The perceptual structure of multidimensional input device selection
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Of mice and monkeys: a specialized input device for virtual body animation
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Exploring interactive curve and surface manipulation using a bend and twist sensitive input strip
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Better Game Characters by Design: A Psychological Approach (The Morgan Kaufmann Series in Interactive 3D Technology)
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Tangible interfaces for real-time 3D virtual environments
Proceedings of the international conference on Advances in computer entertainment technology
Real-time motion retargeting to highly varied user-created morphologies
ACM SIGGRAPH 2008 papers
Recognizing self in puppet controlled virtual avatars
Proceedings of the 3rd International Conference on Fun and Games
I'm in the game: embodied puppet interface improves avatar control
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Geppetto: an environment for the efficient control and transmission of digital puppetry
Proceedings of the 2011 international conference on Virtual and mixed reality: systems and applications - Volume Part II
Voodoo: a system that allows children to create animated stories with action figures as interface
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
AMITIES: avatar-mediated interactive training and individualized experience system
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
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We investigate the cognitive connection players create between their own bodies and the virtual bodies of their game avatars through tangible interfaces. The work is driven by experimental results showing that execution, perception and imagination of movements share a common coding in the brain, which allows people to recognize their own movements better. Based on these results, we hypothesize that players would identify and coordinate better with characters that encode their own movements. We tested this hypothesis in a series of four studies (n=20) that tracked different levels of movement perception abstraction, from own body to that of an avatar's body controlled by the participant, to see in which situations people recognize their own movements. Results show that participants can recognize their movements even in abstracted and distorted presentations. This recognition of 'own' movements occurs even when people do not see themselves, but just see a puppet they controlled. We conclude that players - if equipped with the appropriate interfaces - can indeed project and decipher their own body movements in a game character.