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Journal articles on the topic 'Virtual avatars'

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1

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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LeRouge, Cynthia, Kathryn Dickhut, Christine Lisetti, Savitha Sangameswaran, and Toree Malasanos. "Engaging adolescents in a computer-based weight management program: avatars and virtual coaches could help." Journal of the American Medical Informatics Association 23, no. 1 (2015): 19–28. http://dx.doi.org/10.1093/jamia/ocv078.

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Abstract Objective This research focuses on the potential ability of animated avatars (a digital representation of the user) and virtual agents (a digital representation of a coach, buddy, or teacher) to deliver computer-based interventions for adolescents’ chronic weight management. An exploration of the acceptance and desire of teens to interact with avatars and virtual agents for self-management and behavioral modification was undertaken. Materials and Methods The utilized approach was inspired by community-based participatory research. Data was collected from 2 phases: Phase 1) focus group
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Blom, Kristopher J., Anna I. Bellido Rivas, Xenxo Alvarez, et al. "Achieving Participant Acceptance of their Avatars." Presence: Teleoperators and Virtual Environments 23, no. 3 (2014): 287–99. http://dx.doi.org/10.1162/pres_a_00194.

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An experiment was carried out to examine the extent to which an avatar can be perceived by people as similar to themselves, including their face and body. The avatar was judged by the participants themselves rather than by third parties. The experiment was organized in two phases. The initial phase consisted of a forced-choice, paired comparison method used to create a ranking of 10 virtual faces in order of preference. This set of faces included a facial mesh, created by a custom software pipeline to rapidly generate avatars that resembled the experimental participants. Six more faces, derive
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Beck, Dennis. "Influence of Avatar Choice on Teacher Expectations and Perceptions of Student Success." International Journal of Gaming and Computer-Mediated Simulations 4, no. 1 (2012): 1–24. http://dx.doi.org/10.4018/jgcms.2012010101.

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The gender and ethnicity of students have been shown to affect teacher expectations. As part of a Multi User Virtual Environment (MUVE), people socially interact via avatars that have the capability to be customized to details of ethnicity and gender. Teachers in MUVEs instruct students with little knowledge of potential biases and prejudices toward avatars of different genders and ethnicities. This study’s purpose was to examine the influence of student avatar choice of gender and ethnicity on teachers’ expectations. Teachers were asked to review a transcript, image, and video of a student av
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Aymerich-Franch, Laura, and Eduard Fosch-Villaronga. "What We Learned from Mediated Embodiment Experiments and Why It Should Matter to Policymakers." PRESENCE: Virtual and Augmented Reality 27, no. 1 (2019): 63–67. http://dx.doi.org/10.1162/pres_a_00312.

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When people embody a virtual or a robotic avatar, their sense of self extends to the body of that avatar. We argue that, as a consequence, if the avatar gets harmed, the person embodied in that avatar suffers the harm in the first person. Potential scenarios involving physical or psychological harm caused to avatars gives rise to legal, moral, and policy implications that need to be considered by policymakers. We maintain that the prevailing distinction in law between “property” and “person” categories compromises the legal protection of the embodied users. We advocate for the inclusion of rob
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Nagendran, Arjun, Remo Pillat, Adam Kavanaugh, Greg Welch, and Charles Hughes. "A Unified Framework for Individualized Avatar-Based Interactions." Presence: Teleoperators and Virtual Environments 23, no. 2 (2014): 109–32. http://dx.doi.org/10.1162/pres_a_00177.

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This paper presents a framework to interactively control avatars in remote environments. The system, called AMITIES, serves as the central component that connects people controlling avatars (inhabiters), various manifestations of these avatars (surrogates), and people interacting with these avatars (participants). A multiserver–client architecture, based on a low-demand network protocol, connects the participant environment(s), the inhabiter station(s), and the avatars. A human-in-the-loop metaphor provides an interface for remote operation, with support for multiple inhabiters, multiple avata
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Pan, Tong, Xiao Jing Li, Hao Peng Wang, and Lei Zhao. "Research on Avatar-Included Virtual Environment Modeling and Testing." Applied Mechanics and Materials 336-338 (July 2013): 1430–33. http://dx.doi.org/10.4028/www.scientific.net/amm.336-338.1430.

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It is possible to model and evaluate avatar-included virtual environment in the condition of advanced hardware and software technologies of digital 3D. In traditional design and evaluation, there is no interaction between digital virtual scene and avatars, and no dynamic modifying options for virtual scene. Interaction and dynamic design option are the most important functions for virtual reality simulation. The paper presented the modeling method of avatar-included virtual scene first, discussed the method of testing and evaluating for it secondly. The research can assist and support realizat
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Peña, Jorge, Jannath Ghaznavi, Nicholas Brody, et al. "Effects of Human vs. Computer-Controlled Characters and Social Identity Cues on Enjoyment." Journal of Media Psychology 31, no. 1 (2019): 35–47. http://dx.doi.org/10.1027/1864-1105/a000218.

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Abstract. This study explored how group identification, avatar similarity identification, and social presence mediated the effect of character type (avatars or agents) and social identity cues (presence or absence of avatars wearing participants’ school colors) on game enjoyment. Playing with teammate avatars increased enjoyment indirectly by enhancing group identification. In addition, the presence of social identity cues increased enjoyment indirectly by augmenting identification with one’s avatar. Unexpectedly, playing in multiplayer mode in the presence of social identity cues decreased en
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Choi, Youngjoon, Fuad Mehraliyev, and Seongseop (Sam) Kim. "Role of virtual avatars in digitalized hotel service." International Journal of Contemporary Hospitality Management 32, no. 3 (2020): 977–97. http://dx.doi.org/10.1108/ijchm-03-2019-0265.

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Purpose This study aim to attempt to conceptualize agency in a hospitality setting and examine the psychological effects of agency-related visual cues on user perception and intention to use to understand the role of agency in the digitalization of hotel services. Design/methodology/approach After developing demo videos of an express check-out application, two experiments were conducted to examine the effects of using an avatar and explain the psychological mechanism of how attributes of an avatar increase intention to use. Findings Study 1 found that the presence of an avatar had a positive i
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Rice, Valerie J. B., Paul J. Schroeder, and Gary L. Boykin. "Customizing Avatars and the Impact on One’s In-Person Life and Communications." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (2018): 1489–93. http://dx.doi.org/10.1177/1541931218621337.

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Teaching or conducting medically-related telehealth over a Virtual World involves the use of an avatar as a representation of oneself. In health care, one outcome of interest is whether an avatar’s physical similarity to the user impacts the user’s attachment to the avatar and consequential changes in their personal life and behaviors. The answers to such queries remain in debate. This paper addresses the following questions: 1) Do participants customize their avatars’ appearance, and if so, how much time do they spend and what aspects do they change? 2) Does personalizing one’s avatar, or hav
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Jin, Seung-A. Annie. "Parasocial Interaction with an Avatar in Second Life: A Typology of the Self and an Empirical Test of the Mediating Role of Social Presence." Presence: Teleoperators and Virtual Environments 19, no. 4 (2010): 331–40. http://dx.doi.org/10.1162/pres_a_00001.

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3D virtual environments (VEs) can induce parasocial interaction (PSI) and strong feelings of social presence through interactive communication among avatars. Throughout this research, PSI was operationally defined as the extent of VE users' interpersonal involvement with other avatars and perception of themselves as interacting with the other virtual actors in the environment. Self-construal refers to an individual's view of self. Self-construals play an important role in shaping PSI in interactive media environments. After proposing a typology of the self, the experiment in this study empiric
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Ross, D. "Digital twinning [virtual reality avatars]." Engineering & Technology 11, no. 4 (2016): 44–45. http://dx.doi.org/10.1049/et.2016.0403.

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Nussli, Natalie, and Kevin Oh. "Avatar-Based Group Discussions in Virtual Worlds." International Journal of Virtual and Personal Learning Environments 8, no. 1 (2018): 1–24. http://dx.doi.org/10.4018/ijvple.2018010101.

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This article focuses on developing guidelines for the effective facilitation of avatar-based group discussions. This qualitative inquiry is guided by an investigation of (1) social affordances of avatar-based discussions, with an emphasis on social and physical presence, (2) strategies to help establish rapport with other avatars, and (3) the complexities of communication modalities (voice vs. text) in avatar-based discussions. The study also explores the benefits and challenges of participating in virtual discussions. The data originated from avatar-based discussion groups in Second Life mode
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Chen, Weiya, Céline Clavel, Nicolas Férey, and Patrick Bourdot. "Perceptual Conflicts in a Multi-Stereoscopic Immersive Virtual Environment: Case Study on Face-to-Face Interaction through an Avatar." Presence: Teleoperators and Virtual Environments 23, no. 4 (2014): 410–29. http://dx.doi.org/10.1162/pres_a_00209.

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With multi-stereoscopy technology, novel projection-based immersive systems now can support multiple users by providing each one with an independent stereoscopic view of the virtual scene. When users work face-to-face, they may have an incorrect view if objects are located between them. In this case, avatars can be introduced to enable face-to-face interaction in the virtual world, whereas they are side-by-side in the real device. As a consequence, such multi-user systems provide the users with a new kind of perceptual immersion and related cognitive experiences, because users must handle both
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Pino, Maria Chiara, Roberto Vagnetti, Marco Valenti, and Monica Mazza. "Comparing virtual vs real faces expressing emotions in children with autism: An eye-tracking study." Education and Information Technologies 26, no. 5 (2021): 5717–32. http://dx.doi.org/10.1007/s10639-021-10552-w.

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AbstractDifficulties in processing emotional facial expressions is considered a central characteristic of children with autism spectrum condition (ASC). In addition, there is a growing interest in the use of virtual avatars capable of expressing emotions as an intervention aimed at improving the social skills of these individuals. One potential use of avatars is that they could enhance facial recognition and guide attention. However, this aspect needs further investigation. The aim of our study is to assess differences in eye gaze processes in children with ASC when they see avatar faces expre
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Garcia-Hernandez, A., S. Michot-Roberto, S. Dopazo-Hilario, A. Chiarelli, and A. Dawson. "Creation of realistic virtual aggregate avatars." Powder Technology 378 (January 2021): 760–71. http://dx.doi.org/10.1016/j.powtec.2020.10.036.

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Mazalek, Ali, Michael Nitsche, Sanjay Chandrasekharan, et al. "Recognising your self in virtual avatars." International Journal of Arts and Technology 6, no. 1 (2013): 83. http://dx.doi.org/10.1504/ijart.2013.050693.

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Ziaeehezarjeribi, Yadi, and Ingrid Graves. "Behind the MASK." International Journal of Gaming and Computer-Mediated Simulations 3, no. 4 (2011): 19–32. http://dx.doi.org/10.4018/jgcms.2011100102.

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This study begins an interdisciplinary dialogue among game developers, researchers and educators to determine and realize the potential of using Avatars in a three-dimensional (3D) virtual world to support experiential learning, role-playing, and problem-based learning. This research further investigates the pedagogical and instructional implications for transitioning teachers and students through alternative realities. This study discusses the psychological and sociocultural need for play, delineating the pros and cons of utilizing video games, virtual 3D worlds for both online and in the cla
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Zhao, Yi, Weiquan Wang, and Yan Zhu. "Antecedents of the Closeness of Human-Avatar Relationships in a Virtual World." Journal of Database Management 21, no. 2 (2010): 41–68. http://dx.doi.org/10.4018/jdm.2010040103.

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Virtual worlds (e.g., Second Life), where users interact and form relationships with other users’ virtual identities represented by avatars (i.e., human-avatar relationships), are increasingly influential in today’s businesses and society. Nevertheless, the sustainability and impact of virtual worlds depend largely on the closeness of human-avatar relationships. This study investigates the antecedents of the closeness of such relationships. The authors conceptualize human-avatar relationship closeness as composed of interaction frequency, activity diversity, and relational influence. They iden
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Linares, Kevin, Kaveri Subrahmanyam, Roy Cheng, and Shu-Sha Angie Guan. "A Second Life Within Second Life." International Journal of Cyber Behavior, Psychology and Learning 1, no. 3 (2011): 50–71. http://dx.doi.org/10.4018/ijcbpl.2011070104.

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Virtual worlds such as Second Life (SL) are online computer-based world-like spaces, where users assume virtual selves or avatars to interact with others, create objects, and engage in a variety of transactions. This paper examines SL residents’ avatars, activities, and the relation between residents’ offline characteristics and online avatars and activities. The authors examined whether there was a relationship between residents’ identity style and online beliefs and activities, specifically those related to self-presentation and identity exploration via avatars and relationship formation as
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Jensen, Sisse Siggaard. "Actors and Their Use of Avatars as Personal Mediators: An empirical study of avatar-based sense-makings and communication practices in the virtual worlds of EverQuest and Second Life." MedieKultur: Journal of media and communication research 25, no. 47 (2009): 15. http://dx.doi.org/10.7146/mediekultur.v25i47.1403.

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Over the past five years, millions of actors have found it meaningful to move in and settle down in the Metaverse, for example, as an adventurous shaman in an advanced role-playing game such as EverQuest or as a businesswoman in the social world of Second Life. In this article, the main question therefore is: how do the actors and gamers of the two types of virtual worlds make sense of their avatars and the worlds when they act and communicate using their avatars as personal mediators? Participatory observations inspired by virtual ethnography and in-depth video-interviews were conducted to an
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Mon, Lorri. "Communication and Education in a Virtual World." International Journal of Virtual and Personal Learning Environments 1, no. 2 (2010): 1–15. http://dx.doi.org/10.4018/jvple.2010040101.

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Education within Second Life frequently recapitulates the “sage on the stage” as students sit their avatars down in chairs in the virtual world and listen to or read an instructor’s lecture while watching a slideshow. This conceptual article explores alternative active learning techniques supporting independent and collaborative learning within virtual worlds. Within Second Life, educators can utilize a variety of scripted tools and objects as well as techniques of building and terra-forming to create vibrant virtual personal learning environments and learning experiences that are engaging and
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Provenzano, Luca, Giuseppina Porciello, Sofia Ciccarone, et al. "Characterizing Body Image Distortion and Bodily Self-Plasticity in Anorexia Nervosa via Visuo-Tactile Stimulation in Virtual Reality." Journal of Clinical Medicine 9, no. 1 (2019): 98. http://dx.doi.org/10.3390/jcm9010098.

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We combined virtual reality and multisensory bodily illusion with the aim to characterize and reduce the perceptual (body overestimation) and the cognitive-emotional (body dissatisfaction) components of body image distortion (BID) in anorexia nervosa (AN). For each participant (20 anorexics, 20 healthy controls) we built personalized avatars that reproduced their own body size, shape, and verisimilar increases and losses of their original weight. Body overestimation and dissatisfaction were measured by asking participants to choose the avatar that best resembled their real and ideal body. Resu
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Klash, Erin F., and Kate D. Simmons. "The Virtual Avatar Lab (VAL): Tapping into Virtual Live Environments to Practice Classroom Feedback Conversations." Journal of Curriculum and Teaching 9, no. 3 (2020): 149. http://dx.doi.org/10.5430/jct.v9n3p149.

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Providing effective feedback is a skill preservice teachers develop through practice. According to Hattie (2012), feedback is essential in the learning process, is prevalent in effective teaching, and its purpose is to help students determine current level of performance, so adjustments can be made to enhance performance to desired level. This qualitative case study was developed to provide 16, K-12 preservice teacher candidates with an opportunity to practice providing feedback in a virtual live environment. Candidates participated in (e.g. interacted with avatar, observed interaction, and/or
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Kim, Yeonjoon, Hangil Park, Seungbae Bang, and Sung-Hee Lee. "Retargeting Human-Object Interaction to Virtual Avatars." IEEE Transactions on Visualization and Computer Graphics 22, no. 11 (2016): 2405–12. http://dx.doi.org/10.1109/tvcg.2016.2593780.

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Osterlund, Jeffrey, and Brad Lawrence. "Virtual reality: Avatars in human spaceflight training." Acta Astronautica 71 (February 2012): 139–50. http://dx.doi.org/10.1016/j.actaastro.2011.08.011.

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O’Connor, Siobhan. "Virtual Reality and Avatars in Health care." Clinical Nursing Research 28, no. 5 (2019): 523–28. http://dx.doi.org/10.1177/1054773819845824.

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The editorial summarizes the evolution of virtual reality and its application in a variety of healthcare contexts to improve nursing education, research, and clinical practice. The use of digital avatars in conjunction with virtual reality systems is also discussed, along with the benefits and risks of this emerging technology.
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Durlach, Nat, and Mel Slater. "Presence in Shared Virtual Environments and Virtual Togetherness." Presence: Teleoperators and Virtual Environments 9, no. 2 (2000): 214–17. http://dx.doi.org/10.1162/105474600566736.

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This Forum article discusses the relationships among people, their avatars, and their virtual environment workstations in a shared virtual environment. It introduces the notion of togetherness, the sense of people being together in a shared space, which is the counterpart for shared VEs to the presence of an individual in a VE. The role of tactual communication is emphasized as being fundamental to togetherness.
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Leeb, Robert, Doron Friedman, Gernot R. Müller-Putz, Reinhold Scherer, Mel Slater, and Gert Pfurtscheller. "Self-Paced (Asynchronous) BCI Control of a Wheelchair in Virtual Environments: A Case Study with a Tetraplegic." Computational Intelligence and Neuroscience 2007 (2007): 1–8. http://dx.doi.org/10.1155/2007/79642.

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The aim of the present study was to demonstrate for the first time that brain waves can be used by a tetraplegic to control movements of his wheelchair in virtual reality (VR). In this case study, the spinal cord injured (SCI) subject was able to generate bursts of beta oscillations in the electroencephalogram (EEG) by imagination of movements of his paralyzed feet. These beta oscillations were used for a self-paced (asynchronous) brain-computer interface (BCI) control based on a single bipolar EEG recording. The subject was placed inside a virtual street populated with avatars. The task was t
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Bélisle, Jean-François, and H. Onur Bodur. "Avatars as information: Perception of consumers based on their avatars in virtual worlds." Psychology & Marketing 27, no. 8 (2010): 741–65. http://dx.doi.org/10.1002/mar.20354.

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Yoon, Gunwoo, and Patrick T. Vargas. "I See Myself through My Avatar: Evidence from East Asia and North America for Acculturated Effects on Virtual Representation Preference." Asiascape: Digital Asia 3, no. 1-2 (2016): 79–96. http://dx.doi.org/10.1163/22142312-12340049.

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In the present research we argue that avatars, as identity containers, can mirror people’s self-concepts. Research in cultural psychology suggests that East Asians tend to be more tolerant of contradictions and that they more easily adjust their self-concepts in accordance with changing contexts compared to North Americans (see Heine 2001). We therefore assume that preferred forms of avatars among East Asians and North Americans are different because of this self-concept variability across cultures. We conducted a quasi-experiment to explore how people in the two cultures differently evaluate
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Segaran, Kogilathah, Ahmad Zamzuri Mohamad Ali, and Tan Wee Hoe. "Does avatar design in educational games promote a positive emotional experience among learners?" E-Learning and Digital Media 18, no. 5 (2021): 422–40. http://dx.doi.org/10.1177/2042753021994337.

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Virtual learning companions, such as avatars, have shown significant potential in assisting learners—particularly in the Digital Game-Based Learning (DGBL) condition. Since there are many avatar design approaches which can be utilized in DGBL, questions arise on which type of these are most preferred by learners. Mainly, in ensuring that the design promotes positive emotional experience throughout the learning process. This research has specifically explored the realism aspect of avatar design. In particular, we have found that moderate cartoon-like character designs can be more promising in p
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Koskinas, Konstantinos. "Editorial: Homo Virtualis Inaugural Issue." Homo Virtualis 1, no. 1 (2018): 1. http://dx.doi.org/10.12681/homvir.18621.

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Homo Virtualis is the conception of a humanity of sciences, cultures and socialities powered by the communicative technological innovations. Cyborgs, robots, avatars and virtual communities imagine, construct and create their lives within new technosocial or sociotechnical environments. [...]
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Procter, Lesley. "I Am/We Are: Exploring the Online Self-Avatar Relationship." Journal of Communication Inquiry 45, no. 1 (2020): 45–64. http://dx.doi.org/10.1177/0196859920961041.

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Research into how online avatars are used has mostly concentrated on the agentic user controlling the passive avatar. With the proliferation, variety, and increasing uptake of online representations now available to individuals, however, we might more productively examine the relationship between what I call the avatar-persona and the user as one in which the avatar-persona also plays a part. Due to the affordances of parasociality and self-presence, a dialectic interaction develops between the user and the avatar as extended and extraordinary self. This dialectic enables the avatar-persona to
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Jarmon, Leslie. "Homo Virtualis." International Journal of Virtual and Personal Learning Environments 1, no. 1 (2010): 38–56. http://dx.doi.org/10.4018/jvple.2010091704.

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This article previews the emergence of homo virtualis. Drawing on data from seven research studies, peerreviewed published research articles, and selected excerpts of 30 months of field notes taken in Second Life, the article examines virtual learning environments and embodiment through the lens of interactions of avatars with other avatars, virtual objects, landscapes, sounds, and spatial constructs. Analysis is grounded in the polyvocal evidence provided by select participants who experienced a sense of embodied co-presence and connection with others across geo-physical distances. The discou
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Mohler, Betty J., Sarah H. Creem-Regehr, William B. Thompson, and Heinrich H. Bülthoff. "The Effect of Viewing a Self-Avatar on Distance Judgments in an HMD-Based Virtual Environment." Presence: Teleoperators and Virtual Environments 19, no. 3 (2010): 230–42. http://dx.doi.org/10.1162/pres.19.3.230.

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Few HMD-based virtual environment systems display a rendering of the user's own body. Subjectively, this often leads to a sense of disembodiment in the virtual world. We explore the effect of being able to see one's own body in such systems on an objective measure of the accuracy of one form of space perception. Using an action-based response measure, we found that participants who explored near space while seeing a fully-articulated and tracked visual representation of themselves subsequently made more accurate judgments of absolute egocentric distance to locations ranging from 4 m to 6 m awa
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Beattie, Scott. "Fatness and Fable: Regulating the Interactive Body in Video Games." Somatechnics 1, no. 2 (2011): 357–71. http://dx.doi.org/10.3366/soma.2011.0024.

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The video game Fable 2 promises new modes of interaction, by which decisions made by the player can shape the game world and the body of their virtual persona. Some decisions affect the good/evil index by which the avatar takes on a diabolical or saintly aspect. Other decisions affect the character's purity/corruption index, which impacts on the relative thinness and upright posture or fatness and hunched posture and of the avatar. This moralisation of fatness, embedded in the ideological code of the game reflects a set of values about consumption, exploitation and the aesthetics of body. Thes
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Gerner, Alexander Matthias. "Hacking into Cybertherapy: Considering a Gesture-enhanced Therapy with Avatars (g+TA)." Kairos. Journal of Philosophy & Science 23, no. 1 (2020): 32–87. http://dx.doi.org/10.2478/kjps-2020-0004.

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Abstract This paper will philosophically extend Julian Leff’s Avatar therapy paradigm (AT) for voice-like hallucinations that was initially proposed for treatment-resistant Schizophrenia patients into the realm of gesture-enhanced embodied cognition and Virtual Reality (VR), entitled g+TA (gesture-enhanced Avatar Therapy). I propose an philosophy of technology approach of embodied rhetorics of triadic kinetic “actions” in the sense of Charles Sanders Peirce that transforms the voice hallucination incorporated by an avatar- and that can confront acousmatic voice-like hallucinations with a metho
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Herrera, Fernanda, Soo Youn Oh, and Jeremy N. Bailenson. "Effect of Behavioral Realism on Social Interactions Inside Collaborative Virtual Environments." PRESENCE: Virtual and Augmented Reality 27, no. 2 (2020): 163–82. http://dx.doi.org/10.1162/pres_a_00324.

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Collaborative virtual environments (CVEs), wherein people can virtually interact with each other via avatars, are becoming increasingly prominent. However, CVEs differ in type of avatar representation and level of behavioral realism afforded to users. The present investigation compared the effect of behavioral realism on users' nonverbal behavior, self-presence, social presence, and interpersonal attraction during a dyadic interaction. Fifty-one dyads (aged 18 to 26) embodied either a full-bodied avatar with mapped hands and inferred arm movements, an avatar consisting of only a floating head
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Hoyt, Crystal L., Jim Blascovich, and Kimberly R. Swinth. "Social Inhibition in Immersive Virtual Environments." Presence: Teleoperators and Virtual Environments 12, no. 2 (2003): 183–95. http://dx.doi.org/10.1162/105474603321640932.

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We assessed the utility of using immersive virtual environment (IVE) technology for social psychological research by attempting to replicate two classic social influence effects. Specifically, we sought to replicate the classic social facilitation/inhibition effects wherein individuals' performance on a task is affected by the presence of others. Within an IVE, participants mastered one of two tasks and subsequently performed the mastered or nonmastered task either alone or in the presence of a virtual human audience whom they were led to believe were either computer-controlled agents or human
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Fedorchenko, Sergey. "Artificial Intelligence Phenomenon: Citizen Between Digital Avatar and Political Interface." Journal of Political Research 4, no. 2 (2020): 34–57. http://dx.doi.org/10.12737/2587-6295-2020-34-57.

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The aim of the article is to study the features and technologies of artificial intelligence related to the state field and the political sphere of activity of a modern citizen. The methodological basis of the work was the principles of Case Study, comparative analysis. The SWOT analysis was used as another method. The fundamental analytical tool was the principles of the functional approach of Frank Johnson Goodnow, who shared the «state» and «political». The author came to the conclusion that digital rituals are rather contradictory elements of communication - they have both a collective and
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