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1.
In both online and offline interactions, the visual representation of people influences how others perceive them. In contrast to the offline body, an online visual representation of a person is consciously chosen and not stable. This paper reports the results of a 2 step examination of the influence of avatars on the person perception process. Specifically, this project examines the reliance on visual characteristics during the online perception process, and the relative influence of androgyny, anthropomorphism and credibility. In the first step, 255 participants fill out a survey where they rated a set of 30 static avatars on their credibility, androgyny, and anthropomorphism. The second step is a between subjects experiment with 230 participants who interact with partners represented by one of eight avatars (high and low androgyny, and anthropomorphism by high and low credibility). Results show that the characteristics of the avatar are used in the person perception process. Causal modeling techniques revealed that perceptions of avatar androgyny influence perceptions of anthropomorphism, which influences attributions of both avatar and partner credibility. Implications of these results for theory, future research, and users and designers of systems using avatars are discussed.  相似文献   

2.
Testing the assumption that more anthropomorphic (human-like) computer representations elicit more social responses from people, a between-participants experiment (N = 168) manipulated 12 computer agents to represent four levels of anthropomorphism: low, medium, high, and real human images. Social responses were assessed with users’ social judgment and homophily perception of the agents, conformity in a choice dilemma task, and competency and trustworthiness ratings of the agents. Linear polynomial trend analyses revealed significant linear trends for almost all the measures. As the agent became more anthropomorphic to being human, it received more social responses from users.  相似文献   

3.
This paper investigates whether the nature of an online environment can prime users to create avatars that emphasize particular characteristics. Participants created an avatar for one of three contrasting settings: blogging, dating or gaming. For the most part, avatars in blogging were created to accurately reflect their owners’ physical appearance, lifestyle and preferences. By contrast, participants in the dating and gaming treatments accentuated certain aspects of their avatar to reflect the tone and perceived expectations of the context. For instance, avatars in dating were made to look more attractive while avatars in gaming were made to look more intellectual. Yet, predominantly, these emphasized avatar attributes drew on participants’ self-image, and thus avatars were perceived by their owners as highly similar to themselves. The implications of these results are discussed against current frameworks of online identity and behavior. Most importantly, we use our results to extract design recommendations for improving avatar-driven applications.  相似文献   

4.
The use of anthropomorphic avatars provides Internet users the opportunity and freedom to manipulate their identity. As cyberspace becomes a haven for deceptive behavior, human–computer interaction research will need to be carried out to study and understand these deceptive behaviors. The objective of this research is to investigate the behavior of deceivers and non-deceivers (or truth-tellers) in the cyberspace environment. We examine if the intention to deceive others influences one's choice of avatars in the online chat environment. We also investigate if communication medium (text-only vs. avatar-supported chat) influences one's perception of trustworthiness of the communication partner. A lab experiment was conducted in an online chat environment with dyads. The results indicate that in the text-only chat environment, subjects who were deceiving their partner experienced higher anxiety levels than those who were truthful to their partner; however, the same phenomenon was not observed in the avatar-supported chat environment. This suggests that “wearing a mask” in cyberspace may reduce anxiety in deceiving others. Additionally, deceivers are more likely to choose avatars that are different from their real selves. The results also show that the use of avatars in a computer-mediated chat environment does not have an impact on one's perceived trustworthiness.  相似文献   

5.
As computers become increasingly powerful and complex, software designers are employing anthropomorphism to enhance the usability of computer interfaces (i.e., “user-centered” design). The potential for implementing a social mode of interface behavior, however, can only be realized through understanding the role anthropomorphism plays in modifying the behavior and perceptions of users. The present study compares human-like versus machine-like interactional styles of computer interfaces, testing hypotheses that evaluative feedback conveyed through a human-like interface will have greater impact on individuals' self-appraisals. College students received experimentally manipulated positive or negative computerized feedback in response to their performance on a purported “psychic ability” task. In general, computer feedback had considerable impact upon reflected appraisals (participants' perceptions of the computer's evaluations of their performance and ability) as well as upon their self-appraisals of performance and ability. Reflected appraisals were more influenced by computer feedback than were self-appraisals. Human-like and machine-like interface styles did not have significantly different effects.  相似文献   

6.
This study examines the joint impact of an individual's relationship with his or her avatar and negative consequences to the avatar on changing the individual's behavioral intentions (BI) in terms of alcohol-impaired driving. One hundred eleven participants volunteered to participate in several experimental conditions where the degree of choice of avatar features and the degree of control of the avatar's actions were manipulated in Second Life, an immersive 3D virtual environment. Participants who were allowed to customize their avatars viewed their avatars not only more similar but also emotionally closer to themselves, and perceived their avatars to be physically more attractive than those who were assigned basic avatars. After observing a car crash caused by drunk driving, participants in the choice and control condition were more likely to change BI positively when they identified their avatars to be similar to themselves, and regarded their avatars more attractive. Furthermore, participants who were allowed to control their avatars were more likely to attribute the responsibility of the car accident to themselves than those who observed someone else's avatar playing. Implications for the use of virtual reality games in promoting healthy behaviors are discussed in detail.  相似文献   

7.
While there is much research regarding audio, video and text based communication, there has been little work concerning how users communicate via avatars—that is graphical embodiments of remote users. The aim of this study was to explore the effects of different forms of representation, by examining how users communicate via high quality video images and basic graphical representations in different communicative contexts. Communication analysis revealed that video images facilitate turn-taking, although they are not necessarily perceived very differently from basic avatars in terms of questionnaire responses. Using eye-tracking techniques, we found that while participants generally gaze more often at video images, this is dependent on the communicative context and is not necessarily an advantage in a problem-solving situation. This study has demonstrated the value of employing various measures and tasks in order to evaluate computer-mediated interactions. The results have implications for the use of video and graphical representations in computer mediated communication and suggest that the benefits of video must be considered in relation to the user's requirements (e.g. communication process versus outcome) and context in which the system is to be applied (e.g. problem-solving or social).  相似文献   

8.
The use of 3D avatars is becoming more frequent with the development of computer technology and the internet. To meet users?? requirements, some software or programs have allowed users to customize the avatar. However, users are only able to customize the avatar using the pre-defined accessories such as hair, clothing and so on. That is, users have limited chance to customize the avatar according to their own styles. It will be of interest to users if they are able to change the appearance of the avatar by their own design, such as creating garments for avatars themselves. This paper provides an easy solution to dressing realistic 3D avatars for non-professional users based on a sketch interface. After a user drawing a 2D garment profile around the avatar, the prototype system can generate an elaborate 3D geometric garment surface dressed on the avatar. The construction of the garment surface is constrained by key body features. And the garment shape is then optimized to remove artefacts. The proposed method can generate a uniform mesh for processing such as mesh refinement, 3D decoration and so on.  相似文献   

9.
People choose aspects of the self to present that they believe will lead others to have positive impressions of them. The diffusion of telecommunication technologies has led to some of this self-presentation being done using Instant Messaging and other social media applications and devices. When people use Instant Messaging, they select graphical representations to represent them called Buddy Icons. This project asks users to describe the Buddy Icons they are currently using and what they intend to self-present in selecting them to test the extent to which self presentation theory can explain the choices people are making. Overall, participants reported that they felt their Buddy Icons accurately reflected physical characteristics, psychological aspects of the self, or both, which is consistent with previous research that people are relatively honest in their self-presentation online. Those who selected more human like (anthropomorphic) Buddy Icons reported them as more representative of the physical, as opposed to the psychological, self. Finally, users who felt their Buddy Icon accurately represented them reported a stronger sense of identification and felt their Buddy Icon could increase social presence. Implications of these results for online self presentation and impression management are discussed.  相似文献   

10.
11.
People are adapting their self-presentation strategies to utilize both online and offline communication in their interactions with strangers, co-workers, family, and friends. One way people communicate online is through the use of instant messaging, which includes the use of graphical representations of people called buddy icons. This project presents the results of a survey of the buddy icons 93 participants were currently using in their instant messaging interactions. It examines the extent to which self-presentation theory (Goffman 1959) can explain the choices people are making about how to self-present elements of their identity online. The icons were categorized and users were asked why they choose them as well as when and whether they change them with different interaction partners. Results show that male users select different categories of buddy icons than females but that most users select buddy icons that are human like, low on photorealism, and consistent with their biological sex. Users also reported that they rarely change their icons and that they selected human buddy icons when they want to increase social presence.  相似文献   

12.
Existing research has investigated whether virtual representations perceived to be controlled by humans (i.e., avatars) or those perceived to be controlled by computer algorithms (i.e., agents) are more influential. A meta-analysis (N = 32) examined the model of social influence in virtual environments (Blascovich, 2002) and investigated whether agents and avatars in virtual environments elicit different levels of social influence. Results indicated that perceived avatars produced stronger responses than perceived agents. Level of immersion (desktop vs. fully immersive), dependent variable type (subjective vs. objective), task type (competitive vs. cooperative vs. neutral), and actual control of the representation (human vs. computer) were examined as moderators. An interaction effect revealed that studies conducted on a desktop that used objective measures showed a stronger effect for agency than those that were conducted on a desktop but used subjective measures. Competitive and cooperative tasks showed greater agency effects than neutral tasks. Studies in which both conditions were actually human controlled showed greater agency effects than studies in which both conditions were actually computer controlled. We discuss theoretical and design implications for human–computer interaction and computer-mediated communication.  相似文献   

13.
Immersive virtual reality allows people to inhabit avatar bodies that differ from their own, and this can produce significant psychological and physiological effects. The concept of homuncular flexibility (Lanier, 2006) proposes that users can learn to control bodies different from their own by changing the relationship between tracked and rendered motion. We examine the effects of remapping movements in the real world onto an avatar that moves in novel ways. In Experiment 1, participants moved their legs more than their arms in conditions where leg movements were more effective for the task. In Experiment 2, participants controlling 3‐armed avatars learned to hit more targets than participants in 2‐armed avatars. We discuss the implications of embodiment in novel bodies.  相似文献   

14.
15.
The notion of trust has been virtually absent from most work on how people assess and choose their information sources. Based on two empirical cases this study shows that software engineers and users of e-commerce websites devote a lot of attention to considerations about the trustworthiness of their sources, which include people, documents, and virtual agents. In the project-based software engineering environment trust tends to be a collaborative issue and the studied software engineers normally know their sources first-hand or have them recommended by colleagues. Outside this network people are cautious and alert to even feeble cues about source trustworthiness. For example, users of e-commerce websites—generally perceived as single-user environments—react rather strongly to the visual appearance of virtual agents, though this is clearly a surface attribute. Across the two cases people need access to their sources in ways that enable them to assess source trustworthiness, access alone is not enough.  相似文献   

16.
Summary This paper covers important developments in the use of computers for quantitative research in cultural anthropology, particularly in areas which (unlike statistics) are uniquely anthropological. These fall into statistical topics and topics in scaling and measurement. By far the largest single usage of computers by cultural anthropologists is for statistical summaries of field data and for simple statistical tests such as thechi-squared for the analysis of field data or for cross-cultural studies. As the discipline develops this situation will remain the same. In fact, the proportion of people who use the computer primarily for contingency tables, frequency counts, and correlation analysis may very well increase, since there are many potential users who would fall in this category and only a few potential users who would perform other operations such as multi-dimensional scaling or simulation. The few other computer techniques that would be relevant to anthropology, and for which the technology already exists, include linear regression, as practiced by economists, and linear programming (also practiced by economists), both of which could be extremely useful in the study of peasant economy. Careful research with such models could dispel some of the controversy which has been hindering the development of economic anthropology for the last fifteen years. The training of anthropologists who can understand the relevance of such models to their work may be far in the future, since the majority of them are still skeptical of most formal methods and of the computers which make them work.  相似文献   

17.
The virtual world has become a new channel in which people can contact with others, and organizations can provide service to their customers. Selling symbolic virtual goods has also emerged as a new economy in the virtual world. Such symbolic goods cannot facilitate people to accomplish any specific tasks; people buy them simply to decorate their avatars. This study is based on the theories of symbolic consumption, self-presentation, and computer-mediated environment, to investigate why people buy decorative symbolic goods in the virtual world. The results show that people buy symbolic virtual goods for both emotional and social values. While user perceived social presence and telepresence affect both social and emotional value of symbolic goods, individual self-presentation motivation affects only social value. Besides, anonymous users in the virtual world show behaviors that differ with non-anonymous ones.  相似文献   

18.
The psychological tendency to behave socially with a computer is quite well documented in the literature. But does the short-term socialness of human-computer interaction extend over to long-term social relationships with computers? In particular, do we show loyalty to particular computer terminals over a period of time? An electronic observation of campus computer laboratories provided an affirmative answer, following which a survey of computer lab users was conducted to understand theoretical mechanisms governing self-reported loyalty to computers. In particular, it explored whether individual differences relating to psychological anthropomorphism and/or preference for consistency played a role in human loyalty toward computers. Results indicate that anthropomorphism more strongly predicts 'hardcore loyalty' to computers whereas consistency is more strongly associated with 'reinforcing loyalty.' This paper discusses theoretical and practical implications of these findings.  相似文献   

19.
Conics-based stereo,motion estimation,and pose determination   总被引:13,自引:1,他引:12  
Stereo vision, motion and structure parameter estimation, and pose determination are three important problems in 3-D computer vision. The first step in all of these problems is to choose and to extract primitives and their features in images. In most of the previous work, people usually use edge points or straight line segments as primitives and their local properties as features. Few methods have been presented in the literature using more compact primitives and their global features. This article presents an approach using conics as primitives. For stereo vision, a closed-form solution is provided for both establishing the correspondence of conics in images and the reconstruction of conics in space. With this method, the correspondence is uniquely determined and the reconstruction is global. It is shown that the method can be extended for higher degree (degree3) planar curves.For motion and structure parameter estimation, it is shown that, in general, two sequential images of at least three conics are needed in order to determine the camera motion. A complicated nonlinear system must be solved in this case. In particular, if we are given two images of a pair of coplanar conics, a closed-form solution of camera motion is presented. In a CAD-based vision system, the object models are available, and this makes it possible to recognize 3-D objects and to determine their poses from a single image.For pose determination, it is shown that if there exist two conics on the surface of an object, the object's pose can be determined by an efficient one-dimensional search. In particular, if two conics are coplanar, a closed-form solution of the object's pose is presented.Uniqueness analysis and some experiments with real or synthesized data are presented in this article.  相似文献   

20.
Although avatars may resemble communicative interface agents, they have for the most part not profited from recent research into autonomous embodied conversational systems. In particular, even though avatars function within conversational environments (for example, chat or games), and even though they often resemble humans (with a head, hands, and a body) they are incapable of representing the kinds of knowledge that humans have about how to use the body during communication. Humans, however, do make extensive use of the visual channel for interaction management where many subtle and even involuntary cues are read from stance, gaze, and gesture. We argue that the modeling and animation of such fundamental behavior is crucial for the credibility and effectiveness of the virtual interaction in chat. By treating the avatar as a communicative agent, we propose a method to automate the animation of important communicative behavior, deriving from work in conversation and discourse theory. BodyChat is a system that allows users to communicate via text while their avatars automatically animate attention, salutations, turn taking, back-channel feedback, and facial expression. An evaluation shows that users found an avatar with autonomous conversational behaviors to be more natural than avatars whose behaviors they controlled, and to increase the perceived expressiveness of the conversation. Interestingly, users also felt that avatars with autonomous communicative behaviors provided a greater sense of user control.  相似文献   

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