Academic literature on the topic 'Virtual avatars'

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Journal articles on the topic "Virtual avatars"

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Behm-Morawitz, Elizabeth, and Shannon Schipper. "Sexing the Avatar." Journal of Media Psychology 28, no. 4 (2016): 161–74. http://dx.doi.org/10.1027/1864-1105/a000152.

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Abstract. The present study explored the influence of avatar appearance on cyber-harassment in a virtual world. Specifically, this research examined how avatar gender and sexualization were related to the experience of sex- and non-sex-related harassment. An international sample of Second Life users (N = 216) completed an online questionnaire about their avatar’s appearance and virtual world experiences. Objectification theory and the disinhibition effect were used as theoretical grounding for the study. Results revealed disparate virtual experiences for male and female avatars and indicated t
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Peña, Jorge, and Seung-Chul Yoo. "Under Pressure: Avatar Appearance and Cognitive Load Effects on Attitudes, Trustworthiness, Bidding, and Interpersonal Distance in a Virtual Store." Presence: Teleoperators and Virtual Environments 23, no. 1 (2014): 18–32. http://dx.doi.org/10.1162/pres_a_00166.

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This study investigated how avatar appearance and cognitive load affect virtual interactions. Avatar salespeople dressed in black were perceived as unpersuasive and untrustworthy, and were offered less money compared to avatars in white clothes. Moreover, participants stood closer to avatars in white clothes compared to avatars dressed in black. Contrary to the traditional prediction (i.e., cognitively busy participants would trust avatars in white clothes the most but avatars in dark clothes the least), cognitively nonbusy participants expressed less trust towards avatar salespeople dressed i
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Park, Sung, Si Pyoung Kim, and Mincheol Whang. "Individual’s Social Perception of Virtual Avatars Embodied with Their Habitual Facial Expressions and Facial Appearance." Sensors 21, no. 17 (2021): 5986. http://dx.doi.org/10.3390/s21175986.

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With the prevalence of virtual avatars and the recent emergence of metaverse technology, there has been an increase in users who express their identity through an avatar. The research community focused on improving the realistic expressions and non-verbal communication channels of virtual characters to create a more customized experience. However, there is a lack in the understanding of how avatars can embody a user’s signature expressions (i.e., user’s habitual facial expressions and facial appearance) that would provide an individualized experience. Our study focused on identifying elements
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Wang, Zheng, and Bo Xu. "3D Anthropomorphic Avatar Model Based on Multi-layered Representation." International Journal of Virtual Reality 9, no. 3 (2010): 33–38. http://dx.doi.org/10.20870/ijvr.2010.9.3.2776.

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Avatars are virtual characters making the communication between user and machine more natural and interactive. The main advantage of using avatars within interfaces is to allow user to interact intuitively with the system by giving him the illusion of communicating with a real human. This illusion is obtained by mimicking human communication, i.e. giving avatar the ability of expressing emotions through facial and body language. We proposed the method based on multi-layered representation for a kind of 3D anthropomorphic avatar, and validated it as an information presenter. The way of controll
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Καλλιγέρης (John Kalligeris), Γιάννης, та Παναγιώτης Χρυσόπουλος (Panagiotis Chrysopoulos). "Ψηφιακά Άβαταρ: Μια μεταφαινομενολογική προσέγγιση της βύθισης". Conatus 1, № 2 (2017): 37. http://dx.doi.org/10.12681/conatus.11872.

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This paper examines digital avatars as an advanced form of the virtual self in a digital environment of three and more dimensions. With this definition, we proceed to a post-phenomenological analysis of Avatar's space of action, i.e. the cyberspace and Avatar's dependence on its user. The writers will try to prove that Avatars are incomplete consciousness that cannot be emancipated by its user. Also, by studying the user's immersion in the digital environment, this process will be presented as a kind of self-identification with his avatar. Thus, it will help the reader to understand the relati
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Vanacker, Bastiaan, and Don Heider. "Ethical harm in virtual communities." Convergence: The International Journal of Research into New Media Technologies 18, no. 1 (2012): 71–84. http://dx.doi.org/10.1177/1354856511419916.

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This article analyzes under which conditions ethical relevant avatar harm occurs in virtual worlds. The authors argue that this is most likely to occur when there are some norms of acceptable behavior in a virtual world and when players see avatars as constitutive to their identity. Other than online environments characterized by a ‘caveat emptor’ approach, Second Life is governed by certain norms of acceptable behavior. While Second Life inhabitants do not see a need for an additional code of ethics for their community, they do have notions of wrong and right behavior. However what exactly co
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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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Macedo Silva, Igor, and Renan C. Moioli. "A method for creating interactive, user-resembling avatars." PeerJ Computer Science 3 (July 24, 2017): e128. http://dx.doi.org/10.7717/peerj-cs.128.

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Virtual reality (VR) applications have disseminated throughout several fields, with a special quest for immersion. The avatar is one of the key constituents of immersive applications, and avatar resemblance can provoke diverse emotional responses from the user. Yet a lot a virtual reality systems struggle to implement real life-like avatars. In this work, we propose a novel method for creating interactive, user-resembling avatars using available commercial hardware and software. Avatar visualization is possible with a point-cloud or a contiguous polygon surface, and avatar interactions with th
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Navarro, Jessica, Ausiàs Cebolla, Roberto Llorens, Adrián Borrego, and Rosa M. Baños. "Manipulating Self-Avatar Body Dimensions in Virtual Worlds to Complement an Internet-Delivered Intervention to Increase Physical Activity in Overweight Women." International Journal of Environmental Research and Public Health 17, no. 11 (2020): 4045. http://dx.doi.org/10.3390/ijerph17114045.

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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’ body dimensions on the efficacy of an Internet intervention to increase PA levels and improve other relevant variables (motivation toward PA, enjoyment, anxiety, self-efficacy, and PA goals). A tota
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Williams, Geoffrey C., Lisa Lowenstein, John F. Cox, et al. "Brief report of virtual clinician research tools for tobacco dependence or dyslipidemia." Journal of Health Psychology 22, no. 11 (2016): 1463–68. http://dx.doi.org/10.1177/1359105316630131.

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Health avatars were created to deliver previously tested live interventions for tobacco dependence and cholesterol management. The exploratory aims were to develop and test whether the avatar can be reliably assessed for autonomy supportiveness using the Health Care Climate Questionnaire and estimate the mean changes in motivation variables and correlate the avatars’ autonomy supportiveness with the motivation variables and health outcomes. The avatars were found to be reliably assessed for autonomy supportiveness on the Health Care Climate Questionnaire. Autonomy support was positively correl
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