Open Access. Powered by Scholars. Published by Universities.®

Digital Commons Network

Open Access. Powered by Scholars. Published by Universities.®

Social and Behavioral Sciences

PDF

2017

Avatar

Articles 1 - 3 of 3

Full-Text Articles in Entire DC Network

Emotional Facial Expressions In Synthesised Sign Language Avatars: A Manual Evaluation, Robert G. Smith Mr, Brian Nolan Jun 2017

Emotional Facial Expressions In Synthesised Sign Language Avatars: A Manual Evaluation, Robert G. Smith Mr, Brian Nolan

The ITB Journal

This research explores and evaluates the contribution that facial expressions might have regarding improved comprehension and acceptability in sign language avatars. Focusing specifically on Irish Sign Language (ISL), we examine the Deaf 1 community’s responsiveness to sign language avatars. The hypothesis of this is: Augmenting an existing avatar with the 7 widely accepted universal emotions identified by Ekman [1] to achieve underlying facial expressions, will make that avatar more human-like and improve usability and understandability for the ISL user. Using human evaluation methods [2] we compare an augmented set of avatar utterances against a baseline set, focusing on 2 key …


Towards A Linguistically Motivated Irish Sign Language Conversational Avatar, Irene Murtagh May 2017

Towards A Linguistically Motivated Irish Sign Language Conversational Avatar, Irene Murtagh

The ITB Journal

Avatars are life-like characters that exist in a virtual world on our computer monitors. They are synthetic actors that have, in more recent times, received a significant amount of investigation and development. This is primarily due to leverage gained from advances in computing power and 3D animation technologies. Since the release of the movie “Avatar” last year, there is also a broader awareness and interest in avatars in the public domain. Ishizuka and Prendinger (2004) describe how researchers, while endeavouring to develop a creature that is believable and capable of intelligible communication, use a wide variety of terms to describe …


A Day In The Life Of A Sim: Making Meaning Of Video Game Avatars And Behaviors, Jessica Stark Jan 2017

A Day In The Life Of A Sim: Making Meaning Of Video Game Avatars And Behaviors, Jessica Stark

Antioch University Dissertations & Theses

With video game usage--and criticism on its activity--on the rise, it may be helpful for the psychological community to understand what it actually means to play video games, and what the lived experience entails. This qualitative, phenomenological study specifically explores user behaviors and decisions in the simulated life video game, The Sims. Ten participants completed one- to two-hour long semi-structured interviews, and the data was transcribed, organized into 1,988 codes, which were clustered into 30 categories, and from which six themes ultimately emerged. These resulting themes are: self-representation; past, present, and future; purpose for play; self-reflection; co-creation; and familiarity. The …