Body and mind: a study of avatar personalization in three virtual worlds

Body and mind: a study of avatar personalization in three virtual worlds
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DOI:
10.1145/1518701.1518877
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发表时间:
2009-04
期刊:
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
影响因子:
--
通讯作者:
Nicolas Ducheneaut;Ming-Hui Wen;Nicholas Yee;Greg Wadley
Nicolas Ducheneaut;Ming-Hui Wen;Nicholas Yee;Greg Wadley
中科院分区:
其他
文献类型:
--
作者:
Nicolas Ducheneaut;Ming-Hui Wen;Nicholas Yee;Greg Wadley

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越来越多的用户定期连接到虚拟世界,进行从游戏到商务会议的各种活动。在所有这些世界中,用户通过化身将自己投射到环境中:他们控制的3D身体,其外观通常是可定制的。然而,考虑到这种形式的实施例的流行,关于用户如何以及为什么定制他们的化身,以及现有的化身创建工具是多么容易和令人满意的数据,令人惊讶地缺乏。在这篇文章中,我们报道了一项研究,通过对三个虚拟世界(枫叶故事、魔兽世界和第二人生)的100多名用户进行问卷调查,这三个虚拟世界提供了截然不同的化身创建和定制系统。我们举例说明了用户在创建他们的数字表示时经常做出的令人惊讶的选择,并讨论了我们的发现对未来虚拟化身创建系统设计的影响。
An increasingly large number of users connect to virtual worlds on a regular basis to conduct activities ranging from gaming to business meetings. In all these worlds, users project themselves into the environment via an avatar: a 3D body which they control and whose appearance is often customizable. However, considering the prevalence of this form of embodiment, there is a surprising lack of data about how and why users customize their avatar, as well as how easy and satisfying the existing avatar creation tools are. In this paper, we report on a study investigating these issues through a questionnaire administered to more than a hundred users of three virtual worlds offering widely different avatar creation and customization systems (Maple Story, World of Warcraft, and Second Life). We illustrate the often-surprising choices users make when creating their digital representation and discuss the impact of our findings for the design of future avatar creation systems.