a new method of using interactive Virtual Characters (VCs) to test if social congruency effects can be obtained in a richer social context with sequential hand-arm actions. Two separate experiments were conducted, exploring if it is feasible to measure spatial congruency (Experiment 1) and anatomical congruency (Experiment 2) in response to a VC, compared to the same action sequence indicated by three virtual balls. In Experiment 1, we found a robust spatial congruency effect for both VC and virtual balls, modulated by a social facilitation effect for participants who felt the VC was human. In Experiment 2 which allowed for anatomical congruency, a form by congruency interaction provided evidence that participants automatically imitate the actions of the VC but do not imitate the balls. Our method and results build a bridge between studies using minimal stimuli in automatic interaction and studies of mimicry in a rich social interaction, and open new research venue for future research in the area of automatic imitation with a more ecologically valid social interaction.


intelligent virtual agents | 2008

Piavca: A Framework for Heterogeneous Interactions with Virtual Characters

Marco Gillies; Xueni Pan; Mel Slater

This paper presents a virtual character animation system for real time multi-modal interaction, which can handle many different styles of interaction and animation simultaneously. Our system is based on a model of animation that represents different types of animations as instantiations of an abstract function representation. This makes it easy to combine different types of animation and encourages the creation of behavior out of basic building blocks.


Frontiers in Robotics and AI | 2015

Virtual Character Personality Influences Participant Attitudes and Behavior - An Interview with a Virtual Human Character about Her Social Anxiety

Xueni Pan; Marco Gillies; Mel Slater

We introduce a novel technique for the study of human-virtual character interaction in immersive virtual reality. The human participants verbally administered a standard questionnaire about social anxiety to a virtual female character, that responded to each question through speech and body movements. The purpose was to study the extent to which participants responded differently to characters that exhibited different personalities, even though the verbal content of their answers was always the same. A separate online study provided evidence that our intention to create two different personality types had been successful. In the main between-groups experiment that utilized a Cave system there were 24 male participants, where 12 interacted with a female virtual character portrayed to exhibit shyness and the remaining 12 with an identical but more confident virtual character. Our results indicate that although the content of the verbal responses of both virtual characters was the same, participants showed different subjective and behavioral responses to the two different personalities. In particular participants evaluated the shy character more positively, for example, expressing willingness to spend more time with her. Participants evaluated the confident character more negatively and waited for a significantly longer time to call her back after she had left the scene in order to answer a telephone call. The method whereby participants interviewed the virtual character allowed naturalistic conversation while avoiding the necessity of speech processing and generation, and natural language understanding. It is therefore a useful method for the study of the impact of virtual character personality on participant responses.

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Mel Slater

University of Barcelona

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Anthony Steed

University College London

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David Swapp

University College London

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Joanna Hale

University College London

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