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User-avatar relationships in various contexts : Does context influence a user's perception and choice of an avatar?

  • Avatars are in use when interacting in virtual environments in different contexts, in collaborative work, as well as in gaming and also in virtual meetings with friends. Therefore it is important to understand how the relationship between user and avatar works. In this study, an online survey is used to determine how the perception of an avatar changes in different contexts by relating it to existing avatar relationship typologies. Additionally, it is determined whether in each context a realistic, abstract or comic-like representation is preferred by the participants. One result was a preference of low poly representations in the work context, which are associated with the perception of the avatar as a tool. In the context of meeting friends, a realistic representation is perceived as more appropriate, which is perceived as an accurate self-representation. In the gaming context, the results are less clear, which can be attributed to different gaming preferences. Here, unlike in the other contexts, a comic-like representation is also perceived as appropriate, which is associated with the perception of the avatar as a friend. A symbiotic user-avatar relationship is not directly related to any form of representation, but always lies in the midfield, which is attributed to the fact that it represents a whole spectrum between other categories.

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Author of HS ReutlingenCurio, Cristóbal; Tullius, Gabriela; Praetorius, Anna; Krautmacher, Lara
Erschienen in:MuC '21 : Mensch Und Computer 2021, 5-8 September 2021, Ingolstadt, Germany, proceedings
Place of publication:New York
Document Type:Conference proceeding
Publication year:2021
Tag:cve; user-avatar relationship; virtual environments
Page Number:6
First Page:275
Last Page:280
DDC classes:004 Informatik
Open access?:Nein
Licence (German):License Logo  In Copyright - Urheberrechtlich geschützt