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1.
Embodied identity, that is, who we are as a result of our interactions with the world around us with and through our bodies, is increasingly challenged in online environments where identity performances are seemingly untethered from the user's body that is sitting at the computer. Even though disembodiment has been severely criticized in the literature, most conceptualizations of the role of users’ bodies in virtuality nevertheless reflect a representational logic, which fails to capture contemporary users’ experience of cyborgism. Relying on data collected from nine entrepreneurs in the virtual world Second Life (SL), this paper asks how embodied identity is performed in virtual worlds. Contrasting representationalism with performativity, this study highlights that the SL entrepreneurs intentionally re-presented in their avatars some of the attributes of physical bodies, but that they also engaged in habitual practices in-world, thereby unconsciously enacting embodied identities in both their ‘real’ and virtual lives.  相似文献   

2.
Unlike computer games where Non-Player-Character avatars are common, in most virtual worlds they are the exception. Deploying an embodied AI into a virtual world offers a unique opportunity to evaluate embodied AIs, and to develop them within an environment where human and computer are on almost equal terms. This paper presents an architecture being used for the deployment of chatbot driven avatars within the Second Life virtual world, looks at the challenges of deploying an AI within such a virtual world, the possible implications for the Turing Test, and identifies research directions for the future.  相似文献   

3.
The purpose of this study was to examine social evaluations (i.e., perceptions of empathy and positivity) following peoples’ interactions with digital human representations. Female research participants engaged in a 3-min interaction while immersed in a 3-D immersive virtual environment with a “peer counselor.” Participants were led to believe that the peer counselor was either an embodied agent (i.e., computer algorithm) or an avatar (i.e., another person). During the interaction, the peer counselor either smiled or not. As predicted, a digitally-rendered smile was found to affect participants’ social evaluations. However, these effects were moderated by participants’ beliefs about their interaction partner. Specifically, smiles enhanced social evaluations of embodied agents but degraded them for avatars. Although these results are consistent with other findings concerning the communicative realism of embodied agents and avatars they uniquely demonstrate that people’s beliefs alone, rather than actual differences in virtual representations, can impact social evaluations.  相似文献   

4.
This article provides an overview of such embodied agents that reason about the body, e.g., self-reconfiguring robots, and of research into recognizing a body part as belonging to one’s own body, on the part of robotic agents (vs. animals). More sketchily, we also consider such animated avatars whose movements imitate human body movements, and virtual models of the human body.  相似文献   

5.
Research has indicated that many video games and virtual worlds are populated by unrealistic, hypersexualized representations of women, but the effects of embodying these representations remains understudied. The Proteus effect proposed by Yee and Bailenson (2007) suggests that embodiment may lead to shifts in self-perception both online and offline based on the avatar’s features or behaviors. A 2 × 2 experiment, the first of its kind, examined how self-perception and attitudes changed after women (N = 86) entered a fully immersive virtual environment and embodied sexualized or nonsexualized avatars which featured either the participant’s face or the face of an unknown other. Findings supported the Proteus effect. Participants who wore sexualized avatars internalized the avatar’s appearance and self-objectified, reporting more body-related thoughts than those wearing nonsexualized avatars. Participants who saw their own faces, particularly on sexualized avatars, expressed more rape myth acceptance than those in other conditions. Implications for both online and offline consequences of using sexualized avatars are discussed.  相似文献   

6.
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   

7.
In the paper we present two novel interactive tools, Emotion Disc and Emotion Squares, to explore the facial expression space. They map navigation in a two‐dimensional circle, by the first tool, or in two two‐dimensional squares, by the second tool, to the high‐dimensional parameter space of facial expressions, by using a small number of predefined reference expressions. They can be used as exploration tools by researchers, or as control devices by end‐users to put expressions on the face of embodied agents or avatars in applications like games, telepresence and education.  相似文献   

8.
Highly immersive three-dimensional virtual worlds have emerged as a popular medium for human social interactions. These environments enable multimodal sensory engagement and provide an immersive graphical representation of physical space where users can interact via avatars. However, when compared to two-dimensional virtual settings such as chats, virtual worlds impose constraints on social interactions due to the physical distance between individuals. Using the popular platform of Second Life as a model, we examined how humans manage this interindividual distance in virtual worlds. Taking advantage of methods developed in population ecology, we investigated how avatars are distributed in relation to each other to populate a virtual world. Our results revealed a striking dichotomy in the spatial relationships between avatars. Considerable aggregation, largely independent of population density, was observed alongside surprisingly marked physical isolation. These findings demonstrate that the spatial proximity to others determines how humans inhabit virtual worlds.  相似文献   

9.
Printed maps are the most common tool to prepare people for emergency evacuation in contexts such as public buildings or transportation. Unfortunately, they are poorly understood and often ignored by people. Virtual environments (VEs) could be a more effective method to support people in acquiring spatial knowledge about the real-world environment to evacuate. This paper pursues three main goals. First, we propose a VE-based tool to support spatial knowledge acquisition for evacuation purposes, using aviation as a real-world domain in which such knowledge is crucial for passengers’ safety. Second, we study in detail one of the VE design choices (active or passive navigation), comparing a version of our tool in which users navigate by actively controlling their position with another version in which users are passively led along pre-defined routes. Third, we contrast the two versions of the tool with the traditional, printed diagrammatic map provided to passengers by airlines. Results of our study show that the VE-based approach produces objectively better spatial knowledge when users are asked to pinpoint their assigned position in the environment, and that active navigation produces a performance improvement in a subsequent virtual evacuation. Moreover, the VE-based approach is perceived as more enjoyable, easier to comprehend and more effective than printed maps when active navigation is available.  相似文献   

10.
Virtual worlds, such as the prominent Second Life (SL), offer unprecedented opportunities for companies to tap the innovative potential of consumers and consumer communities. Despite the potential, the studied corporate open innovation initiatives fail to attract sustained engagement among co-creating participants. The underdeveloped state of these islands in terms of innovation tasks and the lack of knowledge about how to attract innovative avatars raise key concerns about the nature of the experience avatars have on corporate sites. In a quantitative study we examine the importance of the experience in encouraging active participation in the innovation tasks. When participants experience an inspiring, intrinsically motivating, involving and fun co-creation experience, they participate more intensely. Prior research on virtual new product development is extended to the virtual world context and insights of the virtual co-creation experience serve as guidelines for the conception of avatar-based innovation initiatives.  相似文献   

11.
Avatar creation has become common for people to participate and interact in virtual worlds. Using an online survey (N = 244), we investigated both the behavioral characteristics and major motivations for avatar creation in virtual worlds. Our results suggest that a majority of the participants had multiple avatars; these avatars’ appearance did not merely resemble the human players; and their personality did not necessarily mirror the player’s real personality. Furthermore, participants on average spent over 20 h per week and often interacting with others in the virtual worlds. Our exploratory factor analysis yielded four major motivations: virtual exploration, social navigation, contextual adaptation, and identity representation.  相似文献   

12.
We conducted an experiment to evaluate the use of embodied survey bots (i.e., software-controlled avatars) as a novel method for automated data collection in 3D virtual worlds. A bot and a human-controlled avatar carried out a survey interview within the virtual world, Second Life, asking participants about their religion. In addition to interviewer agency (bot vs. human), we tested participants’ virtual age, that is, the time passed since the person behind the avatar joined Second Life, as a predictor for response rate and quality. The human interviewer achieved a higher response rate than the bot. Participants with younger avatars were more willing to disclose information about their real life than those with older avatars. Surprisingly, the human interviewer received more negative responses than the bot. Affective reactions of older avatars were also more negative than those of younger avatars. The findings provide support for the utility of bots as virtual research assistants but raise ethical questions that need to be considered carefully.  相似文献   

13.
ContextTo develop usable software we need to understand the users that will interact with the system. Personas is a HCI technique that gathers information about users in order to comprehend their characteristics. This information is used to define fictitious persons on which development should focus. Personas provides an understanding of the user, often overlooked in SE developments.ObjectiveThe goal of our research is to modify Personas to readily build the technique into the requirements stage of regular SE developments.MethodWe tried to apply Cooper’s version of the Personas technique and we found shortcomings in both the definition of the procedure to be enacted and the formalization of the product resulting from the execution of each step of the Personas technique. For each of these limitations (up to a total of 11), we devised an improvement to be built into Personas. We have incorporated these improvements into a SE version of Personas. The improved Personas avoid the weaknesses encountered by an average software developer unfamiliar with HCI techniques applying the original Personas.ResultsWe aim to improve requirements elicitation through the use of Personas. We have systematized and formalized Personas in the SE tradition in order to build this new version of the technique into the requirements stage. We have applied our proposal in an application example.ConclusionThe integration of Personas into the SE requirements stage might improves the understanding of what the software product should do and how it should behave. We have modified the HCI Personas technique to comply with the levels of systematization required by SE. We have enriched the SE requirements process by incorporating Personas activities into requirements activities. Requirements elicitation and requirements analysis are the RE activities most affected by incorporating Personas.  相似文献   

14.
An important challenge today is to support creativity while enabling geographically distant people to work together. In line with the componential theory of creativity, self-perception theory and recent research on the Proteus Effect, we investigate how avatars, which are virtual representations of the self, may be a medium for stimulating creativity. For this purpose, we conducted two studies with a population of engineering students. In the first study, 114 participants responded to online surveys in order to identify what a creative avatar may look like. This enabled us to select avatars representing inventors, which were perceived as creative by engineering students, and neutral avatars. In the second study, 54 participants brainstormed in groups of 3, in 3 different conditions: in a control face-to-face situation, in a virtual environment while embodying neutral avatars and in a virtual environment with inventor avatars. The results show that inventor avatars led to higher performance in fluency and originality of ideas. Moreover, this benefit proved to endure over time since participants allocated to inventor avatars also performed better in a subsequent face-to-face brainstorming. The prospects of using avatars for enhancing creativity-relevant processes are discussed in terms of theoretical and applicative implications.  相似文献   

15.
A series of mobile phone prototypes, called The Swarm, have been developed in response to the user needs identified in a 3-year empirical study of young people’s use of mobile phones. The prototypes take cues from user led innovation and provide multiple avatars that allow individuals to define and manage their own virtual identity. This paper briefly maps the evolution of the prototypes and then describes how the pre-defined, colour-coded avatars in the latest version are being given greater context and personalization through the use of digital images. This not only gives ‘serendipity a nudge’ by allowing groups to come together more easily, but also provides contextual information that can reduce gratuitous contact.  相似文献   

16.
We collected mobility traces of avatars spanning multiple regions in Second Life, a popular user-created virtual world. We analyzed the traces to characterize the dynamics of the avatars’ mobility and behavior, both temporally and spatially. We discuss the implications of our findings on the design of peer-to-peer architecture, interest management, mobility modeling of avatars, server load balancing and zone partitioning, caching, and prefetching for user-created virtual worlds.  相似文献   

17.
ABSTRACT

Involvement of children with autism spectrum conditions (ASC) in the design of new educational technology is becoming more prevalent. Despite potential barriers due to communication and ideation difficulties for children with ASC, adapted participatory design methods can successfully facilitate their direct involvement. Nonetheless, methods requiring face-to-face communication can still be difficult for children with ASC and research suggests that technology mediation could facilitate their contribution. This study explores the use of collaborative virtual environments (CVEs) as a medium through which students evaluated existing computer games and offered suggestions for game development. CVEs in which the users were represented by (a) avatars and (b) video-pods were compared to a face-to-face condition. Twelve typically developing (aged 8–9 years), 12 higher ability ASC (12–14) and 4 lower ability ASC children (12–14) participated. All student groups preferred the video-pod CVE and students with ASC were generally better able to contribute effectively through this medium than face-to-face.  相似文献   

18.
Avatar gender is a basic element of an MMORPG user's identity. Gender customisation in a virtual space is an expansion of identity, an attempt to express oneself in more diverse ways. A survey showed that numerous users manage gender-swapped avatars, and men in particular prefer using female avatars. This study analysed user attitudes toward gender using a Q methodology. In the process, it confirmed the generalisations and motivating factors of gender swapping. The advanced graphic technology and high degree of freedom available in recent MMORPGs has led to an increased demand for avatar physical qualities, and the motives that underlie gender selection have become more diverse and complex. In particular, the notion of experimental and playful creation through customisation has been illuminated and treated as the core consideration of game design.  相似文献   

19.
This study examined how operating elderly or young avatars affected shoppers’ product perceptions and purchasing behaviors. It also investigated how virtual shopping experiences translated into prosocial behavior regarding a nonprofit organization supporting the elderly. Operating elderly avatars influenced shoppers’ product choice and walking speed while shopping compared to operating younger avatars. In addition, operating elderly avatars positively affected participants’ attitudes and willingness to donate to and volunteer for a nonprofit organization supporting the elderly. Statistical interactions between avatar age and a shopper’s ageism on behavioral and persuasion outcomes were also confirmed, and these findings implied an assimilation/contrast effect influenced by a shopper’s preexisting prejudices toward the elderly.  相似文献   

20.
A survey study (N = 223) of participants in the social virtual world, Second Life, examined the relationship between Big Five personality factors, experiences in the virtual world and reports of changes to real life resulting from the virtual world experiences. Hypotheses about direct and indirect effects of personality on real life changes were tested with structural equation modeling. Results showed that the strength of users’ relationship to the virtual environment, identification with and similarity to their avatars positively predicted reports of changes to real life, and that these three factors mediated effects of Agreeableness, Extraversion, Intellect, Conscientiousness, and Emotional Stability, on real life changes. Conscientiousness also had a direct negative relationship with real life changes. Implications are discussed for the potential of virtual social media features for activating facets of personality traits.  相似文献   

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