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Reflective embodiment through avatar abstraction: insights from movement practitioners

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Akbas, S.
Kuscu, K.
Eskenazi, T.
Yantac, A. E.

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eng

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Abstract

Extended reality (XR) is increasingly used in movement disciplines such as dance and sport, yet its potential for supporting reflection through avatar embodiment remains largely unexplored. This paper investigates how different forms of avatar abstraction can support reflection through MoveCraft, a VR/MR prototype featuring representations ranging from skeletal rigs to dynamic particle systems. We conducted user studies with 18 experienced movement practitioners followed by semi-structured interviews, and analyzed the data using reflexive thematic analysis. We identified two design dimensions — standardized vs. personalized and clear vs. ambiguous — that characterize how avatar representations shape practitioners’ reflective engagement with their movement. Combining these dimensions, we define four reflective spaces: Technical Guidance, Re-patterning, Expressive Feedback, and Creative Exploration, each supporting distinct modes of reflection depending on learning phase, expertise, and practice goals. We contribute (1) a conceptualization of reflective embodiment in XR — demonstrating how avatar abstraction can serve as a design strategy that supports reflection on and through bodily movement; (2) a practitioner-informed design space mapping abstraction strategies to reflective goals in movement-based XR; and (3) design considerations for creating avatar-based XR systems that support different forms of reflective practice.

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Association for Computing Machinery

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Physical sciences, Computer science, Human-computer interaction, Engineering, Control and systems engineering, Cybernetics

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Proceedings of the 10Th International Conference on Movement and Computing

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10.1145/3802842.3802857

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