avatar

Sanskrit avatara, ’descent’ – the human form Hindu deities take when they appear on Earth.

1. Within the online realm of virtual reality avatar refers to a 2D or 3D virtual image that symbolizes the user – it is the digital representation you choose to portray yourself on screen and to enact in the virtual world. The avatar is the digital, animated embodiment in communication interfaces, that represents us in a networked forum. Strictly speaking within the framework of HCI [Human Computer Interaction], an avatar is a ’perceptible digital representation’ controlled by a human being.
2. Avatars today are computer-generated figures most often used in digital games. It is  often a graphical representation of a person with which one  can interact in real-time.
The two most important issues of the successful implementation of an avatar are: function and representation.

Chandler, Daniel - Munday, Rod (2011): Dictionary of Media and Communication. Oxford University Press. 27 p. See the Online Edition
Coleman, Beth (2011): HELLO AVATAR: RISE OF THE NETWORKED GENERATION. The MIT Press, Cambridge, Massachusetts, London, England. 12,44,127,163 p.
Jeremy Bailenson and Jim Blascovich,  “Avatar,” in Berkshire Encyclopedia of Human-Computer Interaction  (Great  Barrington, MA: Berkshire Pub. Group, 2004), 65-68 p.
T. Wood, Natalie – R. Solomon, Michael, editors (2009): Virtual Social Identity and Consumer Behavior. M. E. Sharpe, Armonk, New York, London, England. 33 p.
Qiu, Lingyun and Izak Benbasat. 2005. “Online Consumer Trust and Live Help Interfaces: The Effects of Text-to-Speech Voice and Three-Dimensional Avatars.” International Journal of Human-Computer Interaction 19 (1): 76-7,80,93 p.
Winder, Davey (2008): Being Virtual : Who You Really Are Online. John Wiley & Sons, England. xi p.

avatar

Sanskrit avatara, ’descent’ – the human form Hindu deities take when they appear on Earth.

 

1.       Within the online realm of virtual reality avatar refers to a 2D or 3D virtual image that symbolizes the user – it is the digital representation you choose to portray yourself on screen and to enact in the virtual world. The avatar is the digital, animated embodiment in communication interfaces, that represents us in a networked forum. Strictly speaking within the framework of HCI [Human Computer Interaction], an avatar is a ’perceptible digital representation’ controlled by a human being.

2.  Avatars today are computer-generated figures most often used in digital games. It is  often a graphical representation of a person with which one  can interact in real-time.

The two most important issues of the successful implementation of an avatar are: function and representation.

 

Chandler, Daniel - Munday, Rod (2011): Dictionary of Media and Communication. Oxford University Press. 27 p.

Coleman, Beth (2011): HELLO AVATAR: RISE OF THE NETWORKED GENERATION. The MIT Press, Cambridge, Massachusetts, London, England. 12,44,127,163 p.

Jeremy Bailenson and Jim Blascovich,  “Avatar,” in Berkshire Encyclopedia of Human-Computer Interaction  (Great  Barrington, MA: Berkshire Pub. Group, 2004), 65-68 p.

T. Wood, Natalie – R. Solomon, Michael, editors (2009): Virtual Social Identity and Consumer Behavior. M. E. Sharpe, Armonk, New York, London, England. 33 p.

Qiu, Lingyun and Izak Benbasat. 2005. “Online Consumer Trust and Live Help Interfaces: The Effects of Text-to-Speech Voice and Three-Dimensional Avatars.” International Journal of Human-Computer Interaction 19 (1): 76-7,80,93 p.

Winder, Davey (2008): Being Virtual : Who You Really Are Online. John Wiley & Sons, England. xi p.