Title

Avatar Types Matter: Review Of Avatar Literature For Performance Purposes

Keywords

Agent; Attitude; Avatar; Doppelganger; Instructional systems design; Motivation; Simulation; Virtual environments; Virtual reality

Abstract

The use of avatars as learning agents is becoming increasingly popular in the sports, education and military domains due to the rapid advancement in distributive technologies (e.g., internet, virtual worlds, etc.). When it comes to military and sports, Simulation-Based Training has proven to be cost-effective, due largely to restrictions on time, costs and safety [1]. As virtual reality and virtual worlds have become cheaper and more powerful in computer terms, the subject of how an avatar relates to an avateer (the avatar’s controller) is becoming increasingly popular. More precisely, interest rests on how an avatar’s appearance may promote or disrupt training objectives, by affecting the behavior or the psychology of a user, and thus subsequently raising or degrading learning. Virtual simulations for training have often shared the aspect of avatars found in Virtual Reality, video games, and Virtual Worlds. This paper examines how avatar representation can provide insight into manipulating avatar appearance for training demands. Existing literature suggests avatars act as drivers for affective changes in attitude and motivation, and can be integrated into an instructional strategy.

Publication Date

1-1-2016

Publication Title

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Volume

9740

Number of Pages

14-21

Document Type

Article; Proceedings Paper

Personal Identifier

scopus

DOI Link

https://doi.org/10.1007/978-3-319-39907-2_2

Socpus ID

84978818676 (Scopus)

Source API URL

https://api.elsevier.com/content/abstract/scopus_id/84978818676

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