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Abstract
Feedforward is a training technique where people observe themselves perform a new skill to promote rapid learning, commonly implemented via video self-modelling. Avatars provide a unique opportunity to self-model skills an individual's physical self cannot yet perform. We investigated the use of avatars in video-based learning and explore the potential of feedforward learning from self-avatars. Using modern dancing as a skill to learn, we compared the user experience when learning from a human training video and an avatar training video, considering both self-avatars (n=8) and gender-matched generic avatars (n=8). Our results indicate that learning from avatars can improve the user experience over learning from a human in a video, providing attentional and motivational benefits. Furthermore, self-avatars make the training more relatable and immersive than generic avatars. We discuss the implications from this preliminary work, highlighting methodological considerations for feedforward learning from avatars and promising future work.
Original language | English |
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Title of host publication | CHI 2022 - Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems |
Publisher | Association for Computing Machinery |
Pages | 1-8 |
Number of pages | 8 |
ISBN (Electronic) | 9781450391566 |
DOIs | |
Publication status | Published - 27 Apr 2022 |
Event | 2022 CHI Conference on Human Factors in Computing Systems, CHI EA 2022 - Virtual, Online, USA United States Duration: 30 Apr 2022 → 5 May 2022 |
Publication series
Name | Conference on Human Factors in Computing Systems - Proceedings |
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Conference
Conference | 2022 CHI Conference on Human Factors in Computing Systems, CHI EA 2022 |
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Country/Territory | USA United States |
City | Virtual, Online |
Period | 30/04/22 → 5/05/22 |
Bibliographical note
Funding Information:Isabel Fitton’s research is funded by the UKRI EPSRC Centre for Doctoral Training in Digital Entertainment (CDE), EP/L016540/1 and industrial partner PwC. This work was also supported and partly funded by the Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA 2.0; EP/T022523/1) at the University of Bath.
Keywords
- Avatar Customisation
- Feedforward
- Self-Modelling
- Skills Training
ASJC Scopus subject areas
- Human-Computer Interaction
- Computer Graphics and Computer-Aided Design
- Software
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Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA) - 2.0
Campbell, N. (PI), Cosker, D. (PI), Bilzon, J. (CoI), Campbell, N. (CoI), Cazzola, D. (CoI), Colyer, S. (CoI), Cosker, D. (CoI), Lutteroth, C. (CoI), McGuigan, P. (CoI), O'Neill, E. (CoI), Petrini, K. (CoI), Proulx, M. (CoI) & Yang, Y. (CoI)
Engineering and Physical Sciences Research Council
1/11/20 → 31/10/25
Project: Research council
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Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA)
Cosker, D. (PI), Bilzon, J. (CoI), Campbell, N. (CoI), Cazzola, D. (CoI), Colyer, S. (CoI), Fincham Haines, T. (CoI), Hall, P. (CoI), Kim, K. I. (CoI), Lutteroth, C. (CoI), McGuigan, P. (CoI), O'Neill, E. (CoI), Richardt, C. (CoI), Salo, A. (CoI), Seminati, E. (CoI), Tabor, A. (CoI) & Yang, Y. (CoI)
Engineering and Physical Sciences Research Council
1/09/15 → 28/02/21
Project: Research council