Recognizing self in puppet controlled virtual avatars

Ali Mazalek, Michael Nitsche, S. Chandrasekharan, T. Welsh, Paul G. Clifton, Andrew Quitmeyer, Firaz Peer, Friedrich Kirschner
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引用次数: 16

Abstract

Recent work in neuroscience suggests that there is a common coding in the brain between perception, imagination and execution of movement. Further, this common coding is considered to allow people to recognize their own movements when presented as abstract representations, and coordinate with these movements better. We are investigating how this 'own movement effect' could be extended to improve the interaction between players and game avatars, and how it might be leveraged to augment players' cognition. To examine this question, we have designed and developed a tangible puppet interface and 3D virtual environment that are tailored to investigate the mapping between player and avatar movements. In a set of two experiments, we show that when the puppet interface is used to transfer players' movements to the avatar, the players are able to recognize their own movements, when presented alongside others' movements. In both experiments, players did not observe their movements being transferred to the avatar, and the recognition occurred after a week of the transfer. Since the recognition effect persisted even with these two handicaps, we conclude that this is a robust effect, and the puppet interface is effective in personalizing an avatar, by transferring a player's own movements to the virtual character.
在木偶控制的虚拟化身中识别自我
最近的神经科学研究表明,在大脑中,感知、想象和运动执行之间存在着一种共同的编码。此外,这种通用编码被认为允许人们在以抽象表示形式呈现时识别自己的动作,并更好地与这些动作协调。我们正在研究如何将这种“自己的移动效果”扩展到改善玩家与游戏角色之间的互动,以及如何利用它来增强玩家的认知。为了研究这个问题,我们设计并开发了一个有形的木偶界面和3D虚拟环境,专门用于研究玩家和角色运动之间的映射。在一组两个实验中,我们表明,当木偶界面用于将玩家的动作转移到虚拟角色时,玩家能够识别自己的动作,当与其他人的动作一起出现时。在这两个实验中,玩家都没有观察到自己的动作被转移到虚拟角色身上,而这种识别是在转移一周后发生的。由于即使存在这两个障碍,识别效果仍然存在,我们得出结论,这是一个强大的效果,木偶界面通过将玩家自己的动作转移到虚拟角色上,有效地个性化了角色。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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