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Recognizing self in puppet controlled virtual avatars

Published: 15 September 2010 Publication History

Abstract

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.

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Cited By

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  • (2024)Puppetry in Tangible Narratives: Interactive and Collaborative Storytelling in The Non-myth of the Noble RedProceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3623509.3635330(1-4)Online publication date: 11-Feb-2024
  • (2024)Constructing a Multiplayer Tangible Narrative with Interactive Puppets: New User Experiences and Design ChallengesInteractive Storytelling10.1007/978-3-031-78453-8_15(224-242)Online publication date: 2-Dec-2024
  • (2022)The Non-myth of the Noble Red: Exploring Brechtian Principles of Storytelling and Performance in the Authoring of a Tangible NarrativeProceedings of the 14th Conference on Creativity and Cognition10.1145/3527927.3535207(520-525)Online publication date: 20-Jun-2022
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cover image ACM Other conferences
Fun and Games '10: Proceedings of the 3rd International Conference on Fun and Games
September 2010
170 pages
ISBN:9781605589077
DOI:10.1145/1823818
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Microsoft Belgium
  • Softkinetic

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 September 2010

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Author Tags

  1. body memory
  2. common coding
  3. creativity
  4. puppet
  5. tangible user interface
  6. video game
  7. virtual character

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Fun and Games '10
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Fun and Games '10: Fun and Games 2010
September 15 - 17, 2010
Leuven, Belgium

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Cited By

View all
  • (2024)Puppetry in Tangible Narratives: Interactive and Collaborative Storytelling in The Non-myth of the Noble RedProceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3623509.3635330(1-4)Online publication date: 11-Feb-2024
  • (2024)Constructing a Multiplayer Tangible Narrative with Interactive Puppets: New User Experiences and Design ChallengesInteractive Storytelling10.1007/978-3-031-78453-8_15(224-242)Online publication date: 2-Dec-2024
  • (2022)The Non-myth of the Noble Red: Exploring Brechtian Principles of Storytelling and Performance in the Authoring of a Tangible NarrativeProceedings of the 14th Conference on Creativity and Cognition10.1145/3527927.3535207(520-525)Online publication date: 20-Jun-2022
  • (2022)Integrating Brechtian Concepts in the Design of a Tangible Narrative: The Case of “The Non-myth of the Noble Red”Interactive Storytelling10.1007/978-3-031-22298-6_23(383-394)Online publication date: 4-Dec-2022
  • (2017)Hand gesture-based interactive puppetry system to assist storytelling for childrenThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-016-1272-633:4(517-531)Online publication date: 1-Apr-2017
  • (2016)Design of embodied interfaces for engaging spatial cognitionCognitive Research: Principles and Implications10.1186/s41235-016-0032-51:1Online publication date: 7-Dec-2016
  • (2015)Puppet Narrator: Utilizing Motion Sensing Technology in Storytelling for Young Children2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games)10.1109/VS-GAMES.2015.7295784(1-8)Online publication date: Sep-2015
  • (2015)Perceptually captured gesture interaction with immersive information retrieval environments: An experimental framework for testing and rapid iteration2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)10.1109/IMCTL.2015.7359608(307-311)Online publication date: Nov-2015
  • (2015)Lessons from Digital Puppetry: Updating a Design Framework for a Perceptual User Interface2015 IEEE International Conference on Computer and Information Technology; Ubiquitous Computing and Communications; Dependable, Autonomic and Secure Computing; Pervasive Intelligence and Computing10.1109/CIT/IUCC/DASC/PICOM.2015.239(1590-1595)Online publication date: Oct-2015
  • (2014)Designing embodied interfaces to support spatial abilityProceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction10.1145/2540930.2558151(309-312)Online publication date: 16-Feb-2014
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