Search results for "avatars"
showing 7 items of 7 documents
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…
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
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…
Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy
2022
FNEGE 3, HCERES A, ABS 2; International audience; The metaverse has the potential to extend the physical world using augmented and virtual reality technologies allowing users to seamlessly interact within real and simulated environments using avatars and holograms. Virtual environments and immersive games (such as, Second Life, Fortnite, Roblox and VRChat) have been described as antecedents of the metaverse and offer some insight to the potential socio-economic impact of a fully functional persistent cross platform metaverse. Separating the hype and “meta…” rebranding from current reality is difficult, as “big tech” paints a picture of the transformative nature of the metaverse and how it w…
Le luddisme et ses avatars
2011
International audience
The use of virtual reality to promote the practice of physical activity
2020
La práctica de la actividad física (AF) tiene indudables beneficios para la salud física y mental de las personas. Sin embargo, una gran parte de la población no cumple con los mínimos recomendados. Existen diferentes barreras hacia la práctica de la AF, entre las que se encuentran las interpersonales y la existencia de recursos prácticos y materiales como el tiempo y los recursos económicos. Además, existen otras barreras relacionadas con el yo (por ejemplo, la falta de confianza en las propias habilidades, los sentimientos de incomodidad durante la AF, la falta de motivación y la conciencia de sí mismo sobre el cuerpo y la apariencia física). La realidad virtual (RV) ha demostrado ser úti…