Proceedings of the 18th ACM International Conference on Multimodal Interaction 2016
DOI: 10.1145/2993148.2997618
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Player/Avatar body relations in multimodal augmented reality games

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Cited by 7 publications
(5 citation statements)
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“…Invariability of the SoE across contexts would be of utmost interest for applications that emphasize a personalized user experience. This includes video games, movies, and other arts [13], [149], but also medical therapies, rehabilitation and treatment of patients through partial and full avatarization (see Section 2).…”
Section: The Sense Of Embodying Avatars Across Realitiesmentioning
confidence: 99%
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“…Invariability of the SoE across contexts would be of utmost interest for applications that emphasize a personalized user experience. This includes video games, movies, and other arts [13], [149], but also medical therapies, rehabilitation and treatment of patients through partial and full avatarization (see Section 2).…”
Section: The Sense Of Embodying Avatars Across Realitiesmentioning
confidence: 99%
“…According to Meli et al [158], this is probably due to the slow diffusion of haptic interfaces adapted to AR that are user-friendly, lightweight, and affordable. Rosa [13] also outlines the under-exploration of other cues such as audio feedback in AR experiences. For instance, integrating heavy footstep sounds when embodying a weighty avatar could improve the credibility of the embodiment.…”
Section: Multisensory Ar Embodimentmentioning
confidence: 99%
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“…Although augmented reality use relies less on avatars than virtual reality, body representation and embodied interactions are key in this medium as well (Genay, Lécuyer, & Hachet, 2021). Rosa (2016), for instance, notes that a user's body (specifically in AR game applications) has a role in perception, interaction, as well as storytelling and it may contribute to the sensation of realism (c.f. Rosa, Hürst, Vos, & Werkhoven, 2015).…”
Section: Ar Bodiesmentioning
confidence: 99%
“…There still are, however, several issues in designing and using avatars, including identity, awareness of current states, availability and degree of presence, gesture and facial expressions [14]. In a collaborative AR system, the self-presentation as an avatar besides the real body can potentially affect body ownership and self-localisation [85].…”
Section: Avatars and Embodied Agentsmentioning
confidence: 99%