Publication:
Abstraction in action: designing avatar representations for reflective movement practice

dc.conference.dateOCT 07-10, 2025
dc.conference.locationTampere
dc.contributor.departmentKARMA (Koç University KARMA Mixed Reality Technologies Training, Implementation and Dissemination Centre)
dc.contributor.departmentDepartment of Psychology
dc.contributor.kuauthorAkbaş, Saliha
dc.contributor.kuauthorKuşçu, Kemal
dc.contributor.kuauthorEskenazi, Terry
dc.contributor.kuauthorYantaç, Asım Evren
dc.contributor.schoolcollegeinstituteResearch Center
dc.contributor.schoolcollegeinstituteCollege of Social Sciences and Humanities
dc.date.accessioned2026-01-16T08:45:33Z
dc.date.available2026-01-16
dc.date.issued2025
dc.description.abstractBuilding on recent work that emphasizes diverse bodily engagement and kinetic expression in avatar design, this study explores how abstraction can support reflection in movement-based practices. We present insights from eight expert dance practitioners who engaged with MoveCraft, a custom VR/MR prototype featuring avatars with varying levels of abstraction. Through qualitative analysis, we identify two design dimensions - standardized vs. diversified and clear vs. ambiguous - which together define four distinct reflective spaces for avatar representation. We contribute design considerations for XR platforms aimed at embodied learning, along with lessons learned on using avatar abstraction to enrich movement reflection.
dc.description.fulltextYes
dc.description.harvestedfromManual
dc.description.indexedbyScopus
dc.description.openaccessGold OA
dc.description.publisherscopeInternational
dc.description.readpublishN/A
dc.description.sponsoredbyTubitakEuTÜBİTAK
dc.description.sponsorshipThis work was supported by the Scientific and Technological Research Council of Turkey (TÜBİTAK) – Science Fellowships and Grant Programs Directorate (BİDEB), within the framework of the 2211 National PhD Scholarship Program.
dc.identifier.doi10.1145/3757980.3762114
dc.identifier.embargoNo
dc.identifier.endpage366
dc.identifier.isbn9798400715129
dc.identifier.quartileN/A
dc.identifier.scopus2-s2.0-105023655745
dc.identifier.startpage361
dc.identifier.urihttps://doi.org/10.1145/3757980.3762114
dc.identifier.urihttps://hdl.handle.net/20.500.14288/32020
dc.keywordsAbstraction
dc.keywordsEmbodiment
dc.keywordsExtended reality
dc.keywordsMovement practice
dc.keywordsReflection
dc.language.isoeng
dc.publisherAssociation for Computing Machinery (ACM)
dc.relation.affiliationKoç University
dc.relation.collectionKoç University Institutional Repository
dc.relation.ispartof28th International Academic Mindtrek Conference, ACADEMIC MINDTREK 2025
dc.relation.openaccessYes
dc.rightsCC BY-NC-ND (Attribution-NonCommercial-NoDerivs)
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectAbstracting
dc.subjectInteractive computer systems
dc.titleAbstraction in action: designing avatar representations for reflective movement practice
dc.typeConference Proceeding
dspace.entity.typePublication
person.familyNameAkbaş
person.familyNameKuşçu
person.familyNameEskenazi
person.familyNameYantaç
person.givenNameSaliha
person.givenNameKemal
person.givenNameTerry
person.givenNameAsım Evren
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