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Avatars As Communicators Of Emotions

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    Second Life

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    Second Life is a VR 3D realtime integration platform, bringing together graphics, musics, communication, learning and earning, entertainment and business. The client is opensource and the serversoftware could possibly be opensource too (OpenSim).

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A PhD thesis presented at the University of the Basque Country puts forward the use of avatars or virtual Internet personages as an efficient form of non-verbal communication, principally focusing on emotional aspects.

Highlighted by eloisep

A PhD thesis presented at the University of the Basque Country puts forward the use of avatars or virtual Internet personages as an efficient form of non-verbal communication, principally focusing on emotional aspects.

Highlighted by taramcgowan

Nevertheless, taking into account the everyday interaction between people, this technology should also take into consideration non-verbal communication, i.e. facial expressions and body gestures. Our successful acceptation of a transmitted, face-to-face message depends 7% on the words used, 38% on the way in which the voice is used (tone and volume) and 55% on gesture or facial expressions. This is why Ms Amalia Ortiz Nicolás considers it fundamental to include modules in the multimodal interfaces that enable the interpretation and generation of non-verbal, specifically emotional, communication.

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In her PhD thesis, Avatars for emotional interaction, the use of avatars (virtual personages) is proposed as one of the best ways for computer systems to emit non-verbal information.

Highlighted by eloisep

In her PhD thesis, Avatars for emotional interaction, the use of avatars (virtual personages) is proposed as one of the best ways for computer systems to emit non-verbal information.

Highlighted by taramcgowan

As doctor Ortiz pointed out in her thesis, an avatar is a virtual person that enables a system to be equipped with an appearance (face, eyes, body, voice, and so on) and with behaviour that emulates interaction between persons.

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After studying existing computer structures and architecture and observing that all of these focus on concrete cases of interaction, Dr. Ortiz designed generic architecture capable of storing any type of emotional interaction using avatars. She also designed the tools required for both the user and the creator of the interactive system to be able to generate and express emotions easily and intuitively: a tool enabling the generation of avatars without any type of previous knowledge, a system based on emotional cognitive models and an interpreting module that translates the orders and facial expressions. Once the different emotions were generated, Dr. Ortiz implemented an animation model which enabled the avatar to show each emotion together with its corresponding intensity.

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The IGARTUBEITI system consists of a virtual journey through history by means of digital narrations. In this way, history is experienced – transmitted through emotions – by means of the reconstruction with three-dimensional graphics and explanations of historical circumstances by a virtual guide

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After these applications were subjected to evaluations by end users, Dr. Ortiz concluded that the users prefer interaction using avatars because they considered it to be more pleasant, user-friendly and entertaining. Moreover, she observed that users were capable of recognising most facial emotions or expressions and they believed that information to be better explained if an emotional avatar is providing it. According to the data gathered, the users of the online ELEIN course responded correctly to 13% more questions when the concepts had been previously explained by an avatar and that the number of correct responses increased by a further 10% when the concepts had been explained by means of an emotional avatar.

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