نتایج جستجو برای: avatar
تعداد نتایج: 2744 فیلتر نتایج به سال:
Purpose Through the lens of self-perception theory, this paper investigates how avatar design (i.e. user similarity) affects users' self-awareness and shapes their task engagement performance in Metaverse. Design/methodology/approach The authors conducted a 2 (avatar similarity: high vs low) × (task type: procedural creative) lab experiment collected data from questionnaires, recording behavior...
Abstract The present study aimed to test the effectiveness of giving feedback on simulated avatar interview training (Avatar Training) across different experiments and participant groups explore effect professional parenting experience by conducting a mega-analysis previous studies. A total 2,208 interviews containing 39,950 recommended 36,622 non-recommended questions from 394 participants inc...
We propose a concept of real-time human proxy for avatar-based communication systems, which virtualizes a human in the real world in real-time and which lets the virtualized human behave as if he/she was present at a distant place. For estimating RHP, we apply it to a simple game and a virtual classroom system. The experimental results shows us that RHP is useful for avatar-based communication.
Towards next generation, Criminal activity in virtual worlds is becoming a major problem for law enforcement agencies. Virtual communities such as Second Life will be quickly becoming the next frontier of cybercrime. Even now a day’s Forensic investigators are becoming interested in being able to accurately and automatically track people in virtual communities. Mostly in the multimedia context,...
Digital self-improvement programs (e.g., interventions, training programs, self-help apps) are widely accessible, but can not employ the same degree of external regulation as programs delivered in controlled environments. As a result, they suffer from high attrition – even the best programs won’t work if people don’t use them. We propose that volitional engagement – facilitated through avatar c...
Hyperscanning, an emerging technique in which data from multiple interacting subjects' brains are simultaneously recorded, has become an increasingly popular way to address complex topics, such as "theory of mind." However, most previous fMRI hyperscanning experiments have been limited to abstract social interactions (e.g. phone conversations). Our new method utilizes a virtual reality (VR) env...
While virtual worlds have evolved to provide a good medium for social communication, they are very primitive in their social and affective communication design. The social communication methods within these worlds have progressed from early text-based social worlds, e.g. MUDS (multi-user dungeons) to 3D graphical interfaces with avatar control, such as Second Life. Current communication methods...
The design and implementation of virtual worlds is separated in time from the use of the virtual world, and therefore is not directly related to an individual’s experience of the world. We propose an approach to virtual worlds platforms in which the avatar, a visual representation of a user, has agency. As a rational agent, the avatar can respond to events in the world either through the human ...
In this paper we present a virtual character controlled by an actor in real time, who talks with an audience through an augmented mirror. The application, which integrates video images, the avatar and other virtual objects within an Augmented Reality system, has been implemented using a mixture of technologies: two kinect systems for motion capture, depth map and real images, a gyroscope to det...
This paper introduces a new technique for reasoning with quantifiers and theories. Traditionally, first-order theorem provers (ATPs) are well suited to reasoning with first-order problems containing many quantifiers and satisfiability modulo theories (SMT) solvers are well suited to reasoning with first-order problems in ground theories such as arithmetic. A recent development in first-order th...
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