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Abstract

In future omnipresent Augmented Reality (AR), virtual creatures (humans and pets) will play an important role, not so much as task-oriented individuals, but as friends and companions with whom we can walk and chat when we want to. A companion can also suggest physical activity, motivate healthy eating behavior, or help in reminding taking medication. We survey existing approaches to introduce virtual humans and pets in AR. We indicate shortcomings and mention research approaches to deal with them. We conclude with a few observations on some aspects of AR-specific situational awareness of (multisensorial) virtual humans and pets that must reflect in their behavior to be believable.

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Notes

  1. 1.

    https://www.youtube.com/watch?v=-PzeWxtOGzQ.

  2. 2.

    https://www.magicleap.com/en-us/news/op-ed/i-am-mica.

  3. 3.

    In a Wizard of Oz experiment subjects believe that they interact with a computer system when in reality the interaction is mainly done with an invisible experimenter. In this way it can be examined how people will act in a setting that has not yet been realized with a computer.

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Nijholt, A. (2022). Towards Social Companions in Augmented Reality: Vision and Challenges. In: Streitz, N.A., Konomi, S. (eds) Distributed, Ambient and Pervasive Interactions. Smart Living, Learning, Well-being and Health, Art and Creativity. HCII 2022. Lecture Notes in Computer Science, vol 13326. Springer, Cham. https://doi.org/10.1007/978-3-031-05431-0_21

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  • DOI: https://doi.org/10.1007/978-3-031-05431-0_21

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