نتایج جستجو برای: avatar

تعداد نتایج: 2744  

2007
Daniel Kromand

The paper examines the various modes of designing video game avatars. The purpose is to establish an operational model for categorizing the avatars’ design. Within a theoretical framework raised by Marie-Laure Ryan and Murray Smith I will establish two continua, which, merged together, lead to twin axes that can be used to describe certain archetypes in avatar design. This paper examines typica...

Journal: :KI 2008
Marek Trojanowicz Rafal Lozinski Tomasz Jaskowiec

Efficiency issues forced us to change the so called „extensive“ paradigm, characteristic to AIML approach, because of large rule sets and a large token tree to be built and to be scanned. That‘s also why we didn‘t choose to use neural networks: they are not so efficient for large data sets and their topology management and maintenance is not a polynomial problem. For now, 98% of responses are p...

2016
Andreas Kalckert

Citation: Kalckert A (2016) Commentary: Embodying Others in Immersive Virtual Reality: Electro-Cortical Signatures of Monitoring the Errors in the Actions of an Avatar Seen from a First-Person Perspective. Front. Psychol. 7:1260. doi: 10.3389/fpsyg.2016.01260 Commentary: Embodying Others in Immersive Virtual Reality: Electro-Cortical Signatures of Monitoring the Errors in the Actions of an Avat...

2011
Trevor J. Dodds Betty J. Mohler Heinrich H. Bülthoff

BACKGROUND When we talk to one another face-to-face, body gestures accompany our speech. Motion tracking technology enables us to include body gestures in avatar-mediated communication, by mapping one's movements onto one's own 3D avatar in real time, so the avatar is self-animated. We conducted two experiments to investigate (a) whether head-mounted display virtual reality is useful for resear...

2004
Stephane Redon Young J. Kim Ming C. Lin Dinesh Manocha Jim Templeman

We present a fast algorithm for continuous collision detection between a moving avatar and its surrounding virtual environment. We model the avatar as an articulated body using line-skeletons with constant offsets and the virtual environment as a collection of polygonized objects. Given the position and orientation of the avatar at discrete time steps, we use an arbitrary in-between motion to i...

2014
Chih-Chien Wang Yolande Yun-Hsiou Yang I. Shen

Playing Multiplayer Online Role-Playing Games (MMORPGs) is now a popular leisure activity for some people. Players spend significant energy and money on it. In MMORPGs, players can customize their avatars as virtual identities to present themselves in the virtual world. Avatars are important when playing MMORPGs. However, few previous studies focus on the psychological determinates for avatar p...

Journal: :Computers in Human Behavior 2015
Maja Wrzesien Alejandro Rodríguez Beatriz Rey Mariano Alcañiz Raya Rosa María Baños M. Dolores Vara

The aim of this study is to evaluate the influence of the physical similarity of avatars with the user on emotion regulation strategy training. In this study twenty-four teenagers observed an avatar (either physically similar to the participant or neutral) that gets frustrated with his/her computer, after which he/she applies an emotion regulation strategy (slow breathing). The intensity of the...

Journal: :Multimodal technologies and interaction 2023

In this paper, we investigate the impact of avatar personalization on perceived emotions. Avatar embodiment is a crucial aspect collaborative and social virtual reality (VR) systems. Previous research found that appearance impacts acceptability body changes users’ behavior. While has been extensively investigated, know very little about how affects experienced user study (N = 40), applied an au...

2015
Nicoletta Adamo-Villani Jason Lestina Saikiran Anasingaraju

The paper reports a study that aimed to determine whether character's visual style has an effect on how signing avatars are perceived by viewers. The stimuli of the study were two polygonal characters that presented two different visual styles: stylized and realistic. Each character signed four sentences. Forty-seven participants with experience in American Sign Language (ASL) viewed the animat...

2016
Irwin Hudson Jonathan Hurter

The use of avatars as learning agents is becoming increasingly popular in the sports, education and military domains due to the rapid advance‐ ment in distributive technologies (e.g., internet, virtual worlds, etc.). When it comes to military and sports, Simulation-Based Training has proven to be cost-effective, due largely to restrictions on time, costs and safety [1]. As virtual reality and v...

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