TY - GEN
T1 - Recognizing self in puppet controlled virtual avatars
AU - Mazalek, Ali
AU - Nitsche, Michael
AU - Chandrasekharan, Sanjay
AU - Welsh, Tim
AU - Clifton, Paul
AU - Quitmeyer, Andrew
AU - Peer, Firaz
AU - Kirschner, Friedrich
PY - 2010
Y1 - 2010
N2 - Recent work in neuroscience suggests that there is a common coding in the brain between perception, imagination and execution of movement. Further, this common coding is considered to allow people to recognize their own movements when presented as abstract representations, and coordinate with these movements better. We are investigating how this 'own movement effect' could be extended to improve the interaction between players and game avatars, and how it might be leveraged to augment players' cognition. To examine this question, we have designed and developed a tangible puppet interface and 3D virtual environment that are tailored to investigate the mapping between player and avatar movements. In a set of two experiments, we show that when the puppet interface is used to transfer players' movements to the avatar, the players are able to recognize their own movements, when presented alongside others' movements. In both experiments, players did not observe their movements being transferred to the avatar, and the recognition occurred after a week of the transfer. Since the recognition effect persisted even with these two handicaps, we conclude that this is a robust effect, and the puppet interface is effective in personalizing an avatar, by transferring a player's own movements to the virtual character.
AB - Recent work in neuroscience suggests that there is a common coding in the brain between perception, imagination and execution of movement. Further, this common coding is considered to allow people to recognize their own movements when presented as abstract representations, and coordinate with these movements better. We are investigating how this 'own movement effect' could be extended to improve the interaction between players and game avatars, and how it might be leveraged to augment players' cognition. To examine this question, we have designed and developed a tangible puppet interface and 3D virtual environment that are tailored to investigate the mapping between player and avatar movements. In a set of two experiments, we show that when the puppet interface is used to transfer players' movements to the avatar, the players are able to recognize their own movements, when presented alongside others' movements. In both experiments, players did not observe their movements being transferred to the avatar, and the recognition occurred after a week of the transfer. Since the recognition effect persisted even with these two handicaps, we conclude that this is a robust effect, and the puppet interface is effective in personalizing an avatar, by transferring a player's own movements to the virtual character.
KW - body memory
KW - common coding
KW - creativity
KW - puppet
KW - tangible user interface
KW - video game
KW - virtual character
UR - http://www.scopus.com/inward/record.url?scp=78249285935&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=78249285935&partnerID=8YFLogxK
U2 - 10.1145/1823818.1823825
DO - 10.1145/1823818.1823825
M3 - Conference contribution
AN - SCOPUS:78249285935
SN - 1595930361
SN - 9781595930361
T3 - ACM International Conference Proceeding Series
SP - 66
EP - 73
BT - Fun and Games 2010 - Proceedings of the 3rd International Conference on Fun and Games
T2 - 3rd International Conference on Fun and Games, Fun and Games 2010
Y2 - 15 September 2010 through 17 September 2010
ER -