Global ETD Search
Search theses and dissertations gathered from participating repositories worldwide. Every result links back to the library that holds it. No account is needed.
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Showing 1 to 20 of 147 for “"Avatar"”.
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Avatar augmented online conversation
… of mediated conversation by means of automated avatars. This new approach relies on a model of face-to-face conversation, and derives an architecture for implementing these features through automation. First the thesis describes the process of face-to-face conversation and what nonverbal …
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Affordable avatar control system for personal robots
Social robots (personal robots) emphasize individualized social interaction and communication with people. To maximize communication capacity of a personal robot, designers make it more anthropomorphic (or zoomorphic), and people tend to interact more naturally with such robots. However, adapting …
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AI-Assisted Pipeline for 3D Face Avatar Generation
… virtual environments with realistic-looking avatars is essential for games, film production, and virtual reality. Creating a fun and engaging experience requires a wide variety of different-looking avatars. There are two main methods to create realistic-looking avatars. One is to scan a real …
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Nightmare Runner: A Personalized Avatar and Physical Activity Game
… of 3D scanning a person in order to use them as avatars in a game was developed and the feasibility and benefits of using such personalized avatars in game was tested. Lastly, a physical activity game that serves as a wrapper for both the proposed energy expenditure method, and the personalized …
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Semi-autonomous mobile phone communication avatar for enhanced interaction
In order to take advantage of the present technology in cellular phones and to enhance the presence of phone user in a remote location, the process of designing the MeBot is started. The MeBot is designed to be a semiautonomous robot that is aimed to embody the other side of the phone conversation …
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Image Bodies, Avatar Ontologies: Rendering the Virtual in Digital Culture
<p>In 2009 five avatar-themed films were released, one of which became the highest grossing film to date, signaling that in addition to their popularity in videogames and virtual worlds, avatars are culturally salient figures which demand scholarly attention. Avatars, virtual environments, and user …
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Rendering an avatar from sign writing notation for sign language animation
… animations from a sign language notation. An avatar endowed with expressive gestures, as subtle as changes in facial expression, is used to render the sign language animations. SWML, an XML format of SignWriting is provided as input. It transcribes sign language gestures in a format compatible …
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Designing a visual component of communication within 3D avatar virtual worlds
Over the last few years 3D avatar virtual worlds (AVW) have emerged on the Internet. These are computer generated, multi-user, graphical spaces within which people meet, form social groups and interact with each other in real time, typically through the exchange of text or audio messages. Each user …
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Improving coarticulation performance of 3D avatar and gaze estimation using RGB webcam
… enhanced patient portal messages using 3D avatar and gaze estimation using a single RGB camera. The first application aims to help patients, especially those with poor health and low medical literacy, to understand messages delivered by patient portal systems by enhancing the messages with …
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Investigating trait attribution through gendered avatar play: An analysis of the sims 3
… to attribute similar traits to male or female avatars. In doing so, players can experiment with taboo trait attributions and potentially defy a male-female binary. A group of 82 <em>The Sims 3</em> players was surveyed to determine their overall male and female Sims trait selections during …
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Project PEAC : a Personal, Expressive Avatar Controller for the operation of virtual characters
… construct a prototype for the control of virtual avatars in a virtual space. It was designed with the intent to feature multiple interfaces such that the user would have many options to control a virtual character. The design was to have kinematic interactions (changing the physical pose of the …
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It's not easy trying to be one of the guys: The effect of avatar attractiveness, avatar gender, and purported user gender on the success of help-seeking requests in an online game
… setting for the systematic examination of how avatar appearance and offline identity affect the outcome of users' actual interactions. This online field experiment measured the effect of avatar attractiveness, avatar gender, purported user gender, and favor size on the rate at which users …
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Διερευνώντας τα όρια φυσικού και δυνητικού σώματος: Μία μελέτη περίπτωσης του Avatar Fitness Club
… συχνά την έννοια όρο εικονικό (δυνητικό) σώμα ( Avatar) και ερευνητικές μελέτες που προσπαθούν να περιγράψουν και να αναδείξουν τα σημαινόμενα των προσπαθειών υπέρβασης του βιολογικού-φυσικού σώματος από τις κατασκευασμένες οντότητες που το αναπαριστούν στον κυβερνοχώρο, στο πλαίσιο της …
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The Effects of Instructor-Avatar Immediacy in Second Life, an Immersive and Interactive 3D Virtual Environment
… audio, video, and text-. These are enriched by avatar-mediated body language and physical manipulation of the environment. In this para-physical world, instructors and students alike employ avatars to establish their social presence in a wide variety of curricular and extra-curricular contexts. …
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Me, my Avatar(s), and Al : computational models of users and virtual identities for analysis, design, and development
… social networking profiles, and video game avatars. Despite being technically "virtual," research has shown that virtual identities can reflect and influence peoples' values and preferences that they possess outside of virtual environments (i.e., the "real world"). It is a major challenge to …
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Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship
… 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 are interpreting the video game creators intended message, and focusing on the relationships formed between a player and their …
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No ‘off’ switch (but not being all things to all people at all times): Extreme integrators’ use of avatar-mediated connectivity
… used multiple virtual identities, namely their avatars, to extend their connectivity and virtual presence online. An avatar is an agent’s curated, technology-enabled proxy representation presented on a public, digital space that self-replicates its creator’s programmed messages. As such, my …
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A case study in the use of avatar-based therapy utilising the externalisation of problems with an adult on the autistic spectrum
… narrative therapy combined with the use of avatars within a virtual world. The basis of this approach was the idea that this environment could help facilitate the externalisation phase of narrative therapy, to help produce more positive narratives about the client’s lived experience. It is …
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