The Social Life Of Avatars

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The Social Life of Avatars

Author : Ralph Schroeder
Publisher : Springer Science & Business Media
Page : 239 pages
File Size : 43,9 Mb
Release : 2012-12-06
Category : Computers
ISBN : 9781447102779

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The Social Life of Avatars by Ralph Schroeder Pdf

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 Social Life of Avatars

Author : Ralph Schroeder
Publisher : Unknown
Page : 246 pages
File Size : 41,7 Mb
Release : 2002-01-10
Category : Electronic
ISBN : 1447102789

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The Social Life of Avatars by Ralph Schroeder Pdf

Virtual reality technology has been developed commercially since the early 1990s but it is only recently, with the popularity of the internet, that it has become feasible to link many users simultaneously in shared virtual environments. This raises a number of interesting questions such as: what is the difference between face-to-face and avatar-to-avatar interaction? What patterns govern the formation of virtual communities? How does the appearance of the avatar change the nature of the communication? There has been much speculation about issues such as these but research is still at a relatively early stage. This is the first book to bring together work from relevant disciplines to form a reference guide for practitioners, students and researchers interested in how we interact in computer-generated environments. It contains contributions from most of the key people in this area (including Microsoft Research's Virtual Worlds Group) and presents their findings in a way which is accessible to readers who are new to this field or who come from related areas. It is divided into 2 parts; chapters 2-6 deal with internet-based virtual worlds which have been widely used by the public; chapters 7-10 deal with networked VR systems which have been primarily used in pilot studies and research. Some chapters take the viewpoint of a participant observer, whilst others take a more experimental approach and assess the results of relevant trials. This book will be essential reading for anyone involved in developing, using or researching virtual worlds, and will also be of interest to students on courses such as VR and Computer-mediated communication.

Avatars at Work and Play

Author : Ralph Schroeder,Ann-Sofie Axelsson
Publisher : Springer Science & Business Media
Page : 306 pages
File Size : 40,9 Mb
Release : 2006-02-06
Category : Computers
ISBN : 1402038836

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Avatars at Work and Play by Ralph Schroeder,Ann-Sofie Axelsson Pdf

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?

Avatars at Work and Play

Author : Ralph Schroeder,Ann-Sofie Axelsson
Publisher : Springer Science & Business Media
Page : 287 pages
File Size : 44,7 Mb
Release : 2006-07-08
Category : Computers
ISBN : 9781402038983

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Avatars at Work and Play by Ralph Schroeder,Ann-Sofie Axelsson Pdf

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?

Being There Together

Author : Ralph Schroeder
Publisher : Oxford University Press
Page : 337 pages
File Size : 42,9 Mb
Release : 2010-11-04
Category : Psychology
ISBN : 9780199707782

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Being There Together by Ralph Schroeder Pdf

Virtual environments provide places for 'being there together', for avatars to interact with each other in computer-generated spaces. They range from immersive systems in which people have life-size tracked avatar bodies to large-scale spaces such as Second Life where populations of users socialize in persistent virtual worlds. This book draws together research on how people interact in virtual environments: What difference does avatar appearance make? How do avatars collaborate and play together? How do the type of system and the space affect how people engage with each other? How does interaction between avatars differ from face-to-face interaction? What can social scientists learn from experiments and other studies of how people interact in virtual environments? What are the ethical and social issues in doing this research, and in the uses of this technology? And how do virtual environments differ from other communication technologies such as videoconferencing systems and other new media? This book is a state-of-the art survey of research on these topics, and offers a framework for understanding this technology and its future implications.

I, Avatar

Author : Mark Stephen Meadows
Publisher : New Riders
Page : 321 pages
File Size : 53,9 Mb
Release : 2007-12-27
Category : Computers
ISBN : 9780132704861

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I, Avatar by Mark Stephen Meadows Pdf

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.

Mobile Technologies

Author : Gerard Goggin,Larissa Hjorth
Publisher : Routledge
Page : 313 pages
File Size : 41,5 Mb
Release : 2009-01-13
Category : Social Science
ISBN : 9781135856670

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Mobile Technologies by Gerard Goggin,Larissa Hjorth Pdf

In light of emerging forms of software, interfaces, cultures of uses, and media practices associated with mobile media, this collection investigates the various ways in which mobile media is developing in different cultural, linguistic, social, and national settings. Specifically, contributors consider the promises and politics of mobile media and its role in the dynamic social and gender relations configured in the boundaries between public and private spheres. The collection is genuinely interdisciplinary, as well as international in its range, with contributors and studies from China, Japan, Korea, Italy, Norway, France, Belgium, Britain, and Australia.

Media and Social Life

Author : Mary Beth Oliver,Arthur A. Raney
Publisher : Routledge
Page : 250 pages
File Size : 48,8 Mb
Release : 2014-03-26
Category : Language Arts & Disciplines
ISBN : 9781317743729

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Media and Social Life by Mary Beth Oliver,Arthur A. Raney Pdf

Our use of media touches on almost all aspects of our social lives, be they friendships, parent-child relationships, emotional lives, or social stereotypes. How we understand ourselves and others is now largely dependent on how we perceive ourselves and others in media, how we interact with one another through mediated channels, and how we share, construct, and understand social issues via our mediated lives. This volume highlights cutting edge scholarship from preeminent scholars in media psychology that examines how media intersect with our social lives in three broad areas: media and the self; media and relationships; and social life in emerging media. The scholars in this volume not only provide insightful and up-to-date examinations of theorizing and research that informs our current understanding of the role of media in our social lives, but they also detail provocative and valuable roadmaps that will form that basis of future scholarship in this crucially important and rapidly evolving media landscape.

Illuminating Social Life

Author : Peter Kivisto
Publisher : SAGE Publications
Page : 440 pages
File Size : 54,5 Mb
Release : 2012-11-02
Category : Social Science
ISBN : 9781483321226

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Illuminating Social Life by Peter Kivisto Pdf

The sixth edition of Peter Kivisto's popular anthology, Illuminating Social Life, continues to demonstrate to students how social theories can help them make sense of the swirling events and perplexing phenomena that they encounter in their daily lives. A perfect complement for sociological theory courses, this updated edition includes 13 original essays by leading scholars in the field that help students better understand and appreciate the relevance of social theory. Once again, Peter Kivisto's collection illuminates the connection between sociological theory and the realities that students are faced with every day —from the Internet, alcohol use, and body building to shopping malls, the working world, and fast-food restaurants

Hello Avatar

Author : B. Coleman
Publisher : MIT Press
Page : 214 pages
File Size : 51,5 Mb
Release : 2023-12-05
Category : Computers
ISBN : 9780262549899

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Hello Avatar by B. Coleman Pdf

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.

Infinite Reality

Author : Jim Blascovich,Jeremy Bailenson
Publisher : Harper Collins
Page : 308 pages
File Size : 48,5 Mb
Release : 2011-04-05
Category : Computers
ISBN : 9780062041692

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Infinite Reality by Jim Blascovich,Jeremy Bailenson Pdf

“Enough with speculation about our digital future. Infinite Reality is the straight dope on what is and isn’t happening to us right now, from two of the only scientists working on the boundaries between real life and its virtual extensions.” —Douglas Rushkoff, author of Program or Be Programmed Can our brains recognize where "reality" ends and "virtual" begins? Where will technology lead us in five, fifty, or five hundred years? An unrivaled guide to our digital future that has been cited by the Supreme Court, Infinite Reality is a mind-bending "journey through the virtual universe" (Wall Street Journal). Jim Blascovich and Jeremy Bailenson, two pioneering authorities, explore the profound potential of emerging technologies and reveal how our brains behave in digital worlds. Along the way, Bailenson and Blascovich examine the timeless philosophical questions of the self and "reality" that arise through the digital experience; explain how virtual reality's latest and future forms—including immersive video games and social-networking sites—will soon be seamlessly integrated into our lives; show the many surprising practical applications of virtual reality, from education and medicine to sex and warfare; and probe further-off possibilities like "total personality downloads" that would allow your great-great-grandchildren to have a conversation with "you" a century or more after your death. Equally fascinating, farsighted, and profound, Infinite Reality is an essential guide to our virtual future, where the experience of being human will be deeply transformed.

The Social Life of Maps in America, 1750-1860

Author : Martin Brückner
Publisher : UNC Press Books
Page : 379 pages
File Size : 47,7 Mb
Release : 2017-10-26
Category : History
ISBN : 9781469632612

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The Social Life of Maps in America, 1750-1860 by Martin Brückner Pdf

In the age of MapQuest and GPS, we take cartographic literacy for granted. We should not; the ability to find meaning in maps is the fruit of a long process of exposure and instruction. A "carto-coded" America--a nation in which maps are pervasive and meaningful--had to be created. The Social Life of Maps tracks American cartography's spectacular rise to its unprecedented cultural influence. Between 1750 and 1860, maps did more than communicate geographic information and political pretensions. They became affordable and intelligible to ordinary American men and women looking for their place in the world. School maps quickly entered classrooms, where they shaped reading and other cognitive exercises; giant maps drew attention in public spaces; miniature maps helped Americans chart personal experiences. In short, maps were uniquely social objects whose visual and material expressions affected commercial practices and graphic arts, theatrical performances and the communication of emotions. This lavishly illustrated study follows popular maps from their points of creation to shops and galleries, schoolrooms and coat pockets, parlors and bookbindings. Between the decades leading up to the Revolutionary War and the Civil War, early Americans bonded with maps; Martin Bruckner's comprehensive history of quotidian cartographic encounters is the first to show us how.

Avatars, Activism and Postdigital Performance

Author : Liam Jarvis,Karen Savage
Publisher : Bloomsbury Publishing
Page : 201 pages
File Size : 47,6 Mb
Release : 2021-11-18
Category : Performing Arts
ISBN : 9781350159334

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Avatars, Activism and Postdigital Performance by Liam Jarvis,Karen Savage Pdf

In the context of the postdigital age, where technology is increasingly part of our social and political world, Avatars, Activism and Postdigital Performance traces how identity can be created, developed, hijacked, manipulated, sabotaged and explored through performance in postdigital cultures. Considering how technology is reshaping performance, this timely collection reveals how we engage in performance practices through expanded notions of intermediality, knotted networks and layering. This book examines the artist as activist and producer of avatars, and how digital doubles, artificial intelligence and semi-automated politics are problematizing and expanding our discussions of identity. Using a range of examples in theatre, film and internet-based performance practices, chapters examine the uncertain boundaries of networked 'informational selves' in mediatized cultures, the impacts of machine algorithms, apps and the consequences of digital legacies. Case studies include James Cameron's Avatar, Blast Theory's Karen, Ontroerend Goed's A Game of You, Randy Rainbow's online videos, Sisters Grimm's Calpurnia Descending, Dead Centre's Lippy and Chekhov's First Play and Jo Scott's practice-as-research in 'place-mixing'. This is an incisive study for scholars, students and practitioners interested in the wider conversations around identity-formation in postdigital cultures.

Avatars!

Author : Bruce Damer
Publisher : Addison Wesley Longman
Page : 604 pages
File Size : 54,7 Mb
Release : 1998
Category : Computers
ISBN : 0201688409

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Avatars! by Bruce Damer Pdf

With "Avatars!", readers can grab their avatar (a digital representation of themselves) and run to the nearest virtual world where they can experience the Internet. "Avatars!" focuses on what people do inside virtual worlds, such as building three-dimensional structures, navigating through the worlds, and learning digital etiquette and social interaction skills. A CD-ROM provides readers with ready-to-run worlds that connect them with thousands of other people on the Internet, and which are referenced in a companion Web site.

Digital Media Effects

Author : W. James Potter
Publisher : Rowman & Littlefield Publishers
Page : 265 pages
File Size : 53,8 Mb
Release : 2021-01-20
Category : Social Science
ISBN : 9781538140024

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Digital Media Effects by W. James Potter Pdf

People have always depended on the mass media for information and entertainment. With mobile devices and easy access to the internet, people are now in constant connection with an ever growing source of information and entertainment and they contribute their own content to those sources through social media. As their media usage shifts towards digital media with their immediacy, interactivity, and intrusiveness, the way media affects people has fundamentally changed. Digital Media Effects focuses on those changes in media effects. While the author acknowledges the findings from the very large literature of effects from exposure to traditional media. Expanding from traditional media effects studies, this book focuses attention on the kinds of effects that have arisen in the new digital age.