Spelling suggestions: "subject:"avatar""
21 |
Using avatars in weight management settings: a systematic reviewHorne, M., Hill, A., Murells, T., Ugail, Hassan, Irving, Chinnadorai, R., Hardy, Maryann L. 05 March 2020 (has links)
Yes / Background: Obesity interventions rely predominantly on managing dietary intake and/or increasing physical activity but sustained adherence to behavioural regimens is often poor. Avatar technology is well established within the computer gaming industry and evidence suggests that virtual representations of self may impact real-world behaviour, acting as a catalyst for sustained weight loss behaviour modification. However, the effectiveness of avatar technology in promoting weight loss is unclear.
Aims: We aimed to assess the quantity and quality of empirical support for the use of avatar technologies in adult weight loss interventions.
Method: A systematic review of empirical studies was undertaken. The key objectives were to determine if: (i) the inclusion of avatar technology leads to greater weight loss achievement compared to routine intervention; and (ii) whether weight loss achievement is improved by avatar personalisation (avatar visually reflects self).
Results: We identified 6 papers that reported weight loss data. Avatar-based interventions for weight loss management were found to be effective in the short (4–6 weeks) and medium (3–6 months) term and improved weight loss maintenance in the long term (12 months). Only 2 papers included avatar personalisation, but results suggested there may be some added motivational benefit.
Conclusions: The current evidence supports that avatars may positively impact weight loss achievement and improve motivation. However, with only 6 papers identified the evidence base is limited and therefore findings need to be interpreted with caution. / National Institute for Health Research (NIHR) [RfPB programme (project reference PB-PG-1215-20016)].
|
22 |
Effects of AI-Avatars on Learning and Trust in Educational VideosWestin, Fanny, Öberg, Amanda January 2024 (has links)
The use of avatars in education is becoming increasingly common, but research on their impact on learning and trust remains limited. This study investigates the perceived trust in a highly anthropomorphic AI-generated avatar in educational contexts and how it affects learning. We examined how awareness (informed group, n = 29) of the presenter in an educational video being an avatar affected learning compared to an uninformed group (n = 29), employing a mixed methods design (quantitative and qualitative). The groups were compared on (1) memory performance of the educational content (multiple-choice questions), (2) perceived trust of the avatar (Likert scale questions), and (3) emotional reactions (open-ended questions). The results revealed a significant group difference, the informed group performed lower in the memory test (U = 278.000 p = 0.026), but no significant group difference in perceived trust was shown, with both groups' responses being neutral or positive. However, the informed group exhibited a significantly less positive attitude toward receiving future educational content from avatars. The findings are discussed in relation to theories of implicit biases and divided attention, which may explain the lower scores within the informed group. The qualitative phase further enriched these results, indicating that awareness of the AI nature of the avatar led to more critical engagement with the content, potentially impeding learning. Future research should explore the roles of divided attention and implicit biases to better understand the conditions under which avatars impede learning.
|
23 |
La perception des visages dans la population typique et les Troubles du Spectre Autistique (TSA) / Face perception in subjects with typical development and autism spectrum disordersAmestoy, Anouck 13 December 2013 (has links)
Les Troubles du Spectre de l’Autisme (TSA) caractérisent un ensemble hétérogène de troubles neuro-développementaux regroupant des anomalies dans le domaine des compétences sociales, celui de la communication associées à des troubles du comportement de types répétitifs et stéréotypés et à des intérêts restreints. Une des hypothèses possible qui rendrait compte des particularités de communication et d’adaptation sociale des personnes avec TSA serait celle d’anomalies dans la prise d’informations sociales de l’environnement et notamment celles issue des visages. Des particularités dans l’exploration des visages entraineraient des anomalies dans la compréhension des messages véhiculés par ceux ci dans les situations de communication et d’interaction sociale. Par ailleurs, l’exposition et l’expérience pour les visages dans l’automatisation du processus sont encore mal intégrées à la modélisation du processus de maturation développemental typique de cette fonction. Dans ce travail, deux expérimentations basées sur un protocole comportemental ont permis de préciser le rôle de l’exposition dans la mémoire des visages hyper familiers. Dans un second temps, seront présentés les résultats d’un travail expérimental utilisant la technique de suivi du regard en « eye tracking », associée à une méthode innovante de traitement des données à postériori basée sur une normalisation spatiale des visages et une analyse en statistique spatiale des points de fixations permettant de s’affranchir des biais méthodologiques relevés dans le domaine. Les expérimentations ont été proposées à 4 groupes différents : 2 groupes d’enfants et d’adultes au développement typiques et 2 groupes d’enfants et adultes avec TSA sans déficience intellectuelle (TSA sdi). Le protocole d’exploration libre en Eye tracking, a regroupé 3 sets de stimuli statiques (images de visages neutres, humains et non humains, scènes sociales, paysages) qui ont été proposés à 26 adultes typiques, 14 enfants typiques, 13 adultes avec TSA sdi et 14 enfants avec TSA sdi. Une méthode d’analyse en statistique spatiale (Dirichley tesselation method) a été utilisée sur l’avatar normalisant l’ensemble des visages sélectionnés. Seules les fixations qui étaient au sein de cluster statistiquement significatif (p<0.05) ont été retenus pour la comparaison entre groupes. Les résultats montrent des différences entre les 4 groupes suggérant la co-existence d’effet développementaux et pathologiques dans le développement des particularités de scanning des personnes avec TSA sdi. Nos résultats suggèrent un effet développemental fort dans l’automatisation de l’exploration visuelle des visages humains non familiers dans la population typique qui semble bloqué dans la population avec TSA sdi. Les adultes et les enfants typiques montrent donc des patterns spécifiques d’exploration des visages neutres non familiers. Un pattern différent est retrouvé dans l’exploration des visages familiers ce qui suggère un effet familiarité sur l’exploration. Cette automatisation dans l’exploration est retrouvée chez l’adulte typique pour les visages non humains (avatars, robots). Les stratégies d’exploration des visages non humains (avatar et robot) ne semblent pas être significativement différentes de celles des visages humains, pour les 2 groupes d’adultes, alors que l’on retrouve un effet espèce également dans les 2 groupes d’adultes. Les stratégies d’exploration des 2 groupes d’enfants ne permettent pas d’individualiser de patterns spécifiques à l’exploration de visages non humains. Ces marqueurs d’exploration des visages, qui signent une automatisation de l’exploration dans le développement typique, doivent être pris en compte dans les choix et le développement de nouvelles méthodes d’entrainement et de rééducation de l’exploration des visages afin de guider la recherche d’indices sociaux pertinents à l’interaction et la communication sociales, dans le contexte des Troubles du Spectre de l’Autisme. / Autism Spectrum disorders (ASD) are pervasive development disorders characterised by social and communication impairments co-occurring with stereotyped behaviours and restricted interests. One of the possible explanation for difficulties in social interactions and communication observed in people with ASD, is abnormalitiy in face scanning and processing. The role of exposure and experience in face processing have to be highlighted in the issue of atypical development. We first explored in two experiments, the rôle of exposure in the memory of very familiar faces. Secondly in the present work, we developped an original method to perform off-line analysis using a spatial normalization of faces and spatial statistic analysis to respond to methodological biais and to investigate face scanning and routines in exploration of various type of faces. Three studies were performed on 4 different groups. First we we investigated in two different studies, the typical and atypical developmental aspect of sensitivity to the orientation of familiar faces, refferring to « the mere exposure » hypothesis, by asking 38 typical adults, 72 typical children from 3 to 12 years old then 14 adults and 13 children with ASD to make a preference choice between standard and mirror images of themselves and of familiar faces, presented side-by-side or successively. Secondly, we proposed to 26 typical Adults, 14 typical Children, 13 high-functioning adults and 14 high-functionning children with ASD to perform an eye tracking experiment using 3 sets of 20 pictures that included neutral unknown faces, neutral familiar faces, avatar faces, robots faces and animal faces. Spatial analysis using Dirichley tessellation method was used. Only the fixations that were statistically significant (p<0.05) were taken into account. Results of the first 2 experiments suggest the occurrence of a typical developmental process in the perception of familiar face asymmetries which are retained in memory related to expérience, for typical subjects and ASD subjects. Our eye tracking experiment results show differences between the four groups for unfamiliar faces condition, suggesting developmental and pathological effects regarding the scanning strategies (sequences) and fixation time for eyes and mouth. In contrast, our results suggest a clear developmental but light pathological effect in the familiar face condition. Adults of both groups show a face scanning strategy similar to the one used in human face exploration when looking at human-like faces (avatar and robots) but not animal faces. No specific scanning pattern was found when exploring non human faces in both child groups. Our results show that adults and children use specific sequential scanning strategy for exploring human facial stimuli. This sequential analysis is present only in adults for non human face stimuli. Our results support the hypothesis that both developmental and pathological processes take place for human face scanning and human-like faces but not animals faces. Familiar faces scanning show specificity compared to unfamiliar faces. This should be taken into account to develop new assessment and training methods in the context of atypical developmental disorder.
|
24 |
Exploration de la reconnaissance des émotions en schizophrénie comorbidePaquin, Karine 11 1900 (has links)
No description available.
|
25 |
Implementation of a human avatar for the MARG project in networked virtual environmentsYildiz, Faruk 03 1900 (has links)
Approved for public release; distribution is unlimited. / The objective of the ongoing MARG project is to animate human motions captured by 15 MARG sensors in wireless networked virtual environment (NVES). Three avatars were developed previously, but none of them met all the desired requirements. The first one was overly simplistic and did not implement H-Anim standards. The other two were created using laser-scanned data and followed the H-Anim standards, but one had its adjacent joints broken and the other was capable of rotating only one joint. Therefore, the cartoon-type humanoid, Andy, was developed to meet the needs of the MARG project. The humanoid Andy implements H-Anim standards using built-in X3D humanoid nodes and is capable of controlling all its 15 joints in NVES. Another need of the MARG project was a wireless network interface for real-time data streaming. A concurrent client-server program implementing multicasting using TCP and UDP protocols was developed for this purpose. Using WiSER2400.IP serial adapters between the MARG sensors and the server program adds a wireless capability to the project. The server program converts the raw MARG sensor data to quaternions using the Quest algorithm. Multiple clients are supported by the system. Each client program receives the motion data and updates the humanoid Andy. / Lieutenant Junior Grade, Turkish Navy
|
26 |
The potential benefits of multi-modal social interaction on the web for senior usersSingh, Anjeli. Gilbert, Juan E. January 2009 (has links)
Thesis--Auburn University, 2009. / Abstract. Includes bibliographic references (p.22-23).
|
27 |
The effect of avatars on perceived credibility of comments posted to online news storiesBirt, Nathan. Wise, Kevin Robert. January 2009 (has links)
Title from PDF of title page (University of Missouri--Columbia, viewed on Feb 17, 2010). The entire thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file; a non-technical public abstract appears in the public.pdf file. Thesis advisor: Dr. Kevin Wise. Includes bibliographical references.
|
28 |
Beyond human and science documentaries 'Molotov Alva' and 'Waltz with Bashir' as new study cases in the representation of reality /Pinzon, Monica. January 2009 (has links) (PDF)
Thesis (MFA)--Montana State University--Bozeman, 2009. / Typescript. Chairperson, Graduate Committee: Theo Lipfert. Includes bibliographical references (leaves 27-30).
|
29 |
Analysis of embodied conversational agents in SecondLife for speech recognitionMoses, Wanda R., Gilbert, Juan E., January 2009 (has links)
Thesis--Auburn University, 2009. / Abstract. Vita. Includes bibliographical references (p. 35-37).
|
30 |
Dissonans och spelares upplevelser : Spelares uppfattning av en medveten dissonans i en avatars och miljös formspråk / Dissonance and player experiences : Players perception of a conscious dissonance in an avatars and an environments formTosthage, Lily January 2018 (has links)
Den här studien undersöker om en spelare skulle känna av en dissonans mellan en avatar med fredligt formspråk och en spelmiljö med aggressivt formspråk. En spelbar artefakt i form av ett 2D äventyrspel skapades med en runt utformad avatar ochspetsigt utformade fiender och miljöer där övriga faktorer försökte hållas neutrala. Fem testpersoner spelade igenom spelet och intervjuades för att ta reda på hur dekände och upplevde spelets olika delar. Resultatet antyder att spelarna inte kände av någon dissonans. Detta spekuleras bero på ett fokus på spelande och förutfattade meningar kring grafikens motiv. Framtida arbeten kan fokusera på fler element än bara formspråk för att överdriva uttrycken och undersöka om en starkare dissonans kan upptäckas av spelare.
|
Page generated in 0.0385 seconds