Academic literature on the topic 'Avatar design types'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Avatar design types.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Avatar design types"

1

Dinna, N. Mohd Nizam, Nurshakinaz Rudiyansah Dylia, Mohd Tuah Nooralisa, Haslinda Abdullah Sani Zaidatol, and Sungkaew Kornchulee. "Avatar design types and user engagement in digital educational games during evaluation phase." International Journal of Electrical and Computer Engineering (IJECE) 12, no. 6 (2022): 6449–60. https://doi.org/10.11591/ijece.v12i6.pp6449-6460.

Full text
Abstract:
Avatar design types can range from human representations to abstract representations. In digital educational games (DEGs), avatars are frequently used to encourage users to play the game. However, the role of avatar design types and their engagement in digital games are still unclear and empirically under research. Therefore, a bespoke digital educational game in geography was developed and validated by six expert users. Then forty-five users participated in the evaluation phase to investigate engagement and avatar types on digital educational games using the user engagement scale (UES). The results reported aesthetics and satisfaction factors somehow influenced the avatar design types, but none of the UES subscales was influenced by preferred avatar design types. Moreover, the human-cartoon avatar, which was not entirely human and cartoonish, was the most popular avatar design type among young adults. Other issues discussed for future developers and research included incorporating more avatar design selections into the study, integrating social interaction features into the game, using the same drawing style for avatars and provide easy access to the bespoke game during data collection.
APA, Harvard, Vancouver, ISO, and other styles
2

Mohd Nizam, Dinna N., Dylia Nursakinaz Rudiyansah, Nooralisa Mohd Tuah, Zaidatol Haslinda Abdullah Sani, and Kornchulee Sungkaew. "Avatar design types and user engagement in digital educational games during evaluation phase." International Journal of Electrical and Computer Engineering (IJECE) 12, no. 6 (2022): 6449. http://dx.doi.org/10.11591/ijece.v12i6.pp6449-6460.

Full text
Abstract:
<span lang="EN-US">Avatar design types can range from human representations to abstract representations. In digital educational games (DEGs), avatars are frequently used to encourage users to play the game. However, the role of avatar design types and their engagement in digital games are still unclear and empirically under research. Therefore, a bespoke digital educational game in geography was developed and validated by six expert users. Then forty-five users participated in the evaluation phase to investigate engagement and avatar types on digital educational games using the user engagement scale (UES). The results reported aesthetics and satisfaction factors somehow influenced the avatar design types, but none of the UES subscales was influenced by preferred avatar design types. Moreover, the human-cartoon avatar, which was not entirely human and cartoonish, was the most popular avatar design type among young adults. Other issues discussed for future developers and research included incorporating more avatar design selections into the study, integrating social interaction features into the game, using the same drawing style for avatars and provide easy access to the bespoke game during data collection.</span>
APA, Harvard, Vancouver, ISO, and other styles
3

Mull, Ian, Jamie Wyss, Eunjung Moon, and Seung-Eun Lee. "An exploratory study of using 3D avatars as online salespeople." Journal of Fashion Marketing and Management 19, no. 2 (2015): 154–68. http://dx.doi.org/10.1108/jfmm-05-2014-0033.

Full text
Abstract:
Purpose – The purpose of this paper is to examine consumers’ perceptions of using different types of 3D animated avatars as salespeople based on credibility, homophily, attractiveness and intention to interact. Design/methodology/approach – Using a survey method, participants (n=120) evaluated four types of 3D animated avatars (i.e. human, fantasy, animal and humanoid) based on the supposition the avatars would represent a salesperson for an online retailer. Findings – The results show that avatar type has a significant influence on the perception of credibility, homophily, and attractiveness. Furthermore, credibility, homophily, and attractiveness significantly influence the intention to interact with the avatar. Overall, the human avatar was found to be perceived as the most credible, homophilous, attractive and was regarded as the highest in relation to intention to interact. Originality/value – The practical and theoretical implications are discussed to offer guidance to online retailers, graphic designers, and researchers in the benefits and pitfalls of utilizing 3D animated avatars as salespeople.
APA, Harvard, Vancouver, ISO, and other styles
4

Mustikasari, Bunga Fefiana, Nuril Kusuma Wardani, and Rachma Yulia Nisa. "VISUAL AVATAR IDENTIFICATION ON ONLINE GAME PLAYERS." JADECS (Journal of Art, Design, Art Education & Cultural Studies) 9, no. 1 (2024): 77. http://dx.doi.org/10.17977/um037v9i12024p77-87.

Full text
Abstract:
There are many game system features in an online game and one of them is the avatar system. Avatar here is a system in the game, that gives player on the game an opportunity to dress up visual of their character according to what they want. Avatar has various types and forms that can be choose. This research aims to learn what kind of visual design avatar is preferred by online game players, which will provide an overview for game designers to create avatars in the game. This study uses a virtual ethnographic method that is connected with dramaturgical theory, how a person plays a role in the world of online games by using this avatar system. The results showed that avatars with style that match in real life are still more in demand than avatars with shapes that tend to be unique. Even though sometimes game players play different roles in the game world, they still tend to dress up their characters with visuals that match their style in real life in terms of avatar.
APA, Harvard, Vancouver, ISO, and other styles
5

Ichino, Junko, Masahiro Ide, Hitomi Yokoyama, Hirotoshi Asano, Hideo Miyachi, and Daisuke Okabe. ""I've talked without intending to": Self-disclosure and Reciprocity via Embodied Avatar." Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (2022): 1–23. http://dx.doi.org/10.1145/3555583.

Full text
Abstract:
Considering the importance of self-disclosure in building relationships, it is vital to investigate how self-disclosure is affected via avatars in virtual environments, as they are likely to become increasingly popular. Previous work has shown that using avatars increases friendliness and honesty. However, issues such as how and what types of avatars affect self-disclosure and reciprocity have not been fully explored. We conducted a study with 108 participants (54 dyads) discussing a personal topic using one of three communication media: videoconferencing, avatars with avatar-self appearance similarity, or avatars without avatar-self appearance similarity. The results showed that self-disclosure is most encouraged via the avatars without similarity. Reciprocity was formed via both types of avatars but not videoconferencing. Interestingly, although the participants disclosed more about themselves via avatars than via videoconferencing, there was no difference in their subjective experiences. It means that avatar users can disclose more about themselves without being particularly aware that they are using avatars, which suggests the usefulness of avatars to understand people's candid thoughts and feelings. Finally, we discuss the design implications for applications requiring self-disclosure.
APA, Harvard, Vancouver, ISO, and other styles
6

Bowman, Nicholas David, Jaime Banks, and Edward Downs. "Mechanisms of identification and social differentiation in player‐avatar relations." Journal of Gaming & Virtual Worlds 13, no. 1 (2021): 55–73. http://dx.doi.org/10.1386/jgvw_00028_1.

Full text
Abstract:
The connection between player and avatar is central to digital gaming, with identification assumed to be core to this connection. Often, scholarship engages single dimensions of identification, yet emerging perspectives reveal that identification is polythetic (PID) ‐ comprising at least six sufficient (but not necessary) mechanisms. The current study investigates the intersections of polythetic identification mechanisms and two different approaches to player‐avatar sociality (as a marker of differentiation): general types of player‐avatar relationships (PARs) and discrete dimensions of player‐avatar interaction (PAX). Secondary analysis of an existing dataset of gamers revealed two main findings: (1) players reported overall diminished identification when they engaged in non-social relations with their avatar, and (2) increased liking and perspective-taking were most likely with human-like social relations, which require differentiation from rather than identification as the avatar. These findings are interpreted to suggest that player‐avatar identification and differentiation are conceptually independent relational phenomena that are experientially convergent ‐ some relational orientations and dynamics are associated with distinct combinations of identification mechanisms.
APA, Harvard, Vancouver, ISO, and other styles
7

Bowman, Nicholas David, Jaime Banks, and Edward Downs. "Mechanisms of identification and social differentiation in player‐avatar relations." Journal of Gaming & Virtual Worlds 13, no. 1 (2021): 55–73. http://dx.doi.org/10.1386/jgvw_00028_1.

Full text
Abstract:
The connection between player and avatar is central to digital gaming, with identification assumed to be core to this connection. Often, scholarship engages single dimensions of identification, yet emerging perspectives reveal that identification is polythetic (PID) ‐ comprising at least six sufficient (but not necessary) mechanisms. The current study investigates the intersections of polythetic identification mechanisms and two different approaches to player‐avatar sociality (as a marker of differentiation): general types of player‐avatar relationships (PARs) and discrete dimensions of player‐avatar interaction (PAX). Secondary analysis of an existing dataset of gamers revealed two main findings: (1) players reported overall diminished identification when they engaged in non-social relations with their avatar, and (2) increased liking and perspective-taking were most likely with human-like social relations, which require differentiation from rather than identification as the avatar. These findings are interpreted to suggest that player‐avatar identification and differentiation are conceptually independent relational phenomena that are experientially convergent ‐ some relational orientations and dynamics are associated with distinct combinations of identification mechanisms.
APA, Harvard, Vancouver, ISO, and other styles
8

Rakotonirainy, Andry, Frank Feller, and Narelle Haworth. "In-Vehicle Avatars to Elicit Social Response and Change Driving Behaviour." International Journal of Technology and Human Interaction 5, no. 4 (2009): 80–104. http://dx.doi.org/10.4018/jthi.2009062505.

Full text
Abstract:
Social and psychological theories have provided a plethora of evidence showing that the physical difficulty to express appropriate social interactions between drivers expresses itself in aggression, selfish driving and anti-social behaviour. Therefore there is a need to improve interactions between drivers and allow clearer collective decision making between them. Personal characteristics and the driving situations play strong roles in driver’s aggression. Our approach is centered around the driving situation as opposed to focusing on personality characteristics. It examines aggression and manipulates contextual variables such as driver’s eye contact exchanges. This paper presents a new unobtrusive in-vehicle system that aims at communicating drivers’ intentions, elicit social responses and increasing mutual awareness. It uses eye gaze as a social cue to affect collective decision making with the view to contribute to safe driving. The authors used a driving simulator to design a case control experiment in which eye gaze movements are conveyed with an avatar. Participants were asked to drive through different types of intersections. An avatar representing the head of the other driver was displayed and driver behaviour was analysed. Significant eye gaze pattern difference where observed when an avatar was displayed. Drivers cautiously refer to the avatar when information is required on the intention of others (e.g. when they do not have the right of way). The majority of participants reported the perception of “being looked at”. The number of glances and time spent gazing at the avatar did not indicate an unsafe distraction by standards of in-vehicle device ergonomic design. Avatars were visually consulted primarily in less demanding driving situations, which underlines their non-distractive nature.
APA, Harvard, Vancouver, ISO, and other styles
9

Haehn, Luise, Sabine J. Schlittmeier, and Christian Böffel. "Exploring the Impact of Ambient and Character Sounds on Player Experience in Video Games." Applied Sciences 14, no. 2 (2024): 583. http://dx.doi.org/10.3390/app14020583.

Full text
Abstract:
Elaborate sound design, including background music, ambient sounds (sounds describing the game world), and character sounds (sounds generated by the character’s actions), plays a pivotal role in modern video games. However, the influence of these different types of sound on the player’s experience has not been extensively researched. This study examines the influence of these sound types on immersion, avatar identification, fun, and perceived competence. In two experiments, participants played League of Legends under four different sound conditions. The first experiment (N1 = 32) revealed a non-significant trend in the effect of character sounds on avatar identification. Ambient sounds, however, were limited because the task restricted participants’ movement across the game map. Consequently, we adapted the task to allow for a wider variety of ambient sounds in the second experiment (N2 = 32). Here, a significant impact of character sounds on immersion, avatar identification, and fun was observed, as well as an interaction effect of character sounds and ambient sounds on fun. Furthermore, we observed a trend, though not statistically significant, suggesting that ambient sounds may influence the player’s sense of flow. These findings underline the distinct effects of different sound types, and we discuss implications for the design of sound in video games.
APA, Harvard, Vancouver, ISO, and other styles
10

Yaşa Özeltürkay, Eda, Murat Gülmez, and Beste Zorlular. "Determining Avatar Consumers Shopping Behavior in Second Life." Sosyal Mucit Academic Review 6, no. 1 (2025): 98–118. https://doi.org/10.54733/smar.1535827.

Full text
Abstract:
Virtual shopping allows users to build economic relationships, leading to the development of virtual businesses and the appreciation of virtual currencies. It also allows users to express their creativity, which adds a new dimension to the design and marketing of virtual products. Second Life is a platform where individuals create their digital identities with the unlimited possibilities offered by the virtual world. In this environment, the virtual shopping experience is an important element that enriches users’ social interactions, offers economic opportunities, and allows them to express their creativity. Users have access to a wide range of products from clothes to jewelry, from household goods to artworks through virtual stores. Research was conducted with researcher avatars in the Second Life universe, one of the most popular virtual world platforms. The snowball sampling method was used to reach 26 consumers with purchasing experience in the virtual world. Summarizing the results of the research, it is seen that the participants have been in SL for a long time and the majority of them belong to Generation X and Y. It was revealed that they mostly shopped from the Second Life virtual market, and clothes ranked first among the products they frequently purchased. They also expressed their opinions on the need for more varieties and types of this frequently purchased product type.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Avatar design types"

1

Kalaus, Nina. Clarisse of Avalor Coloring Book: Elena of Avalor Build Early Learning Confident and Foundational Skills Through Many Coloring Activity Types with Funny Designs of Elena of Avalor - for Kids of All Ages to Relax, Relief Stress and Have Fun. Independently Published, 2021.

Find full text
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "Avatar design types"

1

Chiriac Ionuţ Adrian, Stoicu-Tivadar Lăcrămioara, and Podoleanu Elena. "Comparing video and avatar technology for a health education application for deaf people." In Studies in Health Technology and Informatics. IOS Press, 2015. https://doi.org/10.3233/978-1-61499-512-8-516.

Full text
Abstract:
The article describes the steps and results of a parallel research investigating e-health systems design and implementation for deaf people both in avatar and video technology. The application translates medical knowledge and concepts in deaf sign language for impaired users through an avatar. Two types of avatar technologies are taken into consideration: Video Avatar with recorded humans interface and Animated Avatar with animated figure interface. The comparative study investigates the data collection, design, implementation and the impact study. The comparative analysis of video and animated technology for data collection shows that the video format editing requires fewer skills and results are obtained easier, quicker and less expensive. The video technology supports an easier to design and implement architecture. The impact study for 2 deaf students communities is under development and for the time being the video avatar is better perceived.
APA, Harvard, Vancouver, ISO, and other styles
2

"Visual-Based Character Origination, Design, Development, and Evolution for Learning." In Visual Approaches to Instructional Design, Development, and Deployment. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3946-0.ch006.

Full text
Abstract:
People can be highly responsive to the so-called “personality frame” through which to learn. Such framing may be achieved through a live human actor, a tutor agent, a non-playable character in a game, a representation of a professional, a digital avatar in a virtual world, an artificial intelligence (AI) robot, or some other representation of an individual being. Various types of characters—real or imaginary, dynamic (animated) or static, humanoid or animal or other—may appear in online teaching and learning. Various dimensions of a character's appearance, sound, communications, behaviors, actions, and other dimensions may communicate something of their designed (scripted) personality and motivations, resulting in learner engagement, learner interactions with the learning. This chapter explores visual-based character origination, design, development, and evolution for learning.
APA, Harvard, Vancouver, ISO, and other styles
3

Gamidullaeva, Leyla Ayvarovna, Sergey Mikhailovich Vasin, Nadezhda Chernetsova, Elena Shkarupeta, Dina Kharicheva, and Maria Gerasimenko. "Emerging Perspectives on Using Avatar-Based Management Techniques for Internet User Investigations." In Avatar-Based Control, Estimation, Communications, and Development of Neuron Multi-Functional Technology Platforms. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1581-5.ch014.

Full text
Abstract:
This chapter shows that statistics collection methods are the same for various types of websites. Often, a simple “counter” is used for both unique visitors to the site and the total number of hits to the site from unique and previously registered users. Speaking of a “digital” or “smart” economy, authors distinguish different categories (levels) of development: analysis, content of business intelligence, large data warehouses. Business analytics can be divided into a number of parts: modeling and analysis of system dynamics, expert systems and databases; knowledge and technology; geographic information (geo location); system analysis and design. The various methods and forms of information (statistical models) used to identify non-trivial patterns and propose solutions are often associated today with the concept of data mining. Intelligent data analysis involves the use of knowledge from a complex of data (databases). According to experts, data mining is one of the elements that is part of the process (database management system), which includes the analysis and cleaning of data.
APA, Harvard, Vancouver, ISO, and other styles
4

Chernyshenko, Serge V. "Design of Avatars With “Differential” Logic." In Avatar-Based Control, Estimation, Communications, and Development of Neuron Multi-Functional Technology Platforms. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1581-5.ch006.

Full text
Abstract:
The chapter is devoted to the analysis of possibilities in designing dynamic properties of avatars in multi-agent systems. It is shown that determination of “differential logic” of avatars, based on the use of differential equations, gives sufficient flexibility in describing their behavior over time. At the same time, the differential description usually involves a smooth response of the object to external or internal influences, which for avatars is usually not correct. To eliminate this weak point, it is proposed to use the technology of internal bifurcations, which allows to simulate discontinues effects in the avatar dynamics. It is shown that even when using relatively simple quadratic models of the Lotka-Volterra type, the technique allows to describe rather complex information interactions in the multi-agent systems.
APA, Harvard, Vancouver, ISO, and other styles
5

John Thomas, Basil, and Salah Alkhafaji. "Gamification of personalized learning through Massive Open Online Courses: learner-to-AI enabled chatbot." In Massive Open Online Courses - Current Practice and Future Trends [Working Title]. IntechOpen, 2023. http://dx.doi.org/10.5772/intechopen.1001113.

Full text
Abstract:
Massive open online courses (MOOCs) are considered an educational revolution that widens access to quality education and enhances social inclusion. With their fast advancement and potential influence in education, they have been enlisted in the modernization agenda of many universities globally. Nevertheless, the effectiveness of learning through MOOCs is debatable, while student retention rate ranges between 10-50%. The primary reason is considered the lack of interactivity in MOOCs, which urges enhancement of interaction between teachers and students. Another challenge regarding the MOOCs is to find the best resource fitting a learner’s personal profile, interests, background, and learning needs. The first challenge has been addressed from the gamification point of view to measure the impact of gamification on the overall success of MOOCs. However, the second challenge still remains untouched. In online learning setting, course design and interaction with instructors as well as students are the factors that greatly influence students’ perceived learning and satisfaction with the online course. The contribution of chatbot-supported MOOCs recommender system is in two-fold. Hence, the current study aims to extend the gamification concept to chatbot-supported MOOCs recommender system with two types of chatbots, namely text and avatar + text chatbot. In this study, MOOCs providers include both universities that offer MOOCs through their official websites and online learning platforms. MOOCs providers will benefit from the recommender system by increasing retention and course completion rate of learners, while learners will benefit from the recommender system by spending relatively less time for the most fitting course search.
APA, Harvard, Vancouver, ISO, and other styles
6

Lewis, Lundy. "Avatars and Robots as Social Companions in Healthcare." In Healthcare Ethics and Training. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-2237-9.ch026.

Full text
Abstract:
Elder care is of increasing global concern. The aging population is expected to increase two-fold by 2050. It is anticipated that there will not be enough caregivers to assist the elderly very soon, and thus researchers and entrepreneurs are looking at various types of information systems (IS) that will help alleviate the challenges in elder care. This paper examines one such IS: conversational agents in the form of avatars or robots as an aid to (i) decrease loneliness and depression among the elderly, (ii) increase cognitive function and quality of life, and (iii) generally help manage patient care. We discuss the state-of-the-science of research prototypes and commercial off-the-shelf ISs. We propose a novel concept and design, and we discuss the ethical ramifications of elderly patients possibly bonding with inanimate objects as if they were human companions.
APA, Harvard, Vancouver, ISO, and other styles
7

Eagleson Roy, de Ribaupierre Sandrine, King Sharla, and Stroulia Eleni. "Medical Education through Virtual Worlds: The HLTHSIM Project." In Studies in Health Technology and Informatics. IOS Press, 2011. https://doi.org/10.3233/978-1-60750-706-2-180.

Full text
Abstract:
Training tools using virtual reality (VR) are becoming more popular and cost-effective to develop and are increasingly adopted; yet there is no systematic means for evaluating their usability and pedagogical effectiveness. There are a wide range of training scenarios that can be scripted, from high level simulations of emergency response systems where participants using their avatars have to make complex decisions and communicate with each other, to low-level sensor-motor skills-based trainers where surgeons can practice suturing and cutting. We propose a classification framework for simulator-based training, associating each type of simulation with a specification of the types of skills it is designed to exercise and a corresponding evaluation plan. In this framework, objective measures involving task time and error rates can be formalized at the lower levels, and related subjective and objective measures can be identified at the top. Our framework is being implemented under the auspices of a recently funded New Media project in Canada (GRAND NCE) that spans two health training and simulation facilities (CSTAR and HSERC).
APA, Harvard, Vancouver, ISO, and other styles
8

Kriegel Johannes and Auinger Klemens. "AAL Service Development Loom – From the Idea to a Marketable Business Model." In Studies in Health Technology and Informatics. IOS Press, 2015. https://doi.org/10.3233/978-1-61499-524-1-125.

Full text
Abstract:
The Ambient Assisted Living (AAL) market is still in an early stage of development. Previous approaches of comprehensive AAL services are mostly supply-side driven and focused on hardware and software. Usually this type of AAL solutions does not lead to a sustainable success on the market. Research and development increasingly focuses on demand and customer requirements in addition to the social and legal framework. The question is: How can a systematic performance measurement strategy along a service development process support the market-ready design of a concrete business model for AAL service? Within the EU funded research project DALIA (Assistant for Daily Life Activities at Home) an iterative service development process uses an adapted Osterwalder business model canvas. The application of a performance measurement index (PMI) to support the process has been developed and tested. Development of an iterative service development model using a supporting PMI. The PMI framework is developed throughout the engineering of a virtual assistant (AVATAR) as a modular interface to connect informal carers with necessary and useful services. Future research should seek to ensure that the PMI enables meaningful transparency regarding targeting (e.g. innovative AAL service), design (e.g. functional hybrid AAL service) and implementation (e.g. marketable AAL support services). To this end, a further reference to further testing practices is required. The aim must be to develop a weighted PMI in the context of further research, which supports both the service engineering and the subsequent service management process.
APA, Harvard, Vancouver, ISO, and other styles
9

Boz, Mikail. "Is Reality Enough for Us?" In Handbook of Research on New Media Applications in Public Relations and Advertising. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3201-0.ch004.

Full text
Abstract:
With the development of information technologies in the 20th century, a new type of space in which the social or individual life of the human being is exposed has emerged. More and more individuals are creating a representation of themselves through the avatars they have in these worlds, mostly designed as games. With the advancing technology, there is a possibility that people will be able to carry their entire existence to these spaces in the long run, and it is possible to see examples of this situation in the cinema texts. In Ready Player One, Steven Spielberg focuses on people trying to get rid of their realities and to exist in virtual worlds in a dystopic future. In this study, the related film will be subjected to qualitative content analysis within the framework of the concept of migration and representation to cyberspace. In this way, the migration of individuals to virtual worlds in an effort to get rid of their reality and the effects of this situation in social life as a phenomenon/possibility have been discussed through the film.
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Avatar design types"

1

Ueda, Karin, and Yohsuke Yoshioka. "Effects of design around a window on the mental strain of a person working at a desk." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003424.

Full text
Abstract:
When working in a room, people may choose to work around a window for a sense of openness and recovery of fatigue. However, design around a window for example the size of a window and the distance from the sidewalk may have a negative effect on the mental strain, such as decreased concentration on work.In this study, we examined the effects of design around a window on the mental burden of person working at a desk through a subjective experiment using both a virtual environment technology and an electrodermal activity measurement method. This study is a part of research aimed at obtaining knowledge about design around a window that does not cause mental strain. We arranged floor-to-ceiling height windows and a moving virtual human avatar in the virtual environment and measured the skin potential response (SPR) of the subjects under each condition.A total of eleven students participated in the experiment. The subject wore an electrodermal activity meter and sat in the middle of a quiet experimental room. They also experienced a virtual rectangular room presented via a head-mounted display. The dimensions of the virtual room were set at 3000 mm in width, 2500 mm in depth, and 3000 mm in height. A 3000 mm high window was created on the front wall. We set the subject sat 800 mm away from the window of the virtual room. Human avatars passed outside the window.There are eighteen experimental conditions with those three parameters: three widths of window (1000, 2000, and 3000 mm), three types of avatars (1. walking, 4. jogging, and 5. striding) and two distance levels between the subject and avatar (1000 and 2000 mm). In one continuous trial, three of the eighteen experimental conditions were presented in random order, resulting in three types of avatars appearing at 30-50 seconds intervals while the window width was fixed at a certain level of three. After a 20-second break, the next trial began with the other condition. The order of the window widths and distance level between the subject and avatar was in random order for each subject. During the experiment, the subjects performed a task to type a key in the same direction as an arrow displayed on a monitor.The results showed that the mental strain of the person working at a desk was significantly higher when the window width was 1000 mm in comparison to a window width of 3000 mm. when 1. walking avatar appeared. Compared to the previous experiment in which subjects had no task, the mental strain was significantly reduced in some factors. From these analyses, we find that the narrower the window width, the higher the mental strain on the person working at a desk. Also, it suggests that the mental strain varies depending on existence of a task.These findings may be useful in creating window designs that make it easier to concentrate on tasks.
APA, Harvard, Vancouver, ISO, and other styles
2

Ito, Teruaki, and Tomio Watanabe. "ARM-COMS for Entrainment Effect Enhancement in Remote Communication." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-47960.

Full text
Abstract:
The remote communication systems allow us to enjoy the benefit of audio/video communication over the network. However, the communications based on these systems pose some open issues, such as lack of tele-presence, lack of entrainment in communication, etc. In order to tackle these issues, this study proposes an idea of remote individuals’ connection through augmented tele-presence systems called ARM-COMS: ARm-supported eMbodied COmmunication Monitor System. ARM-COMS is composed of a tablet PC as an ICT (Information and Communication Technology) device and a desktop robotic arm, which manipulates the tablet. ARM-COMS operates in two types of modes, or intelligent tablet mode (IT-mode) and intelligent avatar mode (IA-mode) to implement the three functions; namely, autonomous positioning (AP), autonomous entrainment movement (AEM), and autonomous entrainment positioning (AEP). This paper presents the basic concept of ARM-COMS and focuses on AEM function to accelerate the entrainment effect in remote communication.
APA, Harvard, Vancouver, ISO, and other styles
3

Effert, Jana-Sophie, Birgitta Esser, Michael Buschermoehle, et al. "Usability Engineering for Medical Apps using the Example of an App for Epilepsy Self-Management with a Neurosensing System." In 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002713.

Full text
Abstract:
Background: Recognizing and documenting epileptic seizures in everyday life is fundamentally important for the precise therapy of those affected. However, studies on seizure diaries have shown that up to 45% of seizures that can be recorded via EEG are not documented by the diarists (Hoppe et al., 2007). To address this gap, the MOND project (Mobile Smart Neurosensing System for the Detection and Documentation of Epileptic Seizures in Daily Life) is working on a wearable neurosensor system. As part of this project, an app that is connected to the sensor is being developed to assist users with epilepsy management. Objective: This research aims at developing and evaluating a digital epilepsy diary that simultaneously shows the data collected via the sensor system and can be used as a tool simplifying the physician-patient-communication. The main objective pursued in this paper is to describe the user centered design process with focus on long-term usage support. Therefore, we address the following questions: How can seizure documentation be supported by the app design? Do an avatar concept and dialogue-based interaction promote long-term usage? Methods: We follow a user-centered design approach. The work is based on an app developed in the previous EPItect project (Houta et al., 2020), which was already evaluated in its basic functions but not so much regarding usability issues. User perspectives were included iteratively throughout the whole process: At the beginning, a heuristic evaluation was carried out to identify which features need to be revised. For considering the integration of the app into everyday life of patients, storytelling was used to describe the care process. Added to the requirements already known from the Epitect project, these findings culminate in a developed design for the MOND-App including an avatar-based prototype. User feedback was conducted before, during and after the design process through user workshops and semistructured interviews with a small sample (four patients). Results: The results of the evaluation phase show acceptance of the avatar concept, in particular with dialogue-like interaction being seen as superior to long texts. At the same time, there was skepticism about whether an avatar can really lead to increased motivation in the long term. The collected user feedback also shows which concerns arise regarding data protection and could thus prevent use, the areas in which certain input methods (such as lists) are particularly desirable, and the areas of the app that require increased customizability. These latter areas primarily concern the nomenclature of symptoms and seizure types, which is often created independently by patients. Conclusions: The results of the interviews show a high willingness to use the app, as important functionalities supplemented by suitable input formats and dialogue-like interaction were positively evaluated. At the same time, customizability – mainly in the naming and description of symptoms and seizure types outside clinical classifications – is an important aspect in the development of an app for epilepsy management. The long-term impact and use of such an app need to be assessed in follow-up studies after full development. Hoppe, C., Poepel, A., & Elger, C. E. (2007). Epilepsy: accuracy of patient seizure counts. Archives of neurology, 64(11), 1595-1599. Houta, S., Meschede, C., Beeres, K., Surges, R., & Klötgen, M. (2020). USER-CENTERED DESIGN AND EVALUATION OF STANDARD-BASED HEALTH TECHNOLOGIES FOR EPILEPSY CARE.
APA, Harvard, Vancouver, ISO, and other styles
4

Santos - Guevara, Brenda N., and Elvira G. Rincon - Flores. "Gamification: Its Pedagogical Innovations Benefit Internship Seekers." In International Conference on Education. The International Institute of Knowledge Management, 2020. http://dx.doi.org/10.17501/24246700.2020.6202.

Full text
Abstract:
Results in higher education and literature have shown that gamification favors intrinsic motivation, cognitive process, and the social aspects of learning by engaging students with their courses. We present the use of a Leaderboard, integrating the used award system, in which students gained badges, built with eleven nicknames, six avatars and seven types of badges. The course Growth-related Competencies aims to prepare students for the search of their internships through tools that allow them to develop professional competencies. This Research was conducted to search for a way to enhance students' performance and quality of done assignments while considering that content seems to be boring and exhaustive for students who review the complete recruitment process (built their resume, have a mock interview, and get familiarized with job boards). We found, through exploratory qualitative research, that students chose an avatar or nickname (optional for students) according to something meaningful for them such as a role model they have or a character with whom they share characteristics according to their self-image. We also learned they found their motivation to participate in gamification as an opportunity to get recognition from teachers and classmates, as well as a reaffirmation of their performance while developing their professional competencies and get prepared to search for their internships. Personal satisfaction, extra points and rewarding were also reasons for them to participate as members of the Leaderboard of the course. Results showed that enhanced gamified design improve student’s participation, delivered assignments and quality of hiring products, reflected on final grades. Keywords: Gamification, Leaderboard, Professional Competencies, Internship, Educational Innovation, Higher Education.
APA, Harvard, Vancouver, ISO, and other styles
5

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.

Full text
Abstract:
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 avatars created from their own images; and Premade Avatar Group – Participants in this group use preexisting avatars that correspond to their gender while playing the game. Additionally, the presence of stereotype threat is manipulated by exposing half of each group to a fictitious article specifically designed to induce gender-related stereotype threat. This paper aims to address the following questions: (i) Can the recently available technology that enables players to create custom avatars based on their own images be successfully utilized for this type of experiment? (ii) How does stereotype threat impact players’ in-game performance? (iii) Is there a correlation between the higher impact of stereotype threat and gender? The results of this paper will check for the impact on in-game performance of the new technology allowing players to play as themselves in video games
APA, Harvard, Vancouver, ISO, and other styles
6

Chiriac, Ionut adrian, Lacramioara Stoicu tivadar, and Elena Podoleanu. "BUILDING E-HEALTH APPLICATIONS FOR DEAF PEOPLE - VIDEO AND ANIMATED AVATAR PARALLEL TECHNICAL DEVELOPMENT COMPARISON." In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-049.

Full text
Abstract:
The work presented in this paper offers answers to what are the appropriate steps and challenges in the constructive technical development process of an e-health parallel application designed for deaf people both in avatar and video technology. The article describes the technical steps to develop a parallel medical education system for deaf people in preventive dentistry. An important specific particularity of this type of applications is that the medical information and concepts are translated for the deaf users in sign language by an avatar. The Video Avatar displays recorded human operators and the Animated Avatar displays an animated figure. Another significant difference that influences the structure of both applications is that the two collections of data are stored in different formats. This research objective is part of a larger PhD research goal: the comparative analysis between video technology and animated technology used in e-health applications for deaf people with avatars. The general parallel comparative study starts with the project phase, continues with implementation and results analysis phases. The paper firstly reviews previous related work on this project in building the parallel collection of data and the comparative architecture&design models of both type of applications. The current paper mainly covers comparative detailed descriptions related to the process of constructive technical development for both applications. The format of the files, the software to develop the applications and the adjusting editing steps for the inside content are presented in detail. The final part of the paper concludes with the results of a comparative analysis for this phase and presents the next steps to for the future research of a complex project.
APA, Harvard, Vancouver, ISO, and other styles
7

Chiriac, Ionut adrian, Lacramioara Stoicu tivadar, and Elena Podoleanu. "ROMANIAN SIGN LANGUAGE E-HEALTH APPLICATION FOR DEAF PEOPLE WITH ANIMATED AVATAR TECHNOLOGY." In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-075.

Full text
Abstract:
During the last years, the effort for better integration of persons with disabilities has become a European and global priority. Creating computer applications whose message to be naturally accessible to hearing impaired persons is part of this endeavour. The development of applications with avatars performing sign language becomes more and more extensive worldwide. In Romania, developing such an application is a national premiere. This type of applications can be accomplished through two main means, video technology and animation technology. The presented project is part of a wider research project that compares two technologies with respect to design, implementation and impact assessment. The article presents the steps that have been taken to realize with animated avatar technology an application for health education meant for people with hearing disabilities in Romanian sign language. The study shows step by step the stages that were followed in accomplishing this program. It presents the steps followed to build the collection of words and phrases edited with animated avatar technology. The design phase block diagram of the project is described in detail. It describes the software, the editing stages and the format of the data. It presents also the editing style of different parts of the application content. The last chapter concludes on particular items used in this approach, but also general considerations necessary to achieve similar kinds of projects. For future work it gives various data formats that can be used as alternatives. The final part of the article sketches the specific steps to be carried out in the research project in the future, and also the general trends that might represent new directions of research in the domain of e-health applications with animated avatar for deaf people in Romanian sign language.
APA, Harvard, Vancouver, ISO, and other styles
8

Stefanova, Milena, Margherita Pillan, and Alberto Gallace. "Influence of Realistic Virtual Environments and Humanlike Avatars on Patients With Social Phobia." In ASME 2021 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/detc2021-70265.

Full text
Abstract:
Abstract The practice of treating phobias with Virtual Reality-based therapies is a well-established field. Understanding the level of realism required by the therapy to be most effective is an essential matter of study. This research aims to explore the effects of visual realism on the emotional response in subjects with social phobia when exposed to VR-based applications. Social phobias are triggered by the presence of other people, which translated into virtual environments, refers to avatars. Our hypothesis is that patients with social phobia experience different emotional response to humanlike avatars compared to people without social phobia. To try the hypothesis, a prototype-based survey is conducted. Three types of avatars are implemented with different levels of human likeness: low, medium, and high. The analysis of the collected data suggests that for people with social phobias the anxiety is lowest for avatars with high levels of human likeness. This result is in direct contrast with the uncanny valley effect theory. The research explores how we should design virtual environments to make them more effective in the treatment of phobias. Moreover, the research produces new knowledge about the perception of humanlike avatars in virtual reality.
APA, Harvard, Vancouver, ISO, and other styles
9

Wasfy, Ayman M., Tamer M. Wasfy, Hazim El-Mounayri, and Daniel Aw. "Web-Based Multimedia Lecture Delivery System With Text-to-Speech and Virtual Instructors." In ASME 2005 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2005. http://dx.doi.org/10.1115/detc2005-84692.

Full text
Abstract:
A web-based multimedia lecture delivery system is presented. The system provides natural-language instruction with synchronized: naturally sounding text-to-speech, written highlighted text, and animated 2D and 3D graphics. A near-photorealistic animated human avatar can present the lecture with synchronized gestures and lip-synching. The course is presented using a hierarchical structured outline. The learner can ask the virtual instructor questions using natural-language speech or typed text. The instructor first tries to answer the question from the course content. If no information is found then a web search is performed. The key elements of the lecture delivery system are: (1) a modular unstructured knowledge-base in which knowledge is stored as HTML or XML “knowledge objects” with embedded multimedia content; (2) a hierarchical rule-based expert system that provides natural-language understanding; (3) a search engine that can provide answers to the learner’s questions from the knowledge-base; (4) natural-language voice-recognition and synthesis; (5) animated human-like virtual instructor; (6) an integrated web-based framework that includes windows for course presentation, outline, speech, photo-realistic animated agent avatar, and other utilities that can be moved and sized according the user’s preference. The application of the lecture delivery system to a sample introductory lecture on CNC milling is presented in order to demonstrate the features of the system.
APA, Harvard, Vancouver, ISO, and other styles
10

Smits, Aletta, Annette Schenk, and Lizet Van Ewijk. "Stealing their beer time: turning studying for medical progress tests into a social game." In CARPE Conference 2019: Horizon Europe and beyond. Universitat Politècnica València, 2019. http://dx.doi.org/10.4995/carpe2019.2019.10189.

Full text
Abstract:
Because of the specific requirements of the medical profession, it is imperative that doctors-to-be have a wide range of knowledge at their fingertips. In order to facilitate this, most medical programmes employ some kind of overall ready-knowledge test: a test that is not connected to one specific course, but contains questions on all the facts and figures from all the courses in the entire curriculum. The test is generally administered four times a year to all students participating in the program. First year students are required to answer the same questions as fourth year students. However, for first year students the thresh hold for passing the exam is at a lower level.The aim of this progress test is threefold: (1) testing if the knowledge of students is up to par; (2) making sure that students understand that being a medical professional means continuing to have all the knowledge readily available at all times; and (3) changing the way students prepare for a test: not a big cramming session for one test the night before the test happens and then forget about it, but continuously working on keeping knowledge at an acceptable level. This last goal has, however, not been achieved. While students appreciate the test because of the sense of progress it provides them, in a Dutch study into its effects, students widely report that also for this test, they still prepare in cramming sessions. The result is still that the retention level of the ready knowledge is not at the level it should be.Since studies have extensively shown that students enjoy studying in a gamified process more, that they more easily get into 'a flow', and that the retention rates of knowledge acquired during a flow are higher, we propose to attempt to change the way the student prepare for the test by gamifying the process. Gamifying the process neatly matches a feeling of progress that facilitates the control students feel over their studying process and over mastering the material. Rather than losing points for not having questions correct, a student gains levels/XP/avatar strength whenever he/she masters a specific topic, or nails a series of questions on different topics within a specific time frame (‘challenge’), etc. The game mechanics and the design of the gaming world will be two important aspects of this project. A third important aspect will be the distribution of knowledge in the game and the way topics are brought up again, practiced again, or combined with other topics. The algorithm that lie at the basis of that need to be smart, adaptive and non-repetitive. A final important aspect of this process concerns the question of how to make playing this game part of the social life of students (battles on Friday afternoon for instance, or leader boards in the hallway).As mentioned above: Research indicates that gamification has a positive effect on retention and on commitment. If we then also manage to embed the game in a social setting, it can be truly called a “stealing their beer time”-type of intervention: moments that they would normally chill out and have a beer with their peers have now turned into moments where they still chill out, maybe still have a beer, but also study.We would like to share our ideas and invite partners of other programs (not necessarily medical) to join in our quest to build an overall knowledge assessment game in a modular way.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography