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Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry, 2011
Studies in the field of human-computer interaction have demonstrated a significant impact of avatars and virtual environments on users' interaction experiences and behaviors. However, most of these studies are focused on the young users. With an aging population and more virtual environments built for the elderly, it is important to investigate the ...
Wei Lun Cheong   +2 more
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2021
Avatars are virtual characters that now belong to the popular culture around video games, social networks, and digital applications in general. However, using an avatar may not be as insignificant as it seems, because avatars, by providing us with a fresh new appearance, may impact the very perception of our own identity.
Buisine, Stéphanie, Guegan, Jérôme
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Avatar Twin Using Shadow Avatar in Avatar-Mediated Communication

2021
Shadow is an effective projection for presence of real objects, and has important roles in three-dimensional effects and reality of virtual space. Therefore avatar’s shadow would be able to have interactive effects with the avatar’s self in a virtual space.
Yutaka Ishii   +2 more
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Pareronia avatar subsp. avatar avatar (Moore 1858

2020
Published as part of Irungbam, Jatishwor Singh, Meitei, Laishram Ricky, Huidrom, Harmenn, Soibam, Baleshwor Singh, Ngangom, Aomao, Ngangom, Bendang, Meitei, Ronald & Fric, Zdenek Faltynek, 2020, An Inventory Of The Butterflies Of Manipur, India (Insecta: Lepidoptera), pp.
Irungbam, Jatishwor Singh   +7 more
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Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, 2012
In this paper we describe AVATAR, a system that provides an autonomous visual authoring tool for tangible augmented reality (TAR) applications. AVATAR is aiming to enable ordinary users without programming skills to develop their own TAR applications.
Guangzheng Fei, Xin Li, Rui Fei
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Avatars

2021
This chapter assesses the ethical issues pertaining to avatars and their users. Many of the ethical issues involve questions of customization: how much should a user be able to customize their avatar? The chapter argues that the designers of virtual worlds have an ethical obligation to afford all users the same range of customization options ...
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