Elena Kokkinara

Elena Kokkinara
Trinity College Dublin | TCD · School of Computer Science and Statistics

Phd

About

16
Publications
3,652
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
578
Citations
Additional affiliations
October 2014 - October 2014
University College London
Position
  • Research Assistant
April 2014 - June 2014
University of Porto
Position
  • Research Assistant
February 2014 - February 2014
Max Planck Institute for Biological Cybernetics
Position
  • Research Assistant
Education
October 2011 - February 2015
University of Barcelona
Field of study
  • Virtual Reality- Cognitive Science
October 2009 - September 2010
University College London
Field of study
  • Computer Graphics, Vision and Imaging
October 2003 - February 2008
Athens University of Economics and Business
Field of study
  • Computer Science

Publications

Publications (16)
Article
Full-text available
Virtual characters that appear almost photo-realistic have been shown to induce negative responses from viewers in traditional media, such as film and video games. This effect, described as the uncanny valley, is the reason why realism is often avoided when the aim is to create an appealing virtual character. In Virtual Reality, there have been few...
Article
Full-text available
With the development of increasingly sophisticated computer graphics, there is a continuous growth of the variety and originality of virtual characters used in movies and games. So far, however, their design has mostly been led by the artist’s preferences, not by perceptual studies. In this article, we explored how effective non-player character de...
Conference Paper
Full-text available
In recent years, there has been much research and media attention devoted to investigating virtual reality environments. In this paper, we are investigating if there are differences in how characters are perceived in immersive virtual reality as opposed to more common, screen-based environments. We were particularly interested if the spatial and im...
Article
Full-text available
Whether a visual stimulus seems near or far away depends partly on its vertical elevation. Contrasting theories suggest either that perception of distance could vary with elevation, because of memory of previous upwards efforts in climbing to overcome gravity, or because of fear of falling associated with the downwards direction. The vestibular sys...
Conference Paper
Studies in the field of social psychology have shown evidence that the dimensions of human facial features can directly impact the perception of personality of that human. Traits such as aggressiveness, trustworthiness and dominance have been directly correlated with facial features. If the same correlations were true for virtual faces, this could...
Article
Full-text available
Agency, the attribution of authorship to an action of our body, requires the intention to carry out the action, and subsequently a match between its predicted and actual sensory consequences. However, illusory agency can be generated through priming of the action together with perception of bodily action, even when there has been no actual correspo...
Conference Paper
Appearance and animation realism of virtual characters in games, movies or other VR applications has been shown to affect audiences levels of acceptance and engagement with these characters. However, when a virtual character is representing us in VR setup, the level of engagement might also depend on the levels of perceived ownership and sense of c...
Article
Full-text available
We easily adapt to changes in the environment that involve cross-sensory discrepancies (e.g., between vision and proprioception). Adaptation can lead to changes in motor commands so that the experienced sensory consequences are appropriate for the new environment (e.g., we program a movement differently while wearing prisms that shift our visual sp...
Conference Paper
Full-text available
The International Air Transport Association forecasts that there will be at least a 30% increase in passenger demand for flights over the next five years. In these circumstances the aircraft industry is looking for new ways to keep passengers occupied, entertained and healthy, and one of the methods under consideration is immersive virtual reality....
Article
Previous studies have examined the experience of owning a virtual surrogate body or body part through specific combinations of cross-modal multisensory stimulation. Both visuomotor (VM) and visuotactile (VT) synchronous stimulation have been shown to be important for inducing a body ownership illusion, each tested separately or both in combination....
Conference Paper
Full-text available
Our vision is that regardless of future variations in the interior of airplane cabins, we can utilize ever-advancing state-of-the-art virtual and mixed reality technologies with the latest research in neuroscience and psychology to achieve high levels of comfort for passengers. Current surveys on passenger's experience during air travel reveal that...
Article
Autonomous virtual characters (AVCs) are becoming more prevalent both for real-time interaction and also as digital actors in film and TV production. AVCs require believable virtual human animations, accompanied by natural attention generation, and thus the software that controls the AVCs needs to model when and how to interact with the objects and...

Network

Cited By