Where are my legs? Embodiment Gaps in Avatars

This paper identifies "gaps" in the manifestation and behaviour of avatars that commonly occur in games. These gaps in embodiment are sometimes surprisingly conspicuous, and cannot always be attributed to simple hardware or software limitations. Most of these gaps appear to be errors and/o...

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Main Author: Hutchison, Andrew
Other Authors: Kevin Wong
Format: Conference Paper
Published: CGIE2006 2006
Online Access:http://www.cgie2006.murdoch.edu.au/
http://hdl.handle.net/20.500.11937/16882
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author Hutchison, Andrew
author2 Kevin Wong
author_facet Kevin Wong
Hutchison, Andrew
author_sort Hutchison, Andrew
building Curtin Institutional Repository
collection Online Access
description This paper identifies "gaps" in the manifestation and behaviour of avatars that commonly occur in games. These gaps in embodiment are sometimes surprisingly conspicuous, and cannot always be attributed to simple hardware or software limitations. Most of these gaps appear to be errors and/or oversights by the designers of the games, and can compromise the player's experience of being in a virtual space/environment. Nevertheless, these gaps are overcome everyday by game players to achieve compelling experiences, as is evident from the continuing popularity of games as a past time. This apparent paradox is examined in a detailed analysis of gaps in the rendering of avatars in well-known classic and current games (the Myst, Doom, and Half-Life [19] [20] [21] series). Comparison is made to the means of embodiment used in both text only rendered experiences and non-game interactive virtual experiences. These include Interactive Fiction (Adventure [22] and Zork [23]), and Virtual Reality art (Char Davies' works Osmose and Ephemere [24] [25]). This comparison highlights the difference between the mimetic and immersive functions of virtual environments, and the complexity of the relationship between them.
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spelling curtin-20.500.11937-168822022-10-27T07:53:27Z Where are my legs? Embodiment Gaps in Avatars Hutchison, Andrew Kevin Wong Lance Fung Peter Cole This paper identifies "gaps" in the manifestation and behaviour of avatars that commonly occur in games. These gaps in embodiment are sometimes surprisingly conspicuous, and cannot always be attributed to simple hardware or software limitations. Most of these gaps appear to be errors and/or oversights by the designers of the games, and can compromise the player's experience of being in a virtual space/environment. Nevertheless, these gaps are overcome everyday by game players to achieve compelling experiences, as is evident from the continuing popularity of games as a past time. This apparent paradox is examined in a detailed analysis of gaps in the rendering of avatars in well-known classic and current games (the Myst, Doom, and Half-Life [19] [20] [21] series). Comparison is made to the means of embodiment used in both text only rendered experiences and non-game interactive virtual experiences. These include Interactive Fiction (Adventure [22] and Zork [23]), and Virtual Reality art (Char Davies' works Osmose and Ephemere [24] [25]). This comparison highlights the difference between the mimetic and immersive functions of virtual environments, and the complexity of the relationship between them. 2006 Conference Paper http://hdl.handle.net/20.500.11937/16882 http://www.cgie2006.murdoch.edu.au/ CGIE2006 restricted
spellingShingle Hutchison, Andrew
Where are my legs? Embodiment Gaps in Avatars
title Where are my legs? Embodiment Gaps in Avatars
title_full Where are my legs? Embodiment Gaps in Avatars
title_fullStr Where are my legs? Embodiment Gaps in Avatars
title_full_unstemmed Where are my legs? Embodiment Gaps in Avatars
title_short Where are my legs? Embodiment Gaps in Avatars
title_sort where are my legs? embodiment gaps in avatars
url http://www.cgie2006.murdoch.edu.au/
http://hdl.handle.net/20.500.11937/16882