Abstract
This paper explores avatar identification in creative storytelling applications where users create their own story and environment. We present a study that investigated the effects of avatar facial similarity to the user on the quality of the story product they create. The children told a story using a digital puppet-based storytelling system by interacting with a physical puppet box that was augmented with a real-time video feed of the puppet enactment. We used a facial morphing technique to manipulate avatar facial similarity to the user. The resulting morphed image was applied to each participant’s puppet character, thus creating a custom avatar for each child to use in story creation. We hypothesized that the more familiar avatars appeared to participants, the stronger the sense of character identification would be, resulting in higher story quality. The proposed rationale is that visual familiarity may lead participants to draw richer story details from their past real-life experiences. Qualitative analysis of the stories supported our hypothesis. Our results contribute to avatar design in children’s creative storytelling applications.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Birk, M., Atkins, C., Bowey, J.T., Mandryk, R.: Fostering intrinsic motivation through avatar identification in digital games, pp. 2982–2995 (2016). https://doi.org/10.1145/2858036.2858062
Brockmyer, J., Fox, C.M., Curtiss, K.A., McBroom, E., Burkhart, K.M., Pidruzny, J.N.: The development of the game engagement questionnaire: a measure of engagement in video game-playing. J. Exp. Soc. Psychol. 45(4), 624–634 (2009)
Fox, J., Bailenson, J.: Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors. Media Psychol. 12(1), 1–25 (2009)
Gee, J.P.: Pleasure, learning, video games, and life: the projective stance. E-Learn. Digit. Media 2(3), 211–223 (2005)
Gee, J.P.: What video games have to teach us about learning and literacy. Comput. Entertain. (CIE) 1(1), 20–20 (2003)
Kang, S.-H., Watt, J.H.: The impact of avatar realism and anonymity on effective communication via mobile devices. Comput. Hum. Behav. 29, 1169–1181 (2013)
Suh, K.-S., Kim, H., Suh, E.K.: What if your avatar looks like you? Dual-congruity perspectives for Avatar use. MIS Q. 35(3), 711-A4 (2011)
Ng. R., Lindgren, R.: Examining the effects of avatar customization and narrative on engagement and learning in video games. In: Proceedings of CGAMES 2013 USA, 2013 18th International Conference On Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES), p. 87 (2013)
Wang, Y.: Reading personality: avatar vs. human faces. In: 2013 Humaine Association Conference on Humaine Association Conference on Affective Computing and Intelligent Interaction, Affective Computing and Intelligent Interaction (ACII), ACII, p. 479 (2013)
Vygotsky, L.S.: Imagination and creativity in childhood. J. Russ. East Eur. Psychol. 42(1), 7–97 (2004)
Van Looy, J., Courtois, C., De Vocht, M., De Marez, L.: Player identification in online games: validation of a scale for measuring identification in MMOGs. Media Psychol. 15(2), 197–221 (2012)
Tierney, P., Farmer, S.M.: Creative self-efficacy: its potential antecedents and relationship to creative performance. Acad. Manag. J. 45(6), 1137–1148 (2002)
Register, L.M., Henley, T.B.: The phenomenology of intimacy. J. Soc. Pers. Relat. 9(4), 467–481 (1992)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this paper
Cite this paper
Park, H., Brown, S., Chu, S.L. (2019). Understanding Avatar Identification Through Visual Similarity for Richer Story Creation. In: Stephanidis, C. (eds) HCI International 2019 - Posters. HCII 2019. Communications in Computer and Information Science, vol 1033. Springer, Cham. https://doi.org/10.1007/978-3-030-23528-4_57
Download citation
DOI: https://doi.org/10.1007/978-3-030-23528-4_57
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-23527-7
Online ISBN: 978-3-030-23528-4
eBook Packages: Computer ScienceComputer Science (R0)