Kamaruddin, Azrina
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Affective-Avatar: Remote Sharing Non-Verbal Affective Data through 2D Animated Avatar in a Remote Meeting Ming, Teo Rhun; Norowi, Noris Mohd; Rahmat, Rahmita Wirza O. K.; Kamaruddin, Azrina
JOIV : International Journal on Informatics Visualization Vol 9, No 4 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.4.2857

Abstract

This paper describes the use of an affective avatar that detects and shares non-verbal affective data in a 2D-based remote meeting application. It represents the foundation of the design and compares the effects of the affective-avatar with other modes in 2D-based remote meeting applications (audio-only, video, and affective-avatar) in the context of emotion sharing, social presence, and user preferences. A prototype application was developed to detect facial expressions and hand gestures, transmit affective data, and animate these expressions on an affective avatar using emoji cues. A user study involving 18 participants was conducted, in which participants were asked to perform a collaborative drawing task using the prototype application. The study found that emotion sharing remained consistent across all conditions, with no notable differences. The study also revealed that both video and affective-avatar modes fostered a stronger sense of social presence compared to the audio-only mode. Although there was no significant quantitative difference between the video and affective-avatar, participants generally preferred using either mode over audio-only. In the future, researchers aim to explore methods for enhancing detection accuracy in challenging lighting conditions. The study also wishes to improve the performance of the prototype application. As the research progresses, there is the possibility of strengthening the current prototype with additional methods for sharing nonverbal and affective information, such as physiological signals and body movements.
The Rewardable Persuasive Model: A Mobile Exergame Conceptual Design Model that Facilitates Youths to Exercise through Mobile Gaming Hashim, Hasdina Lynn; Kamaruddin, Azrina; Jantan, Azrul Hazri; Sulaiman, Puteri Suhaiza
JOIV : International Journal on Informatics Visualization Vol 8, No 3-2 (2024): IT for Global Goals: Building a Sustainable Tomorrow
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.8.3-2.3461

Abstract

This study seeks to assess current design models to propose a conceptual design model for a mobile exergame that promotes physical activity among youths. Encouraging youths to engage in physical activity rather than remaining sedentary is essential due to the numerous health benefits associated with regular exercise. Exercise is a subset of physical activity structured for fitness. Exergames have the potential to inspire youths to be active by combining exercise and gaming engagingly and enjoyably. The proliferation of mobile gaming has further broadened the availability and accessibility of exergames. In this study, we conducted four stages of information gathering to assess and propose a mobile exergame conceptual design model: a literature review, a user survey, expert reviews, and in-depth user interviews. Based on the study's findings, we identified appropriate components and their rationale by adapting an existing design model to our conceptual design model for a mobile exergame. This conceptual design model is called the Rewardable Persuasive Model (RPM). This model aims to help youths achieve their weekly physical activity targets using an engaging and functional mobile application (app). The app incentivizes exercise by integrating it as a key element for unlocking gameplay. With the introduction of these components, an exergame can be designed to engage youths and facilitate physical activity effectively. In a future study, youths will use an app to assess the RPM's effectiveness over time. This assessment will ascertain its appropriateness for facilitating exercise during inactivity.