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Project Avatar: Utilizing The Power Of Social-Media To Share Stories Of Hope, Elizabeth Cremins Mar 2023

Project Avatar: Utilizing The Power Of Social-Media To Share Stories Of Hope, Elizabeth Cremins

Honors Theses

Addiction affects everyone and the stigma around addiction and its’ recovery makes it exponentially harder for individuals to heal. Today, adolescents are exposed to drugs, alcohol, and related substances from younger ages than ever before and the age of first consumption of these substances is continually decreasing. Further, social media makes it easier than ever for these young people to see substance-related content. Most teens and young adults today check their social media daily—if not hourly. Due to the young age of first exposure to substances coupled with the near-constant exposure that social media provides, addiction is an ever-present problem …


The Value Of Nfts, Angelina Tham Sep 2022

The Value Of Nfts, Angelina Tham

Dissertations, Theses, and Capstone Projects

Non-fungible token stories have flooded the media since the beginning of the COVID-19 pandemic. NFTs have changed the public’s views on art, finances, and the self. The emergence of Web 3 redefined ways of self expression with the help of NFTs. What are NFTs, how are they valuable, and how will they shape the future of digital art? The data visualization for this project indicates that the most popular type of crypto art is in the style of a profile picture. The discussion suggests that NFTs are in their infancy and there will be more to come from digital art, …


Whom Do You Want To Be Friends With: An Extroverted Or An Introverted Avatar? Impacts Of The Uncanny Valley Effect And Conversational Cues, Se Jung Kim Aug 2022

Whom Do You Want To Be Friends With: An Extroverted Or An Introverted Avatar? Impacts Of The Uncanny Valley Effect And Conversational Cues, Se Jung Kim

Dissertations - ALL

With the rapid growth of social virtual reality platforms, an increasing number of people will be interacting with others as avatars in virtual environments. Therefore, it is essential to develop a better understanding of the factors that could impact initial personality assessments and how they affect the willingness of people to befriend one another. Thin-slice judgment constitutes a quick judgment of a personality based on an avatar, and it could be impacted by the avatar’s appearance, particularly if the avatar elicits an uncanny valley effect that brings negative emotions such as eerieness. However, personality judgments and friendship decisions could also …


The Machine As An Extension Of The Body: When Identity, Immersion And Interactive Design Serve As Both Resource And Limitation For The Disabled, Donna Z. Davis, Shelby Stanovsek Apr 2021

The Machine As An Extension Of The Body: When Identity, Immersion And Interactive Design Serve As Both Resource And Limitation For The Disabled, Donna Z. Davis, Shelby Stanovsek

Human-Machine Communication

This research explores how the technological affordances of emerging social virtual environments and VR platforms where individuals from an online disability community are represented in avatar form, correspond to these users’ development of embodied identity, ability, and access to work and social communities. The visual attributes of these avatars, which can realistically reflect the user’s physical self or divert from human form entirely, raise interesting questions regarding the role identity plays in the workplace, be it gender, race, age, weight, or visible disability. Additionally, the technology itself becomes fundamental to identity as the increasing use of artificial intelligence (AI), motion …


Online Communication Wars: A Critical Recursive Frame Analysis Of Online Responses To The Article Entitled, “This Is Why Colin Kaepernick Took A Knee”, Rebecca Jean Arklie Jan 2021

Online Communication Wars: A Critical Recursive Frame Analysis Of Online Responses To The Article Entitled, “This Is Why Colin Kaepernick Took A Knee”, Rebecca Jean Arklie

Department of Conflict Resolution Studies Theses and Dissertations

The World Wide Web provides us with a doorway to explore our world and access to social media; a “place” where we can keep in touch with family and friends and meet people from different cultures. Social media provides us with the ability to communicate using an Avatar, providing us with anonymity. Unfortunately, this anonymity gives people the freedom to unapologetically express their opinions, using any type of language they desire, without fear of repercussions. This study of the social and cultural implications from anonymous, unrestrained comments in a discussion thread will interest communications experts, psychologists, academics, and peacekeepers because …


Are They Really Just Cosmetic? The Impact Of Cosmetic Items On Fortnite's Gameplay And Game Design, John Joseph Fennimore Dec 2020

Are They Really Just Cosmetic? The Impact Of Cosmetic Items On Fortnite's Gameplay And Game Design, John Joseph Fennimore

Theses and Dissertations

Cosmetic microtransactions, the act of paying for virtual items that customize certain parts of video games and virtual worlds such as skins that change the appearance of the avatar, are looked upon more favorably in the gaming community than performance-enhancing microtransactions, where one pays for virtual items that enhance the abilities of avatars or speed up the progression of the game. Video game industry spokespeople have adapted this rhetoric and emphasized that the microtransactions in their games are for cosmetic items only with no bearing on gameplay. However, the way players use cosmetic items in games and the way cosmetic …


Snc Fights Covid-19 Pandemic May 2020

Snc Fights Covid-19 Pandemic

St. Norbert Times

  • News
    • SNC Fights COVID-19 Pandemic
    • Dining Services Donate Meals
    • A Night of Hope
    • Athletes React to Abrupt Season End
    • SNC’s New Hire: Title IX Coordinator
  • Opinion
    • Through the Eyes of a Knight
    • The Podomoro Technique
    • The Unanswerable Question
    • Do We Need All of This?
    • Successful Business during a Pandemic
  • Features
    • Absence and Essence
    • Adventures from Home
    • SNC Students Adopt Animals
  • Entertainment
    • Student Spotlight
    • Word Search
    • Did You Know???
    • How Disney Hurts the Film Industry
    • Best Non-Disney Animated Movies
    • Five Book Recommendations for Quarantine
    • The Future of the Film Industry
    • New on Netflix
    • Junk Drawer: Catch-up During Quarantine
    • “Parks and Rec” …


Massey Speaks On Change In Msa Feb 2020

Massey Speaks On Change In Msa

St. Norbert Times

  • News
    • Massey Speaks on Change in MSA
    • Evergreen’s “Arsenic & Old Lace”
    • Lady Caress Visits SNC
    • Human Library Tells Stories of Truth
    • Winter BandFest 2020 Stops Audience Cold
    • SNC Times Staff Attend ACP Convention
  • Opinion
    • Economics and… Baking?
    • Corruption in North Africa
    • A Self Check-In
    • Is Conversation Dead?
    • Existential Crisis 101
    • I am a Product
  • Features
    • Artistic Reminders to Respect Earth
    • A Student Self-Starter
  • Entertainment
    • Student Spotlight
    • Word Search
    • Did You Know???
    • Sequels, Reboots and Spin-offs, Oh My!
    • British Comedies for the Win
    • Book Review: “The Silence of the Girls” by Pat Barker
    • Upcoming Events
    • Movies in Theaters
    • Upcoming Movies …


Amputee Perspectives Of Virtual Patient Education, Sandra L. Winkler, Michelle Schlesinger, Krueger Alice, Ann Ludwig Jun 2019

Amputee Perspectives Of Virtual Patient Education, Sandra L. Winkler, Michelle Schlesinger, Krueger Alice, Ann Ludwig

The Qualitative Report

Amputees have expressed the need for more information on the recovery path that follows amputation. Inclusion of education in the amputation rehabilitation process empowers amputees to make decisions about their options and form realistic expectations. Virtual worlds are effective as healthcare support communities because they provide both synchronous and asynchrous communication, voice enabled technology, file sharing and more, enhanced by immersion in a visually stimulating and interactive 3-D environment. The objective of this research was to discover how a virtual world could be used to address amputees’ educational needs. A focus group of three lower limb amputees ages ranging from …


Avatar Kinect: Drama In The Virtual Classroom Among L2 Learners Of English, Robert Bianchi, Byrad Yyelland, Joseph John Yang, Molly Mcharg Apr 2019

Avatar Kinect: Drama In The Virtual Classroom Among L2 Learners Of English, Robert Bianchi, Byrad Yyelland, Joseph John Yang, Molly Mcharg

The Qualitative Report

This study presents a qualitative approach to exploring classroom behaviour using dramaturgical analysis of student interactions in relation with, and as mediated through, a gesture-based gaming software among L2 learners of English at two international branch campuses in the Arabian Gulf where face-to-face interactions between unrelated members of the opposite sex are generally discouraged. We investigated whether Avatar Kinect might provide a safe way for young males and females to interact while discussing social issues in a composition course. Data were collected through personal observation and survey. Five key themes emerged from the study. First, some participants chose to perform …


Attention Economy In Video Streaming Application: Avatar Interaction In Youtube Video Content Monetization, Reno Dalu Maharso, Irwansyah Irwansyah Mar 2019

Attention Economy In Video Streaming Application: Avatar Interaction In Youtube Video Content Monetization, Reno Dalu Maharso, Irwansyah Irwansyah

Jurnal Komunikasi Indonesia

This article would like to unveil avatar interactions under the attention economy framework in online video streaming applications, taking YouTube as example, and how it benefits content creators to monetize their channels’ contents. The theory of attention economy is proposed to explain how these avatar interactions in video streaming applications are perceived as a mode of transaction by using attention as universal currency. This article is elaborated using the social information processing theory to identify content creators’ avatar credibility through the application of cues during computer-mediated communication. To enrich the concept of credibility and methodology, the prominence-interpretation theory is also …


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 …


Body Image Perception: Adolescent Boys And Avatar Depiction In Video Games, Usha Raman Jan 2016

Body Image Perception: Adolescent Boys And Avatar Depiction In Video Games, Usha Raman

AUCTUS: The Journal of Undergraduate Research and Creative Scholarship

Research on mass media’s impact on body image has mostly been focused on females thus far. Of the little research that has been done on male body image, most of it has been focused on adult males, and therefore the effect of mass media on adolescent boys’ body image is still a relatively primitive field of knowledge. Through comparing the exposure of adolescent boys to muscular avatars in popular video games, a source of mass media that a majority of adolescent boys are exposed to, and relating it to research done on the effects of frequent ideal image exposure through …


Emotional Facial Expressions In Synthesised Sign Language Avatars: A Manual Evaluation., Robert G Smith, Brian Nolan Oct 2015

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

Other Resources

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), the Deaf (the uppercase ‘‘D’’ in the word ‘‘Deaf’’ indicates Deaf as a culture as opposed to ‘‘deaf’’ as a medical condition) community’s responsiveness to sign language avatars is examined. The hypothesis of this is as follows: augmenting an existing avatar with the seven widely accepted universal emotions identified by Ekman (Basic emotions: handbook of cognition and emotion. Wiley, London, 2005) to achieve underlying facial expressions will make that avatar more human-like …


The Role Of Emotional And Facial Expression In Synthesised Sign Language Avatars, Robert G Smith Sep 2014

The Role Of Emotional And Facial Expression In Synthesised Sign Language Avatars, Robert G Smith

Other Resources

This thesis explores the role that underlying emotional facial expressions might have in regards to understandability in sign language avatars. Focusing specifically on Irish Sign Language (ISL), we examine the Deaf community’s requirement for a visual-gestural language as well as some linguistic attributes of ISL which we consider fundamental to this research. Unlike spoken language, visual-gestural languages such as ISL have no standard written representation. Given this, we compare current methods of written representation for signed languages as we consider: which, if any, is the most suitable transcription method for the medical receptionist dialogue corpus. A growing body of work …


Emotional Bond Between The Creator And The Avatar: Changes In Behavioral Intentions To Engage In Alcohol-Related Traffic Risk Behaviors, Hokyung Kim Jan 2014

Emotional Bond Between The Creator And The Avatar: Changes In Behavioral Intentions To Engage In Alcohol-Related Traffic Risk Behaviors, Hokyung Kim

Theses and Dissertations

The present study examines the joint impact of relationship with one's avatar and negative consequences to the avatar on changing behavioral intentions (CBI) in terms of alcohol-impaired driving. Avatars are users' visual self-representation in a virtual world, and play a major role to build the users' digital identity. One hundred eleven participants volunteered to participate in several experimental conditions where the degree of choice of avatar features and the degree of active control of the avatar were manipulated in Second Life, an immersive 3D virtual environment. Participants who were allowed to customize their avatar viewed their avatar more similar and …


Because I Am Not Here, Selected Second Life-Based Art Case Studies. Subjectivity, Autoempathy And Virtual World Aesthetics, Francisco Gerardo Toledo Ramírez May 2013

Because I Am Not Here, Selected Second Life-Based Art Case Studies. Subjectivity, Autoempathy And Virtual World Aesthetics, Francisco Gerardo Toledo Ramírez

Francisco Gerardo Toledo Ramírez

Second Life is a virtual world accessible through the Internet in which users create objects and spaces, and interact socially through 3D avatars. Certain artists use the platform as a medium for art creation, using the aesthetic, spatial, temporal and technological features of SL as raw material. Code and scripts applied to animate and manipulate objects, avatars and spaces are important in this sense. These artists, their avatars and artwork in SL are at the centre of my research questions: what does virtual existence mean and what is its purpose when stemming from aesthetic exchange in SL?

Through a qualitative …


Journalism In Second Life, Bonnie Brennen, Erika Dela Cerna Feb 2013

Journalism In Second Life, Bonnie Brennen, Erika Dela Cerna

Bonnie Brennen

Our research seeks to understand the emerging journalism practiced in Second Life—a computer-generated alternative reality. Framed by postmodernism, this study uses an ideological analysis to evaluate the three Second Life newspapers: the Alphaville Herald, the Metaverse Messenger and the Second Life Newspaper. We suggest that journalism in Second Life focuses on community building and education, considers the influence of the on-line world to resident members' off-line lives and raises important questions about freedom of expression.


Manual Evaluation Of Synthesised Sign Language Avatars, Robert G. Smith Mr, Brian Nolan Dr. Jan 2013

Manual Evaluation Of Synthesised Sign Language Avatars, Robert G. Smith Mr, Brian Nolan Dr.

Conference Papers

The evaluation discussed in this paper explores the role that underlying facial expressions might have regarding understandability in sign language avatars. Focusing specifically on Irish Sign Language (ISL), we examine the Deaf community’s appetite for sign language avatars. The work presented explores the following hypothesis: Augmenting an existing avatar with various combinations of the 7 widely accepted universal emotions identified by Ekman [1] to achieve underlying facial expressions, will make that avatar more human-like and consequently improve usability and understandability for the ISL user. Using human evaluation methods [2] we compare an augmented set of avatar utterances against a baseline …


Burn, Boil & Eat : An Intersection Analysis Of Stereotypes In The Most Influential Films Of All Time, Roslyn M. Satchel Jan 2013

Burn, Boil & Eat : An Intersection Analysis Of Stereotypes In The Most Influential Films Of All Time, Roslyn M. Satchel

LSU Doctoral Dissertations

This research builds upon the work of Entman & Rojecki (2001) in examining the ways the most influential movies use racial stereotypes in media frames. The results of this study contribute to the rather limited mass media research and body of knowledge regarding the media content that attracts the largest and most enduring audiences in the new media landscape. As ten of the films that have generated the most revenue, the movies in this sample constitute a genre of movies that are also a prime feature of on-going publishing, cable, internet, digital gaming, DVD, and movie sequel franchises. If, as …


Because I Am Not Here, Selected Second Life-Based Art Case Studies. Subjectivity, Autoempathy And Virtual World Aesthetics, Francisco Gerardo Toledo Ramírez Dec 2012

Because I Am Not Here, Selected Second Life-Based Art Case Studies. Subjectivity, Autoempathy And Virtual World Aesthetics, Francisco Gerardo Toledo Ramírez

Electronic Thesis and Dissertation Repository

Second Life is a virtual world accessible through the Internet in which users create objects and spaces, and interact socially through 3D avatars. Certain artists use the platform as a medium for art creation, using the aesthetic, spatial, temporal and technological features of SL as raw material. Code and scripts applied to animate and manipulate objects, avatars and spaces are important in this sense. These artists, their avatars and artwork in SL are at the centre of my research questions: what does virtual existence mean and what is its purpose when stemming from aesthetic exchange in SL?

Through a qualitative …


Navigating Life As An Avatar: The Shifting Identities-In-Practice Of A Girl Player In A Tween Virtual World, Deborah A. Fields, Yasmin B. Kafai Oct 2012

Navigating Life As An Avatar: The Shifting Identities-In-Practice Of A Girl Player In A Tween Virtual World, Deborah A. Fields, Yasmin B. Kafai

Instructional Technology and Learning Sciences Faculty Publications

In this chapter we study how one girl learned to participate in what was for her a new setting of play – a virtual world called Whyville.net with an emphasis on science education, populated by over a million young people ages eight to sixteen. Girls in particular have become prominent players in virtual worlds, a trend counter to many early observations that documented the absence of girls and women in gaming and technology at large (e.g., Cassell & Jenkins, 1998). The study of virtual worlds as play spaces then allows us to continue a conversation about gender and gaming to …


Examining Teen Girls' Fashion Behavior In The Virtual And The Real World: An Exploratory Study, Caroline Makena Kobia Jan 2011

Examining Teen Girls' Fashion Behavior In The Virtual And The Real World: An Exploratory Study, Caroline Makena Kobia

LSU Master's Theses

Over the past few years, changes in technology, especially the emergence of virtual worlds, have impacted the landscape of doing business. Many industries, such as retailing and fashion industries have recognized the e-commerce potentials and have engaged in setting up strategic ventures in the virtual worlds to develop products and/or services that are geared towards meeting consumer needs. Previous research has examined consumers’ adoption of innovative products, but there is no known study that has examined consumers’ adoption of virtual fashion. Therefore, the purpose of the current study is to shed some light on understanding consumer adoption of virtual fashion. …


Journalism In Second Life, Bonnie Brennen, Erika Dela Cerna Aug 2010

Journalism In Second Life, Bonnie Brennen, Erika Dela Cerna

College of Communication Faculty Research and Publications

Our research seeks to understand the emerging journalism practiced in Second Life—a computer-generated alternative reality. Framed by postmodernism, this study uses an ideological analysis to evaluate the three Second Life newspapers: the Alphaville Herald, the Metaverse Messenger and the Second Life Newspaper. We suggest that journalism in Second Life focuses on community building and education, considers the influence of the on-line world to resident members' off-line lives and raises important questions about freedom of expression.


Your Second Selves: Avatar Designs And Identity Play, Y. B. Kafai, Deborah A. Fields, M. S. Cook Jan 2010

Your Second Selves: Avatar Designs And Identity Play, Y. B. Kafai, Deborah A. Fields, M. S. Cook

Instructional Technology and Learning Sciences Faculty Publications

Avatars in online games and worlds are seen as players’ key representations in interactions with each other. In this article, we investigate the avatar design and identity play within a large-scale tween virtual world called Whyville.net, with more than 1.5 million registered players of ages 816. One unique feature of Whyville is the players’ ability to customize their avatars with various face parts and accessories, all designed and sold by other players in Whyville. Our findings report on the expressive resources available for avatar construction, individual tween players’ choices and rationales in creating their avatars, and online postings about avatar …


Using The Zmet Method To Understand Individual Meanings Created By Video Game Players Through The Player-Super Mario Avatar Relationship, Bradley R. Clark Mar 2008

Using The Zmet Method To Understand Individual Meanings Created By Video Game Players Through The Player-Super Mario Avatar Relationship, Bradley R. Clark

Theses and Dissertations

Video game researchers have recently begun to explore qualitative techniques to understand video games and their audiences. Yet many questions remain concerning the significance of gaming media and how video game research should be conducted. This research addresses the changing focus of video game researchers from the "producers," or sender of the video game, to the "audience" or receiver. This is accomplished in the following ways: by exploring meanings created by individuals while "role-playing" in an electronic world as an on-screen video game avatar; by using the Zaltman metaphor elicitation technique (ZMET), to gather a deeper understanding of how players …