Computer Supported Cooperative Work
DOI: 10.1007/1-4020-3898-4_2
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Selective Fidelity: Investigating Priorities for the Creation of Expressive Avatars

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Cited by 28 publications
(9 citation statements)
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“…Garau (2006), for example, has shown that people are more responsive to and experience a higher level of copresence when interacting with behaviorally more responsive agents (agents that display human-like behaviors) in immersive environments. She also showed that people are more responsive to and perceive the quality of communication as being improved when interacting with an inferred eye gaze avatar (an avatar for which a life-like eye gaze is generated using a computer program) than with a random eye gaze avatar in a variety of conditions (seeing the avatar on a screen, and in an immersive virtual environment).…”
Section: Findings About Copresence In Svesmentioning
confidence: 97%
See 1 more Smart Citation
“…Garau (2006), for example, has shown that people are more responsive to and experience a higher level of copresence when interacting with behaviorally more responsive agents (agents that display human-like behaviors) in immersive environments. She also showed that people are more responsive to and perceive the quality of communication as being improved when interacting with an inferred eye gaze avatar (an avatar for which a life-like eye gaze is generated using a computer program) than with a random eye gaze avatar in a variety of conditions (seeing the avatar on a screen, and in an immersive virtual environment).…”
Section: Findings About Copresence In Svesmentioning
confidence: 97%
“…Thus we could ask a similar question about, for example, one's online instant messaging contacts as can be asked about the number of avatars with whom we shared the same space in SVEs: namely, if there are more copresent participants, does their copresence become diluted? Another question that can be compared here is whether copresence is enhanced by having an image of the user: How does copresence vary with the realism of the user representation (Garau, 2006)?…”
Section: Comparing Copresencementioning
confidence: 99%
“…In general, the main functions of avatars in virtual environments are identification (e.g., who is tutor, who is learner) and interaction support (see Fig. 4, Allmendinger, 2005;Garau, 2006). To ensure easy identification in working and learning contexts, avatars resembling the user, and name tags displayed near the avatars, are often used (e.g., Allmendinger, 2005;Peterson, 2006).…”
Section: Social Presence In Cvesmentioning
confidence: 98%
“…Animated characters and even the computer interface itself can generate strong automatic social responses from minimal social cues. Social responses to computer characters for example, are generated even though the user is quite aware that the computer is not an emotional or social agent but a machine" [58]. They later state that "a fundamental question in mediated social presence is why humans respond automatically and socially to virtual representations of other beings" .…”
Section: Exploring the Impact Of Minimal Fidelitymentioning
confidence: 99%