This paper describes results from a large-scale survey to explore users’ comfort with different styles of avatars for workplace communication. Thirty-one avatars were evaluated ...
With hundreds of millions of users already today, virtual worlds will become an important factor in tomorrow's media landscape. In a virtual world, users are represented by s...
: Although avatars may resemble communicative interface agents, they have for the most part not profited from recent research into autonomous embodied conversational systems. In pa...
This paper examines how users negotiate their self-presentation via an avatar used in social media. Twenty participants customised an avatar while thinking aloud. An analysis of t...
Creating controllable, responsive avatars is an important problem in computer games and virtual environments. Recently, large collections of motion capture data have been exploite...
The intersection of theatre-performance, design, and informatics is a fertile area for a broader understanding of the possible design and interaction between people and avatars in...
When players in online games engage in conversation with each other, often through a chat window, their graphical avatars typically do not exhibit interesting behavior. This paper ...
We are investigating face, hand and body expressions to be applied to avatars of a virtual environment to improve their communication capabilities and enrich and facilitate their p...
Virtual worlds are developing rapidly over the internet. They are visited by avatars and staffed with Embodied Conversational Agents (ECAs). An avatar is a representation of a phys...
We describe how we implemented the avatars we use to represent users in LivingSpace, our implementation of the Living Worlds standard for multi-user distributed VRML worlds. Livin...