9,974 research outputs found

    Avatars Going Mainstream: Typology of Tropes in Avatar-Based Storytelling Practices

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    Due to the growing popularity of video games, gaming itself has become a shared experience among media audiences worldwide. The phenomenon of avatar-based games has led to the emergence of new storytelling practices. The paper proposes a typology of tropes in these avatar-based narratives focusing on non-game case studies. Suggested tropes are also confronted with the latest research on avatars in the area of game studies and current knowledge of the issues concerning the player-avatar relationship. Some of the most popular misconceptions regarding the gameplay experience and its representation in non-game media are exposed as a result of this analysis. The research confirms that popular culture perceives gaming experience as closely related to the player identity, as the latter inspires new genres of non-game narratives

    In good company? : Perception of movement synchrony of a non-anthropomorphic robot

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    Copyright: © 2015 Lehmann et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.Recent technological developments like cheap sensors and the decreasing costs of computational power have brought the possibility of robotic home companions within reach. In order to be accepted it is vital for these robots to be able to participate meaningfully in social interactions with their users and to make them feel comfortable during these interactions. In this study we investigated how people respond to a situation where a companion robot is watching its user. Specifically, we tested the effect of robotic behaviours that are synchronised with the actions of a human. We evaluated the effects of these behaviours on the robot’s likeability and perceived intelligence using an online video survey. The robot used was Care-O-botÂź3, a non-anthropomorphic robot with a limited range of expressive motions. We found that even minimal, positively synchronised movements during an object-oriented task were interpreted by participants as engagement and created a positive disposition towards the robot. However, even negatively synchronised movements of the robot led to more positive perceptions of the robot, as compared to a robot that does not move at all. The results emphasise a) the powerful role that robot movements in general can have on participants’ perception of the robot, and b) that synchronisation of body movements can be a powerful means to enhance the positive attitude towards a non-anthropomorphic robot.Peer reviewe

    Quantitative assessment of intrinsic noise for visually guided behaviour in zebrafish

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    Supported by Royal Society of London (University Research Fellowship), Medical Research Council (New Investigator Research Grant) and CNRS.Peer reviewedPostprin

    End-user adoption of animated interface agents in everyday work applications

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    Recognizing the potential contribution that interactive software agents bring to everyday work applications, this paper reports on end-user adoption of animated interface agents in one particular work application environment: Microsoft 1 Office. The paper develops and empirically tests a theoretical model of the factors affecting an end-user’s choice to adopt and utilize such interface agents. From this theoretical model, a survey instrument was adapted and administered to 261 participants, familiar with animated interface agents. Results from a partial least squares (PLS) analysis indicates that a variety of factors are at play, which inhibit or foster a person’s choice to utilize and adopt animated interface agents. Of significance is that: (a) both perceived usefulness and perceived enjoyment are important influencing factors; (b) users with high scores in innovativeness toward information technology are less likely to find animated interface agents enjoyable; (c) individuals with high animation predisposition scores perceive animated interface agents to be more enjoyable; and (d) users who perceive animated interface agents to be more enjoyable also perceive them to be more useful. Such insights can be used to leverage the introduction and rollout of animated interface agents in everyday work applications in ways that promote their avid adoption and use
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