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- ZeitschriftenartikelBody Language of Avatars in VR Meetings as Communication Status Cue: Recommendations for Interaction Design and Implementation(i-com: Vol. 21, No. 1, 2022) Kurzweg, Marco; Wolf, KatrinWhile traditional videoconferencing causes privacy issues, virtual meetings are not yet widely used. Their communication quality still lacks usability and important non-verbal communication cues, such as body language, are underrepresented. We aim at exploring virtual avatars’ body language and how it can be used to indicate meeting attendees’ communication status. By comparing users’ perceptions of avatar behavior, we found that avatar body language across gender can be an indication of communication willingness. We derive resulting body language design recommendations and recommend using attentively behaving avatars as default body language and to indicate being busy through actions of the avatar, such as drinking, typing, or talking on a phone. These actions indicate that users are temporarily busy with another task, but still are attending the meeting. When users are unavailable, their avatars should not be displayed at all and in cases of longer meeting interruptions, the avatar of a user should leave the virtual meeting room.
- WorkshopbeitragPersonalizing Robot Avatars - Opening the Discussion(Mensch und Computer 2022 - Workshopband, 2022) Häkkilä, Jonna; Paananen, Siiri; Väänänen, KaisaIn this paper, we discuss on the possibilities of personalizing a robot avatar, which may become a realistic use case with the remote presence technologies become more popular. We present an initial user study, where workshop participants (n=7) present their ideas of outlook characteristics and use cases for a personal robot avatar.
- KonferenzbeitragPhysiological and Perceptual Effects of Avatars' Muscularity while Rowing in Virtual Reality(Proceedings of Mensch und Computer 2024, 2024) Kocur, Martin; Noack, Thomas; Schwind, Valentin; Bogon, Johanna; Henze, NielsVirtual reality enables embodying different avatars. Coined the Proteus effect, previous work found that the visual characteristics of an avatar can cause behavioral, attitudinal, and perceptual effects. Recent work suggests that avatars’ muscularity can even have physiological effects while cycling in virtual reality. As the effects have not been replicated it is, however, unclear how robust they are and if effects are limited to specific activities, such as cycling. Therefore, we conducted a study to understand if avatars’ muscularity also causes physiological and perceptual effects for other tasks and if the effects can be replicated. 16 participants embodied a muscular and a non-muscular avatar while rowing on an indoor rower. We found that over time participants’ heart rates increased significantly slower when embodying a muscular avatar compared to a non-muscular avatar. While not significant, descriptive statistics suggest the same trend for perceived exertion. Overall, the results confirm previous findings and support the conclusion that avatars can cause physiological effects for a range of physical activities.
- WorkshopbeitragRequirement analysis for an AR-based teleconsultation system(Mensch und Computer 2019 - Workshopband, 2019) Budde, Vanessa; Reichling, Julia; Kraetsch, ClemensDue to demographic changes, a lack of medical expertise in special and rare cases may occur. One possible solution to overcome this deciency is the use of a teleconsultation system. This system makes it possible to remotely connect a medical expert. New technology developments, like AR- technologies, enable advanced and new applications of those systems. The present paper describes the results of expert interviews regarding attitudes towards and requirements on an AR-based teleconsultation system for telemedicine. The interviews were conducted with emergency doctors and paramedics already using an existing consultation system for telemedicine. Our aim was to gain insights into their attitudes towards and experiences with the current system, their requirements on an AR-based teleconsultation system as well as their attitudes and valuations towards the use of an avatar within such a system. Another focus of our study was on their estimation of the inuence of such a system on the patient-paramedic-interaction. The interviews were recorded, transcribed and analysed using qualitative content analysis. The results were used to derive initial requirements for a new AR-based teleconsultation system and to gain a better understanding of users’ needs. Results are discussed in the light of an early stage in the development process. According to the approach of human centred design the results serve as initial ndings which will be considered in the further development process.
- KonferenzbeitragUsing Body Language of Avatars in VR Meetings as Communication Status Cue(Mensch und Computer 2021 - Tagungsband, 2021) Kurzweg, Marco; Reinhardt, Jens; Nabok, Wladimir; Wolf, KatrinWhile traditional videoconferencing causes privacy issues, virtual meetings are not yet widely used. Their communication quality still lacks usability and important non-verbal communication cues, such as body language, are underrepresented. We aim at exploring virtual avatars’ body language and how it can be used to indicate meeting attendees’ communication status. By comparing users’ perceptions of avatar behavior, we found that avatar body language across gender can be an indication of communication willingness. We derive resulting body language design recommendations and recommend using attentively behaving avatars as default body language and to indicate being busy through actions of the avatar, such as drinking, typing, or talking on a phone. These actions indicate that users are temporarily busy with another task, but still are attending the meeting. When users are unavailable, their avatars should not be displayed at all and in cases of longer meeting interruptions, the avatar of a user should leave the virtual meeting room.