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120 result(s) for "Avatars (Virtual reality) Design."
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Integrating cognitive architectures into virtual character design
\"This book presents emerging research on virtual character artificial intelligence systems and procedures and the integration of cognitive architectures by emphasizing innovative methodologies for intelligent virtual character integration and design\"-- Provided by publisher.
Hello avatar : rise of the networked generation
An examination of our many modes of online identity and how we live on the continuum between the virtual and the real.Hello Avatar!Or, {llSay(0, \"Hello, Avatar!\"); is a tiny piece of user-friendly code that allows us to program our virtual selves.In Hello Avatar , B.
Avatar Customization and Embodiment in Virtual Reality Self-Compassion Therapy for Depressive Symptoms: Three-Part Mixed Methods Study
As virtual reality technologies become more accessible, understanding how design features influence user experience (UX) and psychological benefit is critical, particularly for emotionally sensitive interventions. Thus, while prior studies support the use of self-compassion paradigms in immersive virtual reality (VR) environments, the effects of avatar stylization, customization, and mirrored self-representation on therapeutic outcomes are not well understood. For instance, while it is often assumed that increasingly realistic avatars are preferable to less realistic ones, this basic premise remains largely untested. This study aimed to evaluate whether avatar appearance, customization features, and virtual mirrors affect UX and therapeutic outcomes in VR self-compassion therapy. Specifically, we examined whether stylized avatars, avatar customization, and virtual mirror feedback influenced user-rated self-compassion and depression symptoms. Across three between-subjects studies (N=107 neurotypical adults), participants engaged in an immersive individualized VR therapy protocol based on a 2-phase compassion task. The conditions were (1) stylized avatars (n=20), (2) stylized customizable avatars (n=49), and (3) stylized customizable avatars with a virtual mirror (n=38). Participants completed the User Experience Questionnaire, the Self-Compassion Scale, and the 8-item Patient Health Questionnaire (PHQ-8). In study 3, presence was also assessed using the Slater-Usoh-Steed scale. Qualitative feedback was analyzed thematically. Between- and within-study comparisons used t tests and Mann-Whitney U tests. Avatar customization (study 2) led to a significant increase in self-compassion (Self-Compassion Scale: baseline mean 3.05, SD 0.98; follow-up mean 3.55, SD 1.16; t89=2.22; P=.03; d=-0.47), though PHQ-8 scores remained unchanged. The virtual mirror condition (study 3) significantly improved depression scores (PHQ-8: U=477.5; z=2.53; P=.01; r=0.30) and UX across four User Experience Questionnaire categories, including attractiveness and dependability. However, self-compassion did not significantly change in study 3 (mean 3.88, SD 1.33 → mean 4.09, SD 1.05; t63=0.71; P=.47; d=0.18). Presence scores in study 3 (mean 4.56, SD 1.58) were also comparable to real-world benchmarks. Qualitative feedback highlighted strong engagement with avatars and mirrors, and participants reported emotional safety and personalization benefits. Stylized avatars, when paired with customization and mirrored embodiment, can support UX and therapeutic benefit in VR self-compassion therapy. These findings challenge the assumption that hyperrealistic avatars are superior and highlight the importance of emotionally congruent design choices. The combination of stylization, individualization, and visual feedback may offer a low-barrier, user-aligned strategy for future therapeutic VR applications.
The Switch
From the telegraph to the touchscreen, how the development of binary switching transformed everyday life and changed the shape of human agency The Switch traces the sudden rise of a technology that has transformed everyday life for billions of people: the binary switch. By chronicling the rapid growth of binary switching since the mid-nineteenth century, Jason Puskar contends that there is no human activity as common today as pushing a button or flipping a switch-the deceptively simple act of turning something on or off. More than a technical history, The Switch offers a cultural and political analysis of how reducing so much human action to binary alternatives has profoundly reshaped modern society. Analyzing this history, Puskar charts the rapid shift from analog to digital across a range of devices-keyboards, cameras, guns, light switches, computers, game controls, even the \"nuclear button\"-to understand how nineteenth-century techniques continue to influence today's pervasive digital technologies. In contexts that include musical performance, finger counting, machine writing, voting methods, and immersive play, Puskar shows how the switch to switching led to radically new forms of action and thought. The innovative analysis in The Switch makes clear that binary inputs have altered human agency by making choice instantaneous, effort minimal, and effects more far-reaching than ever. In the process, it concludes, switching also fosters forms of individualism that, though empowering for many, also preserve a legacy of inequality and even domination.
Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation
Virtual reality (VR)-based rehabilitation is a growing technological field, which gradually becomes integrated into existing programs. However, technology has to support human behavior and -needs, including social relatedness, to achieve health-related outcomes. Elderly people have high risk of loneliness, and VR has technological affinity for natural social interaction. Previous studies have relied on competitiveness rather than collaborative elements, but research shows that competitiveness can lead to (feelings of) stress and aggressive behavior in some individuals. This article presents a mixed methods study to gather end-user feedback on a social VR scenario that encourages inter-player collaboration on a virtual tandem bike. Outpatients (n=11, 64% males, 60±11 years) were invited to participate with a co-player (friend or family). Participants biked on average 10.7 (± 3) minutes with a mean speed of 14.8 kmph (± 5.8). The results indicate potential and feasibility for the collaborative social biking application. Participants reported excellent usability-scores (85 ± 5), high intrinsic motivation in all categories: enjoyment (6.5 ± 0.5), effort/importance (6.4 ± 0.3), relatedness (6.3 ± 0.7) and minimal increase in symptoms of nausea, oculomotor and disorientation. Furthermore, participants found the social aspect enjoyable, agreed that collaboration eased tasks and that they lost track of exercise duration. Interpersonal interaction between participants varied, but was mostly positively rated valence, even if the sense of copresence was limited by physical constraints and avatar representation. Most participants expressed that they would use the program again, but future studies should explore how to improve location and appearance of the virtual coactor, as well as implement additional tasks.
The virtual body in a design exercise: a conceptual framework for embodied cognition
In design education, immersive virtual reality (VR) has grown as a visualization and interaction tool. Nonetheless, little research has been done on how individuals self-perception within VR affects their performance. This self-awareness is carried out using avatars that depict the virtual body through multiple points of view. This article assessed three different conditions of virtual body within a design exercise to better understand how these affected idea generations and spatial skills. To do so, an embodiment-cognition framework to evaluate the influence of the virtual body in immersive VR environments was developed. The designed theoretical framework relies on the concept of embodiment and its relevance to situated cognition. Research has supported how cognition connects the mind and body and the relevance of the individual's interaction with its surroundings to make it meaningful. Likewise, more immersive environments can increase the sensation of presence in VR, allowing individuals to behave more naturally. Also, through the connection with the surroundings, individuals liberate cognitive load, allowing them to relocate cognitive efforts in developing knowledge. General findings support how the use of a more embodied virtual body can elicit higher levels of presence but also increase cognitive load which can ultimately hinder cognition. However, VR interactions aided participants to develop spatial skills and allowed idea generation. Furthermore, the framework proposed can be applied to assess students' cognitive processes beyond the discipline’s boundaries.
The impact of high-immersion virtual reality on EFL learners’ foreign language speaking anxiety: A mixed-method approach
High-immersion virtual reality (HiVR) attracts increasing attention among language learning researchers because of its potential to enhance language learning. Prior studies focused mainly on HiVR and linguistic knowledge acquisition, and little is known about HiVR and emotions in language learning. Foreign language speaking anxiety (FLSA) is a common emotion that inhibits language learning and use, so it is important to explore approaches to alleviate it. This study investigated the potential use of HiVR for coping with FLSA in which 140 Chinese EFL learners were randomly assigned to four groups (35 students each) with a different combination of learning environments (HiVR or classroom) and learning principles (situated learning or teacher-centred learning). Students’ pre- and post-test of FLSA levels within and among four groups were compared via t -tests and ANOVA. Participants’ descriptions of FLSA change and perceptions of the effects of HiVR on FLSA were integrated with quantitative results for analysis. The integration of analysis showed that although most students perceived HiVR as a useful tool for alleviating FLSA, it is difficult for them to apply the reduced anxiety experienced in HiVR to real-life situations. The statistical results also showed that HiVR did not influence students’ real-life FLSA significantly. Most participants reported that HiVR offered them an authentic environment and enjoyable learning activities, which engaged them in learning, but the use of avatars in HiVR sometimes created an obstacle to communication. Implications for using HiVR technology to enhance foreign language learning are provided.
The machine as an extension of the body: When identity, immersion, and interactive design serve as both resource and limitation for the disabled
This research explores how the technological affordances of emerging social virtual environments and VR platforms where individuals from an online disability community are represented in avatar form, correspond to these users' development of embodied identity, ability, and access to work and social communities. The visual attributes of these avatars, which can realistically reflect the user's physical self or divert from human form entirely, raise interesting questions regarding the role identity plays in the workplace, be it gender, race, age, weight, or visible disability. Additionally, the technology itself becomes fundamental to identity as the increasing use of artificial intelligence (AI), motion capture, and speech-to-text/text-to-speech technologies create digital capabilities that become part of an individual's identity. This raises further questions about how virtual world technologies can both increase and potentially create 'barriers' to accessibility for individuals who find freedom in their technologically embodied surrogates.
Design principles for social exchange in social virtual reality-enabled virtual teams
Social virtual reality (SVR) is a novel technology that can simulate and potentially enhance our face-to-face interactions. However, our understanding of interpersonal communication in SVR is still limited. To address this research gap, we describe how SVR enables social exchange (i.e., fundamental communication patterns of trust and reciprocity between individuals), which is closely related to virtual team performance. We present an information systems design theory for social exchange in SVR-enabled virtual teams (SE-SVR). Drawing from affordance theory and social exchange theory, we describe how SVR material properties (i.e., avatars, virtual objects, virtual space, and verbal and nonverbal communication features) enable and foster social exchange in SVR. As a theoretical contribution, we propose design principles for social exchange in SVR and connect them with testable theoretical propositions. Furthermore, we present the concept of interacting with presence, which facilitates users’ affordance perceptions in SVR. We conceptually validate our design principles and illustrate our design through an artifact instantiation: XR Campus, which is a minimum viable product of a collaborative platform for the ECIU University. Our SE-SVR theory has important research and practice implications because it explains how critical aspects of organizational remote communication can be considered in SVR design.
Evaluating how psychological senses and physical motions are affected by avatar shapes in a non-immersive environment
With the development of virtual reality technology, the use of avatars is attracting increasing attention. Recently, the effects of various avatars in immersive virtual reality environments on users' psychological senses and behavior, such as the sense of body ownership, sense of agency, the Proteus effect, etc., have been reported and actively studied. However, the effects of using various avatars in a non-immersive environment on users' psychological senses and behavior have not yet been fully examined. In this study, we examined how avatar shapes affect the user's psychological senses and physical motions in a non-immersive environment using a penguin avatar and a smoke avatar, with each avatar having a different shape and degrees of freedom and comparing them to a human avatar. Specifically, experiments in which whole-body physical motions were performed were conducted using these three avatars, subjective psychological senses were evaluated through questionnaires, and an objective evaluation was conducted through body-tracking data. The results suggested that the avatar shapes have an effect such that the user's body motion changes unconsciously in a non-immersive environment.