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”.
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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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
Christof Lutteroth
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
Faculty of Science
Computer Science