Supplement for "Me vs. Super(wo)man: Effects of Customization and Identification in a VR Exergame"

This supplement describes an approach that can be used to create an “enhanced“ avatar based on a) a realistic, current avatar (R) and b) an idealised, desired future avatar (I) of a user. The aim of the approach is to create avatars that reflect “enhancements” of the realistic avatar along a realistic trajectory. The realistic avatar is used as a starting point, and the idealised avatar as a “goal”.

Keywords:
methodology, Realistic Avatars, Enhanced Avatars
Subjects:
Information and communication technologies

Cite this dataset as:
Jeffery, Z., Koulouris, J., Best, J., Lutteroth, C., O'Neill, E., 2020. Supplement for "Me vs. Super(wo)man: Effects of Customization and Identification in a VR Exergame". Bath: University of Bath Research Data Archive. Available from: https://doi.org/10.15125/BATH-00757.

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Data

How to Enhance … Avatars.pdf
application/pdf (793kB)
Creative Commons: Attribution 4.0

Supplement for the following paper: Jordan Koulouris, Zoe Jeffery, James Best, Eamonn O'Neill, Christof Lutteroth (2020). Me vs. Super(wo)man: Effects of Customization and Identification in a VR Exergame. CHI Conference on Human Factors in Computing Systems Proceedings. ACM.

Creators

Zoe Jeffery
University of Bath

Jordan Koulouris
University of Bath

James Best
University of Bath

Eamonn O'Neill
University of Bath

Contributors

University of Bath
Rights Holder

Documentation

Data collection method:

The participants are asked to create a realistic avatar (R) and an Idealistic avatar (I) using an off-the-shelf software tool for video game character design, Autodesk Character Generator. The tool provides an interface for the design of avatars based on blend shapes, i.e. pre-defined body shapes that can be combined to adjust face and body design. Participants are given guidance on how to customise a base character to make an avatar in their own likeness by choosing the character sex (male or female), face shape (by blending two faces together), facial features including eye, mouth and nose shape, body shape (by blending two body shapes together). Customising body shape and eye colour. Skin tone, hairstyle, hair colour and eye colour. Finally, participants were are given a choice of garments for the top half and lower half, plus a choice of shoes. Once the realistic and idealistic avatars have been produced the aim of the approach is to create avatars that reflect “enhancements” of the realistic avatar along a realistic trajectory. The realistic avatar is used as a starting point, and the idealised avatar as a “goal”

Technical details and requirements:

Autodesk Character Generator was used to create the Avatars this can be found at https://charactergenerator.autodesk.com/

Funders

Self-funded

Publication details

Publication date: 15 January 2020
by: University of Bath

Version: 1

DOI: https://doi.org/10.15125/BATH-00757

URL for this record: https://researchdata.bath.ac.uk/id/eprint/757

Related papers and books

Koulouris, J., Jeffery, Z., Best, J., O'Neill, E., and Lutteroth, C., 2020. Me vs. Super(wo)man: Effects of Customization and Identification in a VR Exergame. In: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. ACM. Available from: https://doi.org/10.1145/3313831.3376661.

Contact information

Please contact the Research Data Service in the first instance for all matters concerning this item.

Contact person: Zoe Jeffery

Departments:

Faculty of Science
Computer Science