This paper explores motivational and cognitive effects of more neutral or androgynous-looking versus more feminine-looking and masculine-looking virtual characters. A user study is presented, in which 158 students, aged 17-19, encountered four virtual characters that were visually manipulated to represent gender stereotypicality versus androgyny. On the one hand we explored students’ attitudes towards the different characters as seen in how they ranked them as preferred presenters and articulated their arguments for doing so. On the other hand we looked for patterns as to which character(s) influenced female and male students most positively with respect to their attitude towards a university level computer engineering programme. Results fr...
Altering an individual’s identity during virtual tasks, such that it is incongruent with their own i...
This exploratory study is part of an on-going project about digital cultures on ageism, anonymity, a...
Children are increasingly being exposed to educational technology at school. In response to this, th...
The paper explores motivational and cognitive effects of more neutral or androgynous-looking charact...
Cognitive and motivational effects of more neutral or androgynous-looking virtual characters versus ...
Baylor and collaborators have demonstrated (Baylor & Plant, 2005; Baylor et. al., 2006) that the use...
International audienceVirtual learning environments often use virtual characters to facilitate and i...
Avatar-based virtual reality (VR) is becoming more prevalent in industry and educational settings. T...
Gender differences in the pursuit of technology careers are a current issue of concern. We report on...
Virtual pedagogical agents, i.e. computer generated characters with pedagogical roles – instructors,...
In the reported study, we explored student’s attitudes to a visually androgynous agent in comparison...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
Users have the propensity to apply real-life gender stereotypes on virtual agents. Such stereotypes ...
The aim of this study is to determine factors that influence people’s perceptions toward perceived e...
The current study explores gender stereotypes among Swedish university students (n=101) studying a c...
Altering an individual’s identity during virtual tasks, such that it is incongruent with their own i...
This exploratory study is part of an on-going project about digital cultures on ageism, anonymity, a...
Children are increasingly being exposed to educational technology at school. In response to this, th...
The paper explores motivational and cognitive effects of more neutral or androgynous-looking charact...
Cognitive and motivational effects of more neutral or androgynous-looking virtual characters versus ...
Baylor and collaborators have demonstrated (Baylor & Plant, 2005; Baylor et. al., 2006) that the use...
International audienceVirtual learning environments often use virtual characters to facilitate and i...
Avatar-based virtual reality (VR) is becoming more prevalent in industry and educational settings. T...
Gender differences in the pursuit of technology careers are a current issue of concern. We report on...
Virtual pedagogical agents, i.e. computer generated characters with pedagogical roles – instructors,...
In the reported study, we explored student’s attitudes to a visually androgynous agent in comparison...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
Users have the propensity to apply real-life gender stereotypes on virtual agents. Such stereotypes ...
The aim of this study is to determine factors that influence people’s perceptions toward perceived e...
The current study explores gender stereotypes among Swedish university students (n=101) studying a c...
Altering an individual’s identity during virtual tasks, such that it is incongruent with their own i...
This exploratory study is part of an on-going project about digital cultures on ageism, anonymity, a...
Children are increasingly being exposed to educational technology at school. In response to this, th...