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    Where are my legs? Embodiment Gaps in Avatars

    Access Status
    Fulltext not available
    Authors
    Hutchison, Andrew
    Date
    2006
    Type
    Conference Paper
    
    Metadata
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    Citation
    Hutchison, A. 2006. Where are my legs? Embodiment Gaps in Avatars, in Wong, K. and Lance Fung, L. and Cole, P. (ed), Proceedings of the 2006 International Conference on Game Research and Development (CyberGames 2006) and Proceedings of the 3rd Australasian conference on Interactive Entertainment (IE 2006), Dec 4-6 2006, pp. 104-111. Fremantle, WA: CGIE2006.
    Source Title
    CGIE2006 - Joint International Conference on CyberGames and Interactive Entertainment 2006
    Source Conference
    CGIE2006 - Joint International Conference on CyberGames and Interactive Entertainment 2006
    Additional URLs
    http://www.cgie2006.murdoch.edu.au/
    Faculty
    Faculty of Built Environment, Art and Design
    URI
    http://hdl.handle.net/20.500.11937/16882
    Collection
    • Curtin Research Publications
    Abstract

    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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