Vishnu: An approach to support the personalization of self-expressive avatars using context-awareness

A Ribeiro, V Vieira, L Alves, C Maciel - International Journal of Human …, 2024 - Elsevier
The avatar is a digital character that represents a person in a virtual environment, such as
the metaverse. It is widely used in games and is also becoming a reality in other domains …

“I Try to Represent Myself as I Am”: Self-Presentation Preferences of People with Invisible Disabilities through Embodied Social VR Avatars

RJ Gualano, L Jiang, K Zhang, T Shende… - Proceedings of the 26th …, 2024 - dl.acm.org
With the increasing adoption of social virtual reality (VR), it is critical to design inclusive
avatars. While researchers have investigated how and why blind and d/Deaf people wish to …

The current situation and debate on gender segregation in Esports tournaments

S Stamou, KC Apostolakis, G Margetis… - 2024 IEEE Gaming …, 2024 - ieeexplore.ieee.org
Esports have grown to be a billion-dollar industry, with millions of players and viewers on a
global level. Being neither dependant on athleticism, nor feats of physical exertion, esports …

[引用][C] VISHnu: uma abordagem para apoiar a personalização de avatares autoexpressivos usando sensibilidade ao contexto

A Ribeiro, V Vieira, L Alves, C Maciel - … do XIX Simpósio Brasileiro de Sistemas …, 2024 - SBC