Repository | Book | Chapter

193885

(2011) Reinventing ourselves, Dordrecht, Springer.

Embodying self in virtual worlds

Ali Mazalek , Sanjay Chandrasekharan , Michael Nitsche , Tim Welsh , Paul Clifton

pp. 129-151

Players project their intentions, expressions and movements into ­virtual worlds. A dominant reference point for this projection is their avatar. We explore the transfer of a player's own body movements onto their virtual self, drawing on cognitive science's common coding theory as a model for understanding their self-recognition. This chapter presents the results of two sets of self-recognition experiments that investigated the connections between player and virtual avatar. In the first set of experiments, we investigated self-­recognition of movement in different levels of abstraction between players and their avatars. The second set of ­experiments made use of an embodied interface for virtual character control that was designed based on common coding principles. The results demonstrate that this interface is effective in personalising a player's ­avatar and could be used to unlock higher cognitive effects compared to other interfaces.

Publication details

DOI: 10.1007/978-0-85729-361-9_7

Full citation:

Mazalek, A. , Chandrasekharan, S. , Nitsche, M. , Welsh, T. , Clifton, P. (2011)., Embodying self in virtual worlds, in A. Peachey & M. Childs (eds.), Reinventing ourselves, Dordrecht, Springer, pp. 129-151.

This document is unfortunately not available for download at the moment.