About: Avatar is a research topic. Over the lifetime, 598 publications have been published within this topic receiving 8132 citations. The topic is also known as: Avatara.
TL;DR: The often-surprising choices users make when creating their digital representation are illustrated and the impact of the findings for the design of future avatar creation systems are discussed.
Abstract: An increasingly large number of users connect to virtual worlds on a regular basis to conduct activities ranging from gaming to business meetings. In all these worlds, users project themselves into the environment via an avatar: a 3D body which they control and whose appearance is often customizable. However, considering the prevalence of this form of embodiment, there is a surprising lack of data about how and why users customize their avatar, as well as how easy and satisfying the existing avatar creation tools are. In this paper, we report on a study investigating these issues through a questionnaire administered to more than a hundred users of three virtual worlds offering widely different avatar creation and customization systems (Maple Story, World of Warcraft, and Second Life). We illustrate the often-surprising choices users make when creating their digital representation and discuss the impact of our findings for the design of future avatar creation systems.
TL;DR: A method and apparatus for avatar-centric communication, expression and display during a multi-user online simulation are described in this paper, where various techniques are introduced to increase the richness and realism of avatar interactions, including the use of chat balloons, chat props, cinematic techniques, nonverbal communication, and gaze control.
Abstract: A method and apparatus for avatar-centric communication, expression and display during a multi-user online simulation are described Various techniques are introduced to increase the richness and realism of avatar interactions, including the use of “Chat Balloons”, “Chat Props”, cinematic techniques, avatar non-verbal communication, and gaze control
TL;DR: The realistic avatars were rated significantly more human-like when used as avatars for the others and evoked a stronger acceptance in terms of virtual body ownership (VBO) and there was some indication of a potential uncanny valley.
Abstract: This paper investigates the effect of avatar realism on embodiment and social interactions in Virtual Reality (VR) We compared abstract avatar representations based on a wooden mannequin with high fidelity avatars generated from photogrammetry 3D scan methods Both avatar representations were alternately applied to participating users and to the virtual counterpart in dyadic social encounters to examine the impact of avatar realism on self-embodiment and social interaction quality Users were immersed in a virtual room via a head mounted display (HMD) Their full-body movements were tracked and mapped to respective movements of their avatars Embodiment was induced by presenting the users' avatars to themselves in a virtual mirror Afterwards they had to react to a non-verbal behavior of a virtual interaction partner they encountered in the virtual space Several measures were taken to analyze the effect of the appearance of the users' avatars as well as the effect of the appearance of the others' avatars on the users The realistic avatars were rated significantly more human-like when used as avatars for the others and evoked a stronger acceptance in terms of virtual body ownership (VBO) There also was some indication of a potential uncanny valley Additionally, there was an indication that the appearance of the others' avatars impacts the self-perception of the users
TL;DR: In this article, a video game character or avatar is generated using images of the player so that the on-screen avatar being controlled by the player appears like the player, using a questionnaire or a psychological profile to determine characteristics that the player views as desirable.
Abstract: A video game character or avatar is generated using images of the player so that the on-screen avatar being controlled by the player appears like the player. Answers to a questionnaire or a psychological profile are provided by the player to determine characteristics that the player views as desirable, which are used to generate a final version of the avatar. Iterations of the avatar appearance are generated from the initial appearance to the final, more desirable appearance. Using the avatar, as play of the game proceeds the player's avatar begins as a character appearing like themselves and gradually becomes a character that is more as they would like to appear. The avatar increases the emotional impact of games by providing strong visual and psychological connections with the player. The avatar may instead begin from an initial character that does not appear similar to the player. The iterations may make the avatar gradually less appealing or with other changes in appearance, in some embodiments.
TL;DR: It is proposed that avatars representing users' actual appearance may be helpful in experiencing and evaluating some business areas related to users' lives in the real world (e.g., virtual apparel shopping, matchmaking, plastic surgery, fitness clubs, etc); utilization of such avatars may be a new business opportunity likely to thrive in virtual worlds.
Abstract: As broadband Internet access and virtual reality technology rapidly expand, virtual worlds and three-dimensional avatars will become more pervasive and widely adopted. In virtual worlds, people assume an identity as an avatar and interact with each other. The objective of this study is to theorize how users form attitudes and intentions regarding avatars in realistic, task-focused virtual world settings. To investigate these effects, this study proposes a conceptual framework based on dual-congruity perspectives (self-congruity and functional congruity). The results show that the more closely an avatar resembles its user, the more the user is likely to have positive attitudes (e.g., affection, connection, and passion) toward the avatar, and the better able to evaluate the quality and performance of apparel products. In the end, these positive attitudes toward an avatar and its usefulness positively affect users' intentions to use the avatar. Based on this study, we propose that avatars representing users' actual appearance may be helpful in experiencing and evaluating some business areas related to users' lives in the real world (e.g., virtual apparel shopping, matchmaking, plastic surgery, fitness clubs, etc.); utilization of such avatars may be a new business opportunity likely to thrive in virtual worlds.