Embodying Self in Virtual Worlds

  • Mazalek A
  • Chandrasekharan S
  • Nitsche M
  • et al.
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Abstract

Players project their intentions, expressions and movements into ­virtual worlds. A dominant reference point for this projection is their avatar. We explore the transfer of a player’s own body movements onto their virtual self, drawing on cognitive science’s common coding theory as a model for understanding their self-recognition. This chapter presents the results of two sets of self-recognition experiments that investigated the connections between player and virtual avatar. In the first set of experiments, we investigated self-­recognition of movement in different levels of abstraction between players and their avatars. The second set of ­experiments made use of an embodied interface for virtual character control that was designed based on common coding principles. The results demonstrate that this interface is effective in personalising a player’s ­avatar and could be used to unlock higher cognitive effects compared to other interfaces.

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Mazalek, A., Chandrasekharan, S., Nitsche, M., Welsh, T., & Clifton, P. (2011). Embodying Self in Virtual Worlds (pp. 129–151). https://doi.org/10.1007/978-0-85729-361-9_7

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