Engaging the Avatar

Engaging the Avatar
Author: Charles Wankel
Publisher: IAP
Total Pages: 409
Release: 2012-03-01
Genre: Business & Economics
ISBN: 1617357537

This volume has a bold agenda, in which academics create immersive worlds where the avatar is the center of the universe. As the virtual world grows, avatars move away from quasi-human interactions within virtual domiciles, gardens, and businesses to being blood cells in the blood stream, or to be firing neurons in the human brain, or creatures competing on the ocean floor or the surface of Mars or just about anything that can be imagined using the magic of photographic and artistic images, programming, narrative and avatars. What are the frameworks and strategies for building these environments? What are the things the avatar adapts and learns from in its environment? This book will examine such frameworks, strategies, examples and feedback systems to explore what it takes to create a global education environment for learning. This starts with engaging your avatar and is completed in a transformation in how you interact with the internet. Whether using the visual internet to learn or to interact with a customer about a product or service, this immersive interface can be a world that knows you and forms around your unique needs and interests.

Hello Avatar

Hello Avatar
Author: B. Coleman
Publisher: MIT Press
Total Pages: 214
Release: 2011-11-04
Genre: Computers
ISBN: 026230273X

An examination of our many modes of online identity and how we live on the continuum between the virtual and the real. Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the “x-reality” that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency—our new power to customize our networked life. By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities—in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject—all of us who represent aspects of ourselves and our work across the mediascape.

I, Avatar

I, Avatar
Author: Mark Stephen Meadows
Publisher: New Riders
Total Pages: 321
Release: 2007-12-27
Genre: Computers
ISBN: 0132704862

What is an avatar? Why are there nearly a billion of them, and who is using them? Do avatars impact our real lives, or are they just video game conceits? Is an avatar an inspired rendering of its creator’s inner self, or is it just one among millions of anonymous vehicles clogging the online freeways? Can we use our avatars to really connect with people, or do they just isolate us? And as we become more like our avatars do they become more like us? In I, Avata r, Mark Stephen Meadows answers some of these questions, but more importantly, he raises hundreds of others in his exploration of avatars and the fascinating possibilities they hold. His examination of avatars through the lenses of sociology, psychology, politics, history, and art, he will change the way you look at even a simple online profile and revolutionize the idea of avatars as part of our lives, whether first or second.

Dashavatar

Dashavatar
Author: KAMALA CHANDRAKANT
Publisher: Amar Chitra Katha Pvt Ltd
Total Pages: 91
Release: 1971-04-01
Genre: Avatars (Religion)
ISBN: 8184820321

In Puranic lore, Vishnu is the preserver of the universe and the cosmic order. The Dasha Avatar is the Puranic story of the ten incarnations of Vishnu who descends to the terrestrial world to establish stability and order, time and again. The avatars occur in a sequence – the first was matsya or fish representing life in water, followed by kurma or turtle signifying life in water and on land, then varaha or boar alluding to terrestrial life and so on. The sequence of the avatars could be taken to symbolise various stages in the evolution of life culminating in the advent of the perfect being.

The Social Life of Avatars

The Social Life of Avatars
Author: Ralph Schroeder
Publisher: Springer Science & Business Media
Total Pages: 244
Release: 2001-12-11
Genre: Computers
ISBN: 9781852334611

Virtual reality (VR) technology has been developed commercially since the early 1990s [1]. Yet it is only with the growth of the Internet and other high-bandwidth links that VR systems have increasingly become networked to allow users to share the same virtual environment (VE). Shared YEs raise a number of interesting questions: what is the difference between face-to-face interaction and interaction between persons inside YEs? How does the appearance of the "avatar" - as the graphical representation of the user has become known - change the nature of interaction? And what governs the formation of virtual communities? This volume brings together contributions from social scientists and computer scientists who have conducted research on social interaction in various types of YEs. Two previous volumes in this CSCW book series [2, 3] have examined related aspects of research on YEs - social navigation and collaboration - although they do not always deal with VRIVEs in the sense that it is used here (see the definition in Chapter 1). The aim of this volume is to explore how people interact with each other in computer-generated virtual worlds.

The Science of Avatar

The Science of Avatar
Author: Stephen Baxter
Publisher: Orbit
Total Pages: 188
Release: 2012-05-29
Genre: Performing Arts
ISBN: 0316224014

Audiences around the world have been enchanted by James Cameron's visionary Avatar, with its glimpse of the Na'vi on the marvelous world of Pandora. But the movie is not entirely a fantasy; there is a scientific rationale for much of what we saw on the screen, from the possibility of travel to other worlds, to the life forms seen on screen and the ecological and cybernetic concepts that underpin the 'neural networks' in which the Na'vi and their sacred trees are joined, as well as to the mind-linking to the avatars themselves. From popular science journalist and acclaimed science fiction author Stephen Baxter, The Science of Avatar is a guide to the rigorous fact behind the fiction. It will enhance the readers' enjoyment of the movie experience by drawing them further into its imagined world.

Avatars at Work and Play

Avatars at Work and Play
Author: Ralph Schroeder
Publisher: Springer Science & Business Media
Total Pages: 287
Release: 2006-07-08
Genre: Computers
ISBN: 1402038984

Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?

The Pop Culture Parent

The Pop Culture Parent
Author: Theodore A. Turnau, III
Publisher: New Growth Press
Total Pages: 210
Release: 2020-05-04
Genre: Religion
ISBN: 1645070670

Parents often feel at a loss with popular culture and how it fits in with their families. They want to love their children well, but it can be overwhelming to navigate the murky waters of television, movies, games, and more that their kids are exposed to every day. Popular culture doesn’t have to be a burden. The Pop Culture Parent equips mothers, fathers, and guardians to build relationships with their children by entering into their popular culture–informed worlds, understanding them biblically, and passing on wisdom. This resource by authors Ted Turnau, E. Stephen Burnett, and Jared Moore, provides Scripture-based, practical help for parents to enjoy the messy gift of popular culture with their kids. By engaging with their children’s interests, parents can explore culture while teaching their children to become missionaries in a post-Christian world. By providing realistic yet biblical encouragement for parents, the coauthors guide readers to engage with popular culture through a gospel lens, helping them teach their kids to understand and answer the challenges raised by popular culture. The Pop Culture Parent helps the next generation of evangelicals move beyond a posture of cultural ignorance to one of cultural engagement, building grace-oriented disciples and cultural missionaries.

Brand Avatar

Brand Avatar
Author: Alycia de Mesa
Publisher: Springer
Total Pages: 194
Release: 2009-02-27
Genre: Business & Economics
ISBN: 0230233716

Virtual worlds such as Second Life, have millions of users worldwide. Virtual world "residents" wield huge purchasing power, and use real money in the online economies. Companies as diverse as Adidas, Jean-Paul Gaultier, and MTV have plunged into these unchartered waters to give their brands a virtual presence, using varied strategies.