TY - GEN
T1 - Connected to My Avatar
T2 - 6th International Conference on Social Computing and Social Media, SCSM 2014 - Held as Part of 16th International Conference on Human-Computer Interaction, HCI International 2014
AU - Biocca, Frank
PY - 2014
Y1 - 2014
N2 - Mediated experience increasingly involves some representation of ourselves, so-called avatars. Avatars are used to facilitate the interaction with others in social media or are integrated as part of interfaces, used for interacting with 3D spatial environments and objects in games and simulations. These avatars vary in the degree to which they are realistic, representative of our sense of self or social status, or embodied, that is connected via the computer interface to the user's body via sensorimotor interaction. We review some of psychological effects of avatar identification and embodiment including evidence of the effects of avatar identification and embodiment on changes in behavior, arousal, learning, and self-construal. Furthermore, some avatar based changes in perception, cognition, and behavior may carry over and extend into changes into user's real world perception and behavior.
AB - Mediated experience increasingly involves some representation of ourselves, so-called avatars. Avatars are used to facilitate the interaction with others in social media or are integrated as part of interfaces, used for interacting with 3D spatial environments and objects in games and simulations. These avatars vary in the degree to which they are realistic, representative of our sense of self or social status, or embodied, that is connected via the computer interface to the user's body via sensorimotor interaction. We review some of psychological effects of avatar identification and embodiment including evidence of the effects of avatar identification and embodiment on changes in behavior, arousal, learning, and self-construal. Furthermore, some avatar based changes in perception, cognition, and behavior may carry over and extend into changes into user's real world perception and behavior.
KW - avatar
KW - embodiment
KW - human computer interaction
KW - presence
UR - http://www.scopus.com/inward/record.url?scp=84958551713&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84958551713&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-07632-4_40
DO - 10.1007/978-3-319-07632-4_40
M3 - Conference contribution
AN - SCOPUS:84958551713
SN - 9783319076317
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 421
EP - 429
BT - Social Computing and Social Media - 6th International Conference, SCSM 2014, Held as Part of HCI International 2014, Proceedings
PB - Springer Verlag
Y2 - 22 June 2014 through 27 June 2014
ER -