ViPleo and PhyPleo: Artificial pet with two embodiments

Paulo Fontaínha Gomes*, Elena Márquez Segura, Henriette Cramer, Tiago Paiva, Ana Paiva, Lars Erik Holmquist

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

9 Citations (Scopus)

Abstract

In our current work we have designed and implemented an artificial pet with two embodiments. In both embodiments behavior is driven by needs that are used to maintain coherence and motivate user interaction. These needs are transferred between embodiments, with only one embodiment being active at a time. We performed an evaluation with 10- year old children participants. The retrieved data indicated that many children understood the concept of an artificial pet with two bodies, even without being given clues. Nevertheless, children did perceive differences between the two embodiments, which contributed for many stating that they interacted with two pets. Among other aspects, the physical version was perceived as less obedient due to problems concerning action recognition. Although caused by technical issues, this result raises the question if virtual embodiments should simulate action recognition problems that their physical counterparts have.

Original languageEnglish
Title of host publicationACE '11
Subtitle of host publicationProceedings of the 8th International Conference on Advances in Computer Entertainment Technology
PublisherACM
Number of pages8
ISBN (Print)9781450308274
DOIs
Publication statusPublished - 8 Nov 2011
Event8th International Conference on Advances in Computer Entertainment Technology, ACE 2011 - Lisbon, Portugal
Duration: 8 Nov 201111 Nov 2011

Conference

Conference8th International Conference on Advances in Computer Entertainment Technology, ACE 2011
CountryPortugal
CityLisbon
Period8/11/1111/11/11

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