Evidence map›Paper›PMID 39312027›Full record

ArticleVisual computing for industry, biomedicine, and art2024

A study on the influence of situations on personal avatar characteristics.

Natalie Hube, Melissa Reinelt, Kresimir Vidackovic, Michael Sedlmair

Abstract read
In one paragraph

Article in Visual computing for industry, biomedicine, and art, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. Body Cosmos 2.0: embodied biofeedback interface for dancing.Visual computing for industry, biomedicine, and art · 2025
    Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Natalie HubeThe Visualization Institute, University of Stuttgart, Stuttgart, 70569, Germany. natalie.hube@visus.uni-stuttgart.de.ORCID http://orcid.org/0000-0001-9094-0271
Melissa ReineltMercedes-Benz AG, Sindelfingen, 71063, Germany.
Kresimir VidackovicHochschule der Medien - University of Applied Sciences, Stuttgart, 70569, Germany.
Michael SedlmairThe Visualization Institute, University of Stuttgart, Stuttgart, 70569, Germany.

Funding

Deutsche Forschungsgemeinschaft Germany's Excellence Strategy - EXC 2075 - 390740016
6 · The paper itself

Abstract

Avatars play a key role in how persons interact within virtual environments, acting as the digital selves. There are many types of avatars, each serving the purpose of representing users or others in these immersive spaces. However, the optimal approach for these avatars remains unclear. Although consumer applications often use cartoon-like avatars, this trend is not as common in work settings. To gain a better understanding of the kinds of avatars people prefer, three studies were conducted involving both screen-based and virtual reality setups, looking into how social settings might affect the way people choose their avatars. Personalized avatars were created for 91 participants, including 71 employees in the automotive field and 20 participants not affiliated with the company. The research shows that work-type situations influence the chosen avatar. At the same time, a correlation between the type of display medium used to display the avatar or the person's personality and their avatar choice was not found. Based on the findings, recommendations are made for future avatar representations in work environments and implications and research questions derived that can guide future research.

Indexed as

AvatarsSocial situationsUser studyVirtual reality

Identifiers

PMID39312027
PMCPMC11420416

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.