Search results for "avatar"

showing 10 items of 31 documents

Investigating how user avatar in touchless interfaces affects perceived cognitive load and two-handed interactions

2017

In recent years, touchless-enabling technologies have been more and more adopted for providing public displays with gestural interactivity. This has led to the need for novel visual interfaces aimed at solving issues such as communicating interactivity to users, as well as supporting immediate usability and "natural" interactions. In this paper, we focus our investigation on a visual interface based only on the use of in-air direct manipulations. Our study aims at evaluating whether and how the presence of an Avatar that replays user's movements may decrease the perceived cognitive workload during interactions. Moreover, we conducted a brief evaluation of the relationship between the presen…

Focus (computing)business.industryComputer scienceInterface (computing)05 social sciences020207 software engineeringUsability02 engineering and technologyInteractivityHuman–computer interaction0202 electrical engineering electronic engineering information engineeringNatural (music)0501 psychology and cognitive sciencesVisual interfacebusiness050107 human factorsCognitive loadAvatar
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A Framework for Children’s Participatory Practices in Virtual Worlds

1970

In recent years, participation of children in virtual worlds has grown and children are also the largest number of users of virtual worlds (KZero, 2009a). This growth in participation in virtual worlds has brought out discussion about their effects on children’s lives. In this article, we consider opportunities of virtual worlds to engage and educate children about their civic life. The aim of this paper is to establish a framework for participation in virtual worlds and to test the framework by looking at current participatory practices in virtual worlds. In this paper we present a framework for children’s participation in virtual worlds which is based on research review. Our framework see…

Knowledge managementbusiness.industryComputingMilieux_PERSONALCOMPUTINGCitizen journalismSociologyPublic relationsbusinessMetaverseTest (assessment)AvatarResearch reviewJournal For Virtual Worlds Research
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Humorist Bot: Bringing Computational Humour in a Chat-Bot System

2008

A conversational agent, capable to have a ldquosense of humourrdquo is presented. The agent can both generate humorous sentences and recognize humoristic expressions introduced by the user during the dialogue. Humorist Bot makes use of well founded techniques of computational humor and it has been implemented using the ALICE framework embedded into an Yahoo! Messenger client. It includes also an avatar that changes the face expression according to humoristic content of the dialogue.

MultimediaComputer scienceComputingMilieux_PERSONALCOMPUTINGComputational humorFace (sociological concept)Computational intelligencecomputer.software_genreKnowledge-based systemsIntelligent agentHuman–computer interactionchatbot wordnet lsaUser interfaceDialog systemcomputerAvatar2008 International Conference on Complex, Intelligent and Software Intensive Systems
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Workload Characterization in Multiplayer Online Games

2006

In recent years, distributed virtual environments (DVEs) have become a major trend in distributed applications, mainly due to the enormous popularity of multiplayer online games in the entertainment industry. Although the workload generated by avatars in a DVE system has already been characterized, the special features of multiplayer online games make these applications to require a particular workload characterization. This paper presents the workload characterization of multiplayer online games. This characterization is based on real traces, and it shows that the movement patterns of avatars used to develop optimization techniques for DVE systems can be extrapolated to First Person Shooti…

MultimediaComputer scienceComputingMilieux_PERSONALCOMPUTINGEntertainment industryWorkloadcomputer.software_genrePopularitycomputerAvatar
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How not to give up on train travel when you are deaf ?

2015

TRANSED 2015 - 14th International Conference on Mobility and Transport for Elderly and Disabled Persons, LISBONNE, PORTUGAL, 28-/07/2015 - 31/07/2015; The SUrDyn project aims at the design of an innovative visual information system, dedicated to travelers who cannot hear or understand audio disrupted announcements (e.g. cancellation, delay...) when they are in train stations. It is based on two previously developed systems: the Jade signer avatar, which informs travelers in French Signs Language, and an animated graphics translation. The objective is to combine these two approaches, in an optimal manner. We proposed a comprehension task to 159 participants divided in three groups: 53 deaf p…

PERTURBATIONHEARING IMPAIRMENTSIGN LANGUAGE[ SCCO.LING ] Cognitive science/Linguistics[SCCO.LING]Cognitive science/LinguisticsTRAVELER INFORMATIONANIMATED GRAPHICSANIMATIONLANGUE DES SIGNES[SCCO.LING] Cognitive science/LinguisticsSURDITEDISTURBANCEOUIEINFORMATION DES PASSAGERSAVATAR
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Child–display interaction:Lessons learned on touchless avatar-based large display interfaces

2020

AbstractDuring the last decade, touchless gestural interfaces have been widely studied as one of the most promising interaction paradigms in the context of pervasive displays. In particular, avatars and silhouettes have proved to be effective in making the touchless capacity of displays self-evident. In this paper, we focus on a child–display interaction approach to avatar-based touchless gestural interfaces. We believe that large displays offer an opportunity to stimulate children’s experiences and engagement; for instance, learning about art is very engaging for children but can bring a number of challenges. Our study aims to contribute to the literature on both pervasive displays and chi…

Pervasive displayAvatarsUbiquitous computingUbiquitous computingComputer scienceInterface (computing)Mobile computingContext (language use)02 engineering and technologyManagement Science and Operations ResearchLibrary and Information SciencesChild–computer interaction; Gesture-based interfaces; Avatars; Pervasive displays; Ubiquitous computingPervasive displaysHuman–computer interaction0202 electrical engineering electronic engineering information engineeringGesture-based interface0501 psychology and cognitive sciencesAffordance050107 human factorsAvatarSettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniFocus (computing)RecallChild–computer interaction05 social sciencesComputingMilieux_PERSONALCOMPUTING020207 software engineeringAvatarComputer Science ApplicationsGesture-based interfacesHardware and Architecture
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The serial mediation effects of body image-coping strategies and avatar-identification in the relationship between self-concept clarity and gaming di…

2023

Gaming disorder (GD) has been recognized as a mental health problem, resulting in adverse and psychosocial consequences. Although previous evidence suggests poorer self-concept clarity (SCC) and avatar identification are associated with GD, less is known about the mediating role of body-image coping strategies (appearance- fixing and avoidance, a form of escapism) in this relationship. A total of 214 Italian online gamers (64 % males) were anonymously recruited online by posting the survey link on social media gaming forums and other online sites. The participants’ ages ranged from 18 to 59 years (M = 24.07 years, SD = 5.19). The results of the correlational analysis showed that SCC was neg…

Psychiatry and Mental healthClinical PsychologyBody Image-CopingMedicine (miscellaneous)Self-Concept ClarityAvatar IdentificationSettore M-PSI/05 - Psicologia SocialePharmacology Toxicology and Pharmaceutics (miscellaneous)Gaming DisorderAddictive Behaviors Reports
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Real Virtuality: A Code of Ethical ConductRecommendations for Good Scientific Practice and the Consumers of VR-Technology

2016

The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section “Plasticity in the Human Mind,” we cover some of the main results suggesting that one’s environment can influence one’s psychological states, as well as recent work on inducing illusions of embodiment. Then, in Section “Illusions of Embodiment and Their Lasting Effect,” we go …

Robotics and AIEthicsInformed Consentdual uselcsh:Mechanical engineering and machinerydepersonalization disorderAvataraugmented realitylcsh:QA75.5-76.95derealizationvirtual realitylcsh:TJ1-1570lcsh:Electronic computers. Computer sciencesubstitutional realityFrontiers in Robotics and AI
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Exploring usability and accessibility of avatar-based touchless gestural interfaces for autistic people

2018

Many prior works investigated the potential of pervasive technologies and interactive applications to increase access capabilities to digital content for people with disability, particularly Neuro-Developmental Disorders (NDDs). In this paper, we present an exploratory study aimed at understanding if an avatar-based touchless gestural interface is able to foster interest towards digital representations of artworks, e.g. paintings or sculptures usually exhibited in museums, and to make them more accessible for such people. In particular, the study involved three autistic people and a therapist, and allowed us to report the potential of an avatar to communicate the interactivity and stimulate…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniAutism; Public Displays; Touchless Gestural InteractionSettore INF/01 - Informaticabusiness.industryComputer scienceInterface (computing)Digital contentAutism05 social sciencesExploratory research020207 software engineeringUsability02 engineering and technologyPublic DisplaysPublic DisplayTouchless Gestural InteractionInteractivityHuman–computer interaction0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencesbusiness050107 human factorsAvatar
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Child-display interaction: Exploring avatar-based touchless gestural interfaces

2019

During the last decade, touchless gestural interfaces have been widely studied as one of the most promising interaction paradigms in the context of pervasive displays. In particular, avatars and silhouettes have been proved to be effective in communicating the touchless gestural interactivity supported by displays. In the paper, we take a child-display interaction perspective by exploring avatar-based touchless gestural interfaces. We believe that large displays offer an opportunity to stimulate child experience and engagement, for instance when learning about art, as well as bringing a number of challenges. The purpose of this study is twofold: 1) identifying the relevant aspects of childr…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniAvatar; Children-computer interaction; Gesture-based interfaces; Pervasive displays; Ubiquitous computingUbiquitous computingSettore INF/01 - InformaticaUbiquitous computingEvent (computing)Computer scienceInterface (computing)05 social sciencesPerspective (graphical)Children-computer interaction020207 software engineeringContext (language use)02 engineering and technologyAvatarInteractivityPervasive displayschildren-computer interaction gesture-based interfaces avatar pervasive displays ubiquitous computingGesture-based interfacesHuman–computer interaction0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciences050107 human factorsAvatar
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