VISHnu: An approach to support the personalization of self-expressive avatars using context-awareness

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Ailton Ribeiro , Vaninha Vieira , Lynn Alves , Cristiano Maciel
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引用次数: 0

Abstract

The avatar is a digital character that represents a person in a virtual environment, such as the metaverse. It is widely used in games and is also becoming a reality in other domains. Research indicates that the characteristics of a person’s avatar can influence his/her behavior while using a system, improving the sense of presence, immersion, and self-expression. A gap is how to support developers proposing avatar personalization, considering a user’s context, and understanding how context-awareness applied to avatars influences self-expression. In this article, we investigate how to support the development of self-expressive avatars. We present VISHnu, an approach developed to support the formalization of the use of context for avatar personalization. We conducted three evaluations to investigate the potential and feasibility of the VISHnu approach with specialists and developers: a focus group (n = 6), interviews (n = 6), and a questionnaire (n = 12). In addition to guidelines derived from mixed qualitative methods and data triangulation, including insights from the literature review, we present two tangible artifacts—the checklist and glossary. These artifacts provide a robust initial foundation for developers and enthusiasts aiming to create avatar customization solutions aligned with advancements in immersive worlds like the metaverse. Our results have the potential to contribute to the creation of avatar personalization solutions that are more inclusive and more representative of human diversity.

VISHnu:利用情境感知支持自我表达化身个性化的方法
头像是在虚拟环境(如元宇宙)中代表一个人的数字角色。它被广泛应用于游戏中,在其他领域也逐渐成为现实。研究表明,一个人的化身特征可以影响他/她在使用系统时的行为,提高临场感、沉浸感和自我表达能力。目前的空白是如何支持开发人员提出化身个性化建议,考虑用户的情境,并理解应用于化身的情境感知如何影响自我表达。在本文中,我们研究了如何支持开发自我表达化身。我们介绍了 VISHnu,这是一种为支持化身个性化语境使用的正规化而开发的方法。我们进行了三次评估,与专家和开发人员一起研究 VISHnu 方法的潜力和可行性:焦点小组(6 人)、访谈(6 人)和问卷调查(12 人)。除了从混合定性方法和数据三角测量(包括从文献综述中获得的见解)中得出的指导原则外,我们还提出了两个有形的工具--核对表和词汇表。这些工具为开发者和爱好者提供了一个强大的初始基础,使他们能够创建与元宇宙等沉浸式世界的发展相一致的化身定制解决方案。我们的研究成果有可能有助于创建更具包容性、更能代表人类多样性的化身个性化解决方案。
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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