Search results for "Avatar"

showing 10 items of 31 documents

Adverse Childhood Experiences and Avatar Preferences in Online Games

2020

Abstract. This study investigates the relationship between adverse childhood experiences (ACEs), age, and sex with respect to their avatar preference in online games. The analyses comprise a subsample of n = 1817 adolescents and adults from 14 to 60 years within a representative German population-based study. Results indicate that 14 % of this sample uses avatars in online games, with significantly more males (22.6 %) than females (7.7 %) doing so. Persons with multiple ACEs (≥ 4) have a higher OR of 2.05 (95 % CI: 1.418–2.956) to use avatars in online games. Regarding avatar preference, females are more likely to play supporters than males, and males are more likely to choose damagers and…

05 social sciencesPoison controlHuman factors and ergonomics050801 communication & media studiesGeneral MedicineSuicide preventionOccupational safety and healthPreferencePsychiatry and Mental healthClinical Psychology0508 media and communicationsPediatrics Perinatology and Child HealthInjury prevention0501 psychology and cognitive sciencesAdverse Childhood ExperiencesPsychology050104 developmental & child psychologyClinical psychologyAvatarZeitschrift für Kinder- und Jugendpsychiatrie und Psychotherapie
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Body image avoidance affects interpersonal distance perception: A virtual environment experiment.

2019

OBJECTIVE Eating disorders have a considerable influence on social contacts. The avoidance towards the own body may result in the avoidance of others. Previous research has found a preference for larger interaction distances in individuals with eating disorders (ED) as compared to control participants (CG). We aimed to replicate these findings and to investigate whether the body weight of the interactant moderates the effect. METHOD We recruited a female sample with mixed ED subtypes (n = 21) and a female CG (n = 28). Participants were immersed in a virtual environment and engaged in a number of fictitious social interactions. They approached a virtual person until a comfortable distance fo…

Adult050103 clinical psychologyAdolescentmedia_common.quotation_subjectInterpersonal communicationDevelopmental psychologyFeeding and Eating Disorders03 medical and health sciencesYoung Adult0302 clinical medicinePerceptionmedicineBody ImageHumans0501 psychology and cognitive sciencesInterpersonal RelationsAvatarmedia_common05 social sciencesPerspective (graphical)Virtual Realitymedicine.diseasePreferenceDisgust030227 psychiatryPsychiatry and Mental healthClinical PsychologyEating disorders150 PsychologieCase-Control StudiesFemaleUnderweightmedicine.symptom150 PsychologyPsychologyEuropean eating disorders review : the journal of the Eating Disorders AssociationREFERENCES
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The shape of personal space.

2019

The notion of a personal space surrounding one's ego-center is time-honored. However, few attempts have been made to measure the shape of this space. With increasing use of virtual environments, the question has arisen if real-world aspects, such as gender-effects or the shape of personal space, translate to virtual setups. We conducted two experiments, one with real people matched according to body height and level of acquaintance in a large laboratory setting, and one where subjects faced a virtual character, likewise matched to their body height. The first experiment also used a mannequin in place of the second human observer. The second experiment additionally manipulated the perspectiv…

AdultMaleAdolescentBody heightmedia_common.quotation_subjectExperimental and Cognitive PsychologyInterpersonal communicationcomputer.software_genre050105 experimental psychologypsyc03 medical and health sciencesPersonal SpaceYoung Adult0302 clinical medicineSex FactorsArts and Humanities (miscellaneous)Personal spaceDevelopmental and Educational PsychologyHumans0501 psychology and cognitive sciencesConversationInterpersonal Relationsmedia_commonAvatarCommunication05 social sciencesSpace perceptionGeneral MedicineObserver (special relativity)Middle AgedVirtual machineSpace PerceptionFemalePsychologycomputer030217 neurology & neurosurgeryCognitive psychologyActa psychologica
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Avatar

2011

Avatar estetica
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How the physical similarity of avatars can influence the learning of emotion regulation strategies in teenagers

2015

Greater emotion regulation when observing a physically similar avatar.Greater frustration induction when observing a physically similar avatar.Greater physical identification with physically similar avatar.Significant change in brain when observing a physically similar avatar. The aim of this study is to evaluate the influence of the physical similarity of avatars with the user on emotion regulation strategy training. In this study twenty-four teenagers observed an avatar (either physically similar to the participant or neutral) that gets frustrated with his/her computer, after which he/she applies an emotion regulation strategy (slow breathing). The intensity of the emotional induction and…

AvatarsEXPRESION GRAFICA EN LA INGENIERIAComputingMilieux_PERSONALCOMPUTINGSense of presenceEmotions regulationStrategy trainingEmotional valenceMental healthTeenagersVirtual realityArousalHuman-Computer InteractionIdentification (information)Arts and Humanities (miscellaneous)Similarity (psychology)Avatars Virtual reality Emotions regulation TeenagersPsychologySocial psychologyGeneral PsychologyAvatar
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Manipulating Self-Avatar Body Dimensions in Virtual Worlds to Complement an Internet-Delivered Intervention to Increase Physical Activity in Overweig…

2020

Virtual reality has been found to be a useful tool for positively influencing relevant psychological variables in order to increase physical activity (PA), especially in the overweight population. This study investigates the use of avatars and their physical variations to extend the effectiveness of existing interventions to promote PA. The main objective is to analyze the influence of the avatars&rsquo

AvatarsHealth Toxicology and MutagenesisApplied psychologyPopulationPsychological interventionlcsh:Medicine030209 endocrinology & metabolismInterventionOverweightMetaverseArticleVirtual realityVirtual environmentsUser-Computer Interface03 medical and health sciences0302 clinical medicineIntervention (counseling)TEORIA DE LA SEÑAL Y COMUNICACIONESmedicineHumans030212 general & internal medicineeducationExerciseAvatarInterneteducation.field_of_studybusiness.industryPhysical activitylcsh:RPublic Health Environmental and Occupational HealthComputingMilieux_PERSONALCOMPUTINGINGENIERIA TELEMATICAOverweightAnxietyFemaleThe Internetmedicine.symptombusinessPsychology
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Encauzar al México bronco

2006

BisagraVidal-Beneyto JoséRegímenes políticosTransparenciaEstructura social fracturadaCiudadanía precariaNeutralidad judicialEleccionesPublicaciones: Obra periodística: Columnas y artículos de opiniónCiudadaníaResistencia civil pacíficaRegularidadConflictividadEstablishmentVoluntad ciudadanaMovilizaciónDemocraciaPoderTribunal ElectoralMéxicoAvatar electoralPOLÍTICAElectoradoSociedad mexicanaIzquierda políticaDerechos HumanosMarco político-institucionalÁrea latinoamericanaOaxacaPolitizaciónAlternancia de gobiernosManipulacionesInstitucionesPRD
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Touchless Interfaces For Public Displays

2016

Public displays have lately become ubiquitous thanks to the decreasing cost of such technology and public policies supporting the development of smart cities. Depending on form factor, those displays might use touchless gestural interfaces that therefore are becoming more often the subject of public and private research. In this paper, we focus on touchless interactions with situated public displays, and introduce a pilot study on comparing two interfaces: an interface based on the Microsoft Human Interface Guidelines (HIG), a de facto standard in the field, and a novel interface, designed by us. Differently from the HIG-based one, our interface displays an avatar, which does not require an…

Computer scienceInterface (computing)Public displaysPush-button02 engineering and technologycomputer.software_genreTouchless interfaceGestural inputPublic displayHuman–computer interaction020204 information systemsHuman interface guidelinesUser interface design0202 electrical engineering electronic engineering information engineeringGestural input; Public displays; Touchless interfaces; User interface design; Software; Human-Computer InteractionAvatarSettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniFocus (computing)Multimedia020207 software engineeringUser interface designHuman-Computer InteractionTouchless interfacescomputerSoftwareDe facto standardGestureProceedings of the International Working Conference on Advanced Visual Interfaces
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From virtual to real healing: a critical overview of the therapeutic use of virtual reality to cope with mourning

2021

In recent years, virtual reality (VR) has been effectively employed in several settings, ranging from health care needs to leisure and gaming activities. A new application of virtual stimuli appeared in social media: in the documentary 'I met you' from the South-Korean Munhwa Broadcasting, a mother made the experience of interacting with the avatar of the seven-year-old daughter, who died four years before. We think that this new application of virtual stimuli should open a debate on its possible implications: it represents contents related to grief, a dramatic and yet natural experience, that can have deep psychological impacts on fragile subjects put in virtual environments. In the presen…

Coronavirus disease 2019 (COVID-19)IMPACTmedia_common.quotation_subjectSevere acute respiratory syndrome coronavirus 2 (SARS-CoV-2)Internet privacySocial SciencesINVENTORYSettore M-PSI/08 - PSICOLOGIA CLINICAVirtual realityArticleVirtual realityPsychology MultidisciplinaryBEREAVEMENTHealth carePsychologyNatural (music)Social mediaPREDICTORSGeneral PsychologyTRAUMAmedia_commonAvatarOUTCOMESCOMPLICATED GRIEFbusiness.industryCOVID-19Virtual therapyGriefGriefPROLONGED GRIEF DISORDERMourningPsychologybusinessHALLUCINATIONSBereavementCurrent Psychology
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EHeBby: An evocative humorist chat-bot

2008

A conversational agent, capable to have a "sense of humor" is presented. The agent can both generate humorous sentences and recognize humoristic expressions introduced by the user during the dialogue. EHeBby is an entertainment oriented conversational agent implemented using the ALICE framework embedded into an Yahoo! Messenger client. It is characterized by two areas: a rational, rule-based area and an evocative area. The first one is based on well founded techniques of computational humor and a standard AIML KB. The second one is based on a conceptual space, automatically induced by a corpus of funny documents, where KB items and user sentences are mapped. This area emulates an associativ…

Facial expressionComputer Networks and CommunicationsComputer sciencebusiness.industryComputational humorTK5101-6720AIMLcomputer.software_genreconversational agent computational humor conceptual spaceComputer Science ApplicationsEntertainmentHuman–computer interactionTelecommunicationArtificial intelligenceDialog systemAlice (programming language)businesscomputerAssociative propertyNatural language processingcomputer.programming_languageAvatar
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