Avatars in 3D Learning Environments
Abstract: This research explores Avatars' appearance on students from different countries and cultures, in 3D virtual environments. Does the user’s physical appearance effects his/her Avatar’s appearance? Does virtual 3D environment blurs multicultural differences? Does the user's culture effects his/her choice of Avatar? Do similarities between students and their Avatars contribute to their learning experience, and if so, in what way? Pilot results indicated that although 3D virtual environments provides freedom in appearance, external contexts create powerful boundaries and expectations, leading many participants to seek online social acceptable appearance influenced by their offline cultural norms, as well as by online group identity. We extend the dual-congruity perspectives of Avatar Choice Model to a conceptual framework based on quad-congruity perspectives, adding the importance of online group and the constraining effect of offline culture and norms, which is the focus of this study.