European Society
for Phenomenology

Repository | Series | Book | Chapter

193892

Abstract

Players project their intentions, expressions and movements into ­virtual worlds. A dominant reference point for this projection is their avatar. We explore the transfer of a player's own body movements onto their virtual self, drawing on cognitive science's common coding theory as a model for understanding their self-recognition. This chapter presents the results of two sets of self-recognition experiments that investigated the connections between player and virtual avatar. In the first set of experiments, we investigated self-­recognition of movement in different levels of abstraction between players and their avatars. The second set of ­experiments made use of an embodied interface for virtual character control that was designed based on common coding principles. The results demonstrate that this interface is effective in personalising a player's ­avatar and could be used to unlock higher cognitive effects compared to other interfaces.

Publication details

Published in:

Peachey Anna, Childs Mark (2011) Reinventing ourselves: contemporary concepts of identity in virtual worlds. Dordrecht, Springer.

Pages: 129-151


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DOI: 10.1007/978-0-85729-361-9_7

Full citation:

Mazalek Ali, et al. (2011) „Embodying self in virtual worlds“, In: A. Peachey & M. Childs (eds.), Reinventing ourselves, Dordrecht, Springer, 129–151.