Academic literature on the topic 'Avatar-based game'

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Journal articles on the topic "Avatar-based game"

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Trepte, Sabine, and Leonard Reinecke. "Avatar Creation and Video Game Enjoyment." Journal of Media Psychology 22, no. 4 (2010): 171–84. http://dx.doi.org/10.1027/1864-1105/a000022.

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Based on the model of complex entertainment experiences ( Vorderer, Klimmt, & Ritterfeld, 2004 ), the competitiveness of a computer game (media prerequisite) and the individual life satisfaction (user prerequisite) are hypothesized to influence game enjoyment. Avatar-player similarity was hypothesized to determine identification with the avatar, which in turn was suggested to enhance the enjoyment experience. In a quasi-experimental study, (N = 666) participants were asked to choose the personality features of an avatar for six different game scenarios. The results demonstrate that the gam
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Song, Doo Heon, and Seunghun Lee. "Character attachment in team-based first person shooter game with respect to the role in the combat among Korean young gamers." International Journal of Electrical and Computer Engineering (IJECE) 11, no. 3 (2021): 2393. http://dx.doi.org/10.11591/ijece.v11i3.pp2393-2398.

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Character attachment have been studied thoroughly from the view of psychology and media researches. In game playing, the player-avatar relationship is a form of character attachment and affects a good game design as well as management systems such as character customizing and in game purchasing policy. In this paper, we investigate such player-avatar relationship on the theme of team-based FPS where in general the attachment is not expected to be high. However, from the online survey for Tom Clancy’s Rainbow 6 Siege mania groups, we find that there are different character attachment patterns w
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Brown, Donald E., Anne Moenning, Stephanie Guerlain, Benton Turnbull, Daniel Abel, and Christine Meyer. "Design and evaluation of an avatar-based cultural training system." Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 16, no. 2 (2018): 159–74. http://dx.doi.org/10.1177/1548512918807593.

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The need for cultural training for members of the military, and supporting government and industrial organizations, has become more important because of the increasing expectations of effective collaborations between people of different cultures in order to achieve common security objectives. Additionally, the number and mix of countries, and cultural groups within those countries, make traditional classroom training less feasible. While good simulations have been built for cultural understanding, they have not been developed widely or used for pre-deployment training. This paper describes and
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Doo, Heon Song, and Lee Seunghun. "Character attachment in team-based first person shooter game with respect to the role in the combat among Korean young gamers." International Journal of Electrical and Computer Engineering (IJECE) 11, no. 3 (2021): 2393–98. https://doi.org/10.11591/ijece.v11i3.pp2393-2398.

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Character attachment have been studied thoroughly from the view of psychology and media researches. In game playing, the player-avatar relationship is a form of character attachment and affects a good game design as well as management systems such as character customizing and in game purchasing policy. In this paper, we investigate such player-avatar relationship on the theme of team-based FPS where in general the attachment is not expected to be high. However, from the online survey for Tom Clancy"s Rainbow 6 Siege mania groups, we find that there are different character attachment patterns w
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Fadzli, Fazliaty Edora, Ajune Wanis Ismail, Muhammad Anwar Ahmad, and Jun Xiang Huam. "3D Avatar Customizer for Multiplayer Endless Runner Game." International Journal of Innovative Computing 15, no. 1 (2025): 29–35. https://doi.org/10.11113/ijic.v15n1.496.

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This study investigates the integration of a 3D avatar customizer within a multiplayer endless runner game, focusing on the designing and integration process. Utilizing the Ready Player Me SDK, players can create avatars based on their photographs, potentially can foster a deeper connection between players and their in-game representations. The game is developed using the Unity engine, with the Mirror library implemented to facilitate real-time multiplayer interactions. The study outlines the design and functionality of the game, including features such as avatar customization, single-player a
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Ruiz-Rodriguez, Aurora, Marijne Wijkstra, and Edwin van Asseldonk. "Analysis of 3D virtual avatars for video game experience." Avances en Interacción Humano-Computadora, no. 1 (November 30, 2021): 41. http://dx.doi.org/10.47756/aihc.y6i1.85.

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Avatar personalization may contribute to the engagement in a video game. This exploratory study investigated which features a 3D virtual avatar should have for the user to experience Body Ownership. 10 participants (aged 20 to 30) participated in this study. For each participant three avatars were created based on a single picture of them from the shoulders up. The three software that created the avatars are Avatar SDK, Wolf 3D and Character Creator. After the avatars were created every participant filled out a questionnaire and rated each avatar according to the features. The features that th
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В.В., Вяхирева, та Демарева В.А. "ВОПЛОЩЕНИЕ В АВАТАРЕ: ТЕОРЕТИЧЕСКИЕ ПОДХОДЫ К АНАЛИЗУ ВЗАИМОСВЯЗИ ИГРОКА И ЕГО АВАТАРА". Вестник психофизиологии, № 3 (7 листопада 2024): 80–83. http://dx.doi.org/10.34985/u4049-9225-6648-q.

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В статье рассматриваются исследования взаимосвязи между игроком и игровым аватаром. Рассмотрены теоретические аспекты ее возникновения. Основное внимание уделено концепции «воплощения в аватаре», основанной на феноменологическом подходе. Обсуждается роль аватара как инструмента и «феноменологического продолжения» игрока в игровом пространстве. The paper investigates existing studies on the relationship between the player and his in-game avatar, based on a phenomenological approach. The analyzed studies discuss the concept of «avatar embodiment» as a possible explanation of players’ immersion i
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Cheng, Po-Hsun, Li-Wei Chen, and Chia-Hsuan Lin. "A Customizable No-Code Realistic Motion Editor for VRM-Based Avatars." Sustainability 15, no. 2 (2023): 1182. http://dx.doi.org/10.3390/su15021182.

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Avatar actions can be captured using certain gesture sensors or can be predefined by game designers through desktop applications. In other words, developing an online avatar editor could be necessary to specify the detailed actions for use by people who are not game creators. Our research team proposed a web-based toolset, myKLA, to construct and design avatar actions with editor and player features. The goal of myKLA is to help users define the required behaviors of avatars within a set time frame without codes. We used cyber–physical system theory in a software reconstruction initiative. Add
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Harari, Gabriella M., Lindsay T. Graham, and Samuel D. Gosling. "Personality Impressions of World of Warcraft Players Based on Their Avatars and Usernames." International Journal of Gaming and Computer-Mediated Simulations 7, no. 1 (2015): 58–73. http://dx.doi.org/10.4018/ijgcms.2015010104.

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Every week an estimated 20 million people collectively spend hundreds of millions of hours playing massively multiplayer online role-playing games (MMORPGs). Here the authors investigate whether avatars in one such game, the World of Warcraft (WoW), convey accurate information about their players' personalities. They assessed consensus and accuracy of avatar-based impressions for 299 WoW players. The authors examined impressions based on avatars alone, and images of avatars presented along with usernames. The personality impressions yielded moderate consensus (avatar-only mean ICC = .32; avata
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Arita, Daisaku, and Rin-Ichiro Taniguchi. "Real-time Human Proxy: An Avatar-based Communication System." JUCS - Journal of Universal Computer Science 13, no. (2) (2007): 161–76. https://doi.org/10.3217/jucs-013-02-0161.

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We propose a concept of real-time human proxy for avatar-based communication systems, which virtualizes a human in the real world in real-time and which lets the virtualized human behave as if he/she was present at a distant place. For estimating RHP, we apply it to a simple game and a virtual classroom system. The experimental results shows us that RHP is useful for avatar-based communication.
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Dissertations / Theses on the topic "Avatar-based game"

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Ayad, Khaled A. A. "The role of edutainment in e-learning : an empirical study." Thesis, De Montfort University, 2011. http://hdl.handle.net/2086/5180.

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Impersonal, non-face-to-face contact and text-based interfaces, in the e-Learning segment, present major problems that are encountered by learners, since they are out on vital personal interactions and useful feedback messages, as well as on real-time information about their learning performance. This research programme suggests a multimodal, combined with an edutainment approach, which is expected to improve the communications between users and e-Learning systems. This thesis empirically investigates users’ effectiveness; efficiency and satisfaction, in order to determine the influence of edu
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Books on the topic "Avatar-based game"

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1939-2008, Adi Da Samraj, and Vision of Mulund Institute, eds. God games: Games created to found children in the feeling of the mystery : based on the wisdom and instruction of the divine world-teacher, Ravira Avatar Adi Da Samraj. Vision of Mulund Institute, 2002.

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Klevjer, Rune, Stephan Günzel, Dieter Mersch, and Jörg Sternagel. What Is the Avatar?: Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition. Transcript Verlag, 2022.

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What Is the Avatar?: Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition. Transcript Verlag, 2022.

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Punske, Jeffrey, Nathan Sanders, and Amy V. Fountain, eds. Language Invention in Linguistics Pedagogy. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780198829874.001.0001.

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This volume brings together multiple emerging strands of interest in language and linguistics. First is increasing attention on pedagogical scholarship in linguistics, signaled by the 2013 addition to the flagship journal Language of a series on Teaching Linguistics (see for example Sanders 2016) and by many recent panels and workshops on pedagogy at linguistics conferences around the world. Additionally, public outreach has gained greater prominence in the field, with linguists becoming more active and engaged with the public on social media and in podcasts. There has also been an increase in
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Book chapters on the topic "Avatar-based game"

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Chen, Kuan-Ta, Andrew Liao, Hsing-Kuo Kenneth Pao, and Hao-Hua Chu. "Game Bot Detection Based on Avatar Trajectory." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-89222-9_11.

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Weinel, Jonathan, and Stuart Cunningham. "Designing Game Audio Based on Avatar-Centered Subjectivity." In Foundations in Sound Design for Interactive Media. Routledge, 2019. http://dx.doi.org/10.4324/9781315106342-3.

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Katz-Buonincontro, Jen, and Aroutis Foster. "Examining Students’ Cultural Identity and Player Styles Through Avatar Drawings in a Game-Based Classroom." In Assessment in Game-Based Learning. Springer New York, 2012. http://dx.doi.org/10.1007/978-1-4614-3546-4_17.

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Zuo, Tengjia, Erik D. van der Spek, Jun Hu, and Max V. Birk. "Investigating the Motivational Effect of Fantasy and Similarity Through Avatar Identification in AR Game-Based Learning." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-99188-3_17.

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Dass, Susan, and Nada Dabbagh. "Faculty Adoption of 3D Avatar-Based Virtual World Learning Environments." In Advances in Game-Based Learning. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0125-1.ch011.

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An exploratory, mixed methods case study was conducted within a design-based research approach to explore nursing faculty (n = 8) consideration of adopting virtual worlds as a learning environment before and after a three session Professional Development Intervention (PDI). Surveys, interviews, and session transcripts revealed the PDI did improve faculty consideration of virtual worlds but only three participants would likely pursue virtual worlds as a learning environment. Multiple adoption model constructs such as perceived ease of use were explored but no one construct was found to be an in
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Turkay, Selen, and Charles K. Kinzer. "The Effects of Avatar-Based Customization on Player Identification." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch012.

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Games allow players to perceive themselves in alternate ways in imagined worlds. Player identification is one of the outcomes of gameplay experiences in these worlds and has been shown to affect enjoyment and reduce self-discrepancy. Avatar-based customization has potential to impact player identification by shaping the relationship between the player and the character. This mixed method study aims to fill the gap in the identification literature by examining the effects of avatar-based customization on players' identification with and empathy towards their characters in a massively multiplaye
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"Space and Media." In A Simplex Approach to Learning, Cognition, and Spatial Navigation. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-2455-7.ch004.

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The tool identified for data collection of this research project is a video game, which makes the topic of the representation of space in videogame an absolutely relevant aspect for the project. This work bases on the statement of Jenkins, according to which “game space never exists in abstract, but always experientially”. In the current generation of video games, talking about position of the camera assumes a different value than in film or television language, assuming the meaning of point of view from which the game is visually (and auditory) presented and determines the spatial perspective
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Gulyás, János Adrián, Miklós Máté Badó, Kristian Fenech, and András Lőrincz. "Keep Gesturing: A Game for Pragmatic Communication." In HHAI 2024: Hybrid Human AI Systems for the Social Good. IOS Press, 2024. http://dx.doi.org/10.3233/faia240225.

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We present an innovative augmented reality game which aims to demonstrate a new dimension of interaction between humans and large language models through non-verbal gesture-based communication. Players collaborate with an LLM-controlled avatar to identify and correct discrepancies in an augmented reality environment, relying solely on non-verbal cues. The game aims to explore the emergence and evolution of pragmatic communication between humans and AI agents.
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Dunn, Robert Andrew, and Rosanna Guadagno. "Who Are You Online?" In Research Anthology on Game Design, Development, Usage, and Social Impact. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-7589-8.ch095.

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The authors conducted an experiment to determine the effects of gender, race, online video gaming experience, and the experimental context in which participants played the video game (online vs. offline vs. no information control) on avatar selection. The qualities of the avatar compared were based on eight objective differences between avatars and individuals: attractiveness, skin tone, height, girth chest size, waist size, hip size, and height. As predicted, those with online gaming experience selected avatars that were taller, thinner, and more attractive relative to their real selves than
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Hansen, Sara Steffes. "Trendy Avatars and Their Hair." In Enhancing Qualitative and Mixed Methods Research with Technology. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-6493-7.ch012.

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This case study uses multiple qualitative methods to examine cultural meanings of virtual goods in a virtual world or Massively Multiplayer Online Game (MMOG) with consumer marketing promotions. Through participant observation, avatar hair emerged as a key virtual good. Symbolic displays in social interaction showed different meanings and uses for types of hair available to users, including high-status rare hair, and versions aligned with marketing promotions and real-world brands. Study of online artifacts examined user-generated content, such as user forums and machinima. The long interview
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Conference papers on the topic "Avatar-based game"

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Baalsrud hauge, Jannicke, Anna Barenbrock, and Klausdieter Thoben. "AVATARS AS MOTIVATIONAL FACTOR IN SIMULATION GAMES." In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-039.

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User motivation and engagement while playing serious games remains challenging. Advances location-based technology has brought new opportunities for game-based, context-regulated experiences. Much effort has been made to model and manage the user context data, devices, and pervasive spaces, in order to enhance user experience. Research indicates that avatars have potential beyond representing the player on screen and interacting with the digital world. The interaction between an avatar and a player contributes to higher user engagement and a more pervasive experience. This article will look at
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Lee, Chulhan, Hohyun Lee, and Kyoungsu Oh. "Real-time image-based 3D avatar for immersive game." In The 7th ACM SIGGRAPH International Conference. ACM Press, 2008. http://dx.doi.org/10.1145/1477862.1477921.

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Lambrant, Andreas, Francisco Lopez Luro, and Veronica Sundstedt. "Avatar preference selection in game design based on color theory." In SAP '15: ACM Symposium on Applied Perception 2015. ACM, 2015. http://dx.doi.org/10.1145/2804408.2804421.

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Mocanu, Irina, Raluca Caciula, and Lorena Gherman. "IMPROVING PHYSICAL ACTIVITY THROUGH EXERGAMES." In eLSE 2018. Carol I National Defence University Publishing House, 2018. http://dx.doi.org/10.12753/2066-026x-18-101.

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An important factor that positively influences people's health is regular exercise. Because of their repetitiveness, however, they can be considered boring, a fact that is discouraging for some practitioners. Serious games have been introduced as a solution to the problem of physical inactivity that is said to be partly caused by traditional video games and have become increasingly popular due to the emergence of consoles such as Nintendo Wii, Xbox One or Playstation that use gesture interaction interfaces. In this new method, traditional games are combined with user-generated moves that help
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Kerac, Jelena, Neda Milić Keresteš, Gala Golubović, and Tamara Ilić. "EXPLORING THE IMPACT OF STEREOTYPE THREAT AND IDENTIFICATION ON GAMING PERFORMANCE: A PILOT STUDY USING CUSTOM AVATARS." In INTERNATIONAL SYMPOSIUM ON GRAPHIC ENGINEERING AND DESIGN. UNIVERSITY OF NOVI SAD FACULTY OF TECHNICAL SCIENCES DEPARTMENT OF GRAPHIC ENGINEERING AND DESIGN 21000 Novi Sad, Trg Dositeja Obradovića 6, 2024. http://dx.doi.org/10.24867/grid-2024-p29.

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Stereotype threat, the fear of conforming to negative stereotypes associated with one’s group, can significantly impact individuals in various contexts, including education, professional settings, and even entertainment, such as video games. In this study, a pilot experiment is conducted to examine the effects of stereotype threat on players’ performance within a gaming environment. The methodology follows existing literature and employs a 2x2 matrix design. The participants play a simple 3D platform game and are divided into two groups: Custom Avatar Group – Participants in this group use ava
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de Castro, Josh Hans Christian C., Rodney Janwel Z. Divino, Wallory James Cambe, Bradford Thomas Lati, Bernie S. Fabito, and Marilou N. Jamis. "ALGEbright: Design of an Avatar Customization Game-Based Learning for Algebra." In 2019 IEEE Student Conference on Research and Development (SCOReD). IEEE, 2019. http://dx.doi.org/10.1109/scored.2019.8896229.

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Liu, Xuanyu, Hsin-Le Cheng, Guillaume Chastel, Margaret Chastel, and Zhen Bai. "An Educational Game Prototype for Avatar-based Non-Manual Sign Learning in American Sign Language." In CHI EA '25: Extended Abstracts of the CHI Conference on Human Factors in Computing Systems. ACM, 2025. https://doi.org/10.1145/3706599.3719848.

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Awada, Imadalex, and Irina Mocanu. "A PLATFORM TO PROMOTE A MORE ACTIVE LIFESTYLE BETWEEN STUDENTS." In eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-217.

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Due to the current lifestyle, people in general and adolescents in particular are not physically active enough which put at risk their health. Immediate actions are needed to promote a more active lifestyle. This paper introduces a platform that aims to encourage students to have a more active life. The platform suggests for each user to perform specific physical activities/exercises based on the physical activities that the user had during the day, the duration of the sleep and his/her profile (preferences, performance history) as well as some health parameters (heart rate, blood pressure, we
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Biggs, Brandon, Christopher Toth, Tony Stockman, James M. Coughlan, and Bruce N. Walker. "Evaluation of a Non-Visual Auditory Choropleth and Travel Map Viewer." In ICAD 2022: The 27th International Conference on Auditory Display. International Community for Auditory Display, 2022. http://dx.doi.org/10.21785/icad2022.027.

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The auditory virtual reality interface of Audiom, a web-based map viewer, was evaluated by thirteen blind participants. In Audiom, the user is an avatar that navigates, using the arrow keys, through geographic data, as if they are playing a first-person, egocentric game. The research questions were: What will make blind users want to use Audiom maps? And Can participants demonstrate basic acquisition of spatial knowledge after viewing an auditory map? A dynamic choropleth map of state-level US COVID- 19 data, and a detailed OpenStreetMap powered travel map, were evaluated. All participants agr
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Zhuang, Wenlin, Jinwei Qi, Peng Zhang, Bang Zhang, and Ping Tan. "Text/Speech-Driven Full-Body Animation." In Thirty-First International Joint Conference on Artificial Intelligence {IJCAI-22}. International Joint Conferences on Artificial Intelligence Organization, 2022. http://dx.doi.org/10.24963/ijcai.2022/863.

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Due to the increasing demand in films and games, synthesizing 3D avatar animation has attracted much attention recently. In this work, we present a production-ready text/speech-driven full-body animation synthesis system. Given the text and corresponding speech, our system synthesizes face and body animations simultaneously, which are then skinned and rendered to obtain a video stream output. We adopt a learning-based approach for synthesizing facial animation and a graph-based approach to animate the body, which generates high-quality avatar animation efficiently and robustly. Our results dem
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