Use Avatar (computing)




1 use

1.1 internet forums
1.2 internet chat
1.3 instant messaging programs
1.4 artificial intelligence
1.5 video games
1.6 non-gaming online worlds
1.7 customization
1.8 academics
1.9 social media
1.10 in popular culture





use
internet forums

despite widespread use of avatars, unknown internet forums first use them; earliest forums did not include avatars default feature, , included in unofficial hacks before being made standard. avatars on internet forums serve purpose of representing users , actions, personalizing contributions forum, , may represent different parts of persona, beliefs, interests or social status in forum.


the traditional avatar system used on internet forums small (80x80 100x100 pixels, example) square-shaped area close user s forum post, avatar placed in order other users identify has written post without having read username. forums allow user upload avatar image may have been designed user or acquired elsewhere. other forums allow user select avatar preset list or use auto-discovery algorithm extract 1 user s homepage.


some avatars animated, consisting of sequence of multiple images played repeatedly. in such animated avatars, number of images time in replayed vary considerably.


other avatar systems exist, such on gaia online, weeworld, frenzoo or meez, pixelized representation of person or creature used, can customized user s wishes. there avatar systems (e.g. trutoon) representation created using person s face customized characters , backgrounds.


another avatar-based system 1 wherein image automatically generated based on identity of poster. identicons formed visually distinct geometric images derived digest hash of poster s ip address. in way, particular anonymous user can uniquely identified session session without need registration or authentication. in cases registration has occurred, identicon serves means associate particular user particular geometric representation. if account compromised, dissimilar identicon formed attacker posting unfamiliar ip address.


internet chat

gif avatars introduced 1990 in imagination network (also known sierra on-line) game , chat hybrid.


in 1994, virtual places offered voip capabilities later abandoned lack of bandwidth.


in 1995, keeptalking, product of unet2 corporation, 1 of first companies implement avatar system web chat software.


in 1997, cybertown first introduced 3 dimensional avatars internet chat.


in 1996 microsoft comic chat, irc client used cartoon avatars chatting, released.


instant messaging programs

america online introduced instant messaging membership in 1996 , included limited number of buddy icons, picking on avatar idea pc games. when aol later introduced free version of messenger, aim, use on internet, number of icons offered grew more 1,000 , use of them grew exponentially, becoming hallmark feature of instant messaging. in 2002, aol introduced super buddies, 3d animated icons talked users typed messages , read messages. term avatar began replace moniker of buddy icon 3d customizable icons became known users mainstream popularity of pc games. yahoo s instant messenger first adopt term avatar icons. today, many other instant-messaging services support use of avatars.


instant messaging avatars small. aim icons, have been small 16x16 pixels used more commonly @ 48x48 pixels size, although many icons can found online typically measure anywhere 50x50 pixels 100x100 pixels in size.


the latest use of avatars in instant messaging dominated dynamic avatars. user chooses avatar represents him while chatting and, through use of text speech technology, enables avatar talk text being used @ chat window. form of use kind of avatar video chats/calls. services, such skype (through external plugins) allow users use talking avatars during video calls, replacing image user s camera animated, talking avatar.


american online began use aim buddy icons marketing tool, known expressions, music, movies, , computer games in 2001. since many advertising firms have well.


artificial intelligence

an avatar used automated online assistant providing customer service on web page


avatars can used virtual embodiments of embodied agents, driven more or less artificial intelligence rather real people. automated online assistants examples of avatars used in way.


such avatars used organizations part of automated customer services in order interact consumers , users of services. can avail enterprises reduce operating , training cost. major underlying technology such systems natural language processing. of these avatars commonly known bots . famous examples include ikea s anna, avatar designed guide users around ikea website.


such avatars can powered digital conversation provides little more structure using nlp, offering user options , defined paths outcome. kind of avatar known structured language processing or slp avatar.


both types of avatar provide cost effective , efficient way of engaging consumers.


video games

avatars in video games player s representation in game world. first video games include representation of player basketball (1974) represented players humans, , maze war (1974) represented players eyeballs.


in games, player s representation fixed, many games offer basic character model, or template, , allow customization of physical features player sees fit. example, carl johnson, avatar grand theft auto: san andreas, can dressed in wide range of clothing, can given tattoos , haircuts, , can body build or become obese depending upon player actions. 1 video game in avatar , player 2 separate entities game perspective, player controls both themself in 3-dimensional world , avatar in 2-dimensional world.


aside avatar s physical appearance, dialogue, particularly in cut scenes, may reveal of character. example crude, action hero stereotype, duke nukem. other avatars, such gordon freeman half-life, never speaks @ all, reveal little of (the original game never showed player looked without use of console command third-person view).


massively multiplayer online games (mmogs) source of varied , sophisticated avatars. customization levels differ between games; example, in eve online, players construct wholly customized portrait, using software allows several changes facial structure preset hairstyles, skin tones, etc. however, these portraits appear in in-game chats , static information view of other players. usually, players appear in gigantic spacecraft give no view of pilot, unlike in other rpgs. alternatively, city of heroes offers 1 of detailed , comprehensive in-game avatar creation processes, allowing players construct traditional superheroes aliens, medieval knights, monsters, robots, , many more. robbie cooper s 2007 book alter ego, avatars , creators pairs photographs of players of variety of mmo s images of in-game avatars , profiles; recording player s motivations , intentions in designing , using avatars. survey reveals wide variation in ways in players of mmo s use avatars. felicia day, creator , star of guild web series, created song called (do wanna date my) avatar satirizes avatars , virtual dating.



game consoles such wii, playstation 3, , xbox 360 (shown here) feature universal animated avatars.


nintendo s wii console allows creation of avatars called miis take form of stylized, cartoonish people , can used in games avatars players, in wii sports. in games, ability use mii avatar must unlocked, such in mario kart wii.


on november 19, 2008, microsoft released xbox 360 dashboard update featured introduction of avatars part of console s new xbox experience. update installed users can personalize of avatars choosing range of clothing , facial features. on august 11, 2009, nxe avatar program updated inclusion of avatar marketplace feature allows users purchase additional product , game branded clothing, jewelry, full body suits, , animated props. on initial release of update, game branded content included items gears of war 2, bioshock 2, star wars, fable ii, halo 3, , secret of monkey island special edition. xbox live avatar marketplace updated weekly new items.


playstation home sony s playstation 3 console features use of avatars, more realistic style nintendo s miis or microsoft s avatars.


non-gaming online worlds

avatars in non-gaming online worlds used two- or three-dimensional human or fantastic representations of person s inworld self. such representations tool facilitates exploration of virtual universe, or acts focal point in conversations other users, , can customized user. usually, purpose , appeal of such universes provide large enhancement common online conversation capabilities, , allow user peacefully develop portion of non-gaming universe without being forced strive towards pre-defined goal.


in non-gaming universes, criteria avatars have fulfill in order become useful can depend great extent on age of potential users. research suggests younger users of virtual communities put great emphasis on fun , entertainment aspects of avatars. interested in simple ease of use of avatars, , ability retain user’s anonymity. meanwhile, older users pay great importance avatar’s ability reflect own appearance, identity, , personality . older users want able use avatar’s expressive functionalities (such showing emotions), , prepared learn new ways of navigation it. surprisingly, evidence suggests avatars more anthropomorphic perceived less credible , likeable images less anthropomorphic. social scientists @ stanford s virtual human interaction lab examine implications, possibilities, , transformed social interaction occur when people interact via avatars.


avatar-based non-gaming universes populated age groups requirements concerning avatars fulfilled. example, users of habbo hotel, ty girlz , webkinz aged 10 15 years, while users of gaia online , weeworld 13 18. reason may properties , functionalities of avatars of these virtual communities, games able give players. in contrast, there , kaneva game platform target users aged 22 49 , avatars allow wide range of social interactions, including expression of emotions: laughing, waving, blowing kisses, , rude gestures. palace, of users seem older, allows users use own images avatars. turns avatar direct reflection of users real-life appearance, desired older users.


lisa nakamura has suggested customizable avatars in non-gaming worlds tend biased towards lighter skin colors , against darker skin colors, in of male gender. in second life avatars created residents , take form, , range lifelike humans robots, animals, plants , mythical creatures. avatar customization 1 of important entertainment aspects in non gaming virtual worlds, such second life, imvu, , active worlds. many virtual worlds providing users tools customize representations, allowing them change shapes, hair, skins , genre. moreover, there growing secondary industry devoted creations of products , items avatars. companies have launched social networks , other websites avatars such koinup, myrl, , avatars united.


customization

early examples of customizable avatars include multi-user systems, including muds. forums use small jpeg, portable network graphics (png) or graphics interchange format (gif) file display small image next posts user. gaia online has customizable avatar users can dress desired. users may earn credits completing sponsored surveys or tasks purchase items , upgrades customize avatar. linden lab s second life creates virtual world in avatars, homes, decorations, buildings , land sale. less-common items may designed appear better common items, , experienced player may identified group of new characters before in-game statistics seen. sherry turkle described middle-aged man played aggressive, confrontational female character in online communities, displaying personality traits embarrassed display in offline world. research nick yee of daedelus project demonstrates avatar may differ considerably player s offline identity, based on gender. however, players make avatar (proportionately) equal height (or taller). sherry turkle has observed players seek emotional connection cannot establish in real world. described case in man serious heart condition preventing him ordinary socializing found acceptance , friendship through online identity. others have pointed out similar findings in mental disorders making social interaction difficult, such autism or similar disabilities.


academics

avatars have become area of study in world of academics. emergence of online avatars have profound implications domains of scholarly research such technoself studies, concerned aspects of human identity in technological society , social avatar , effects upon psyche. paul hemp has written article harvard business review, analyses effects of avatars on real-world business. focuses on game second life , , shows creators of virtual avatars willing spend real money purchase goods marketed solely virtual selves.


the journal of computer-mediated communication published study of reactions types of avatars sample group of human users. results showed users commonly chose avatars humanoid , matched gender. conclusion in order make users feel more @ home in avatars, designers should maximise customizability of visual criteria common humans, such skin , hair color, gender, hair styles , height.


researchers @ york university studied whether avatars reflected user s real-life personality. student test groups able infer upon extraversion, agreeableness, , neuroticism, not infer upon openness , conscientiousness.


social media

another use of avatar has emerged widespread use of social media platforms. there practice in social media sites: uploading avatars in place of real profile image. profile picture distinct graphics represent identity of profile holder. portrait of individual, logo of organization, organizational building or distinctive character of book, cover page etc. using avatars profile pictures can increase users perceived level of social presence in turn fosters reciprocity , sharing behavior in online environments. according mit professor sherry turkle: ... think presenting ourselves, our profile ends else - fantasy of want .


in popular culture

cartoons , stories have character based on creator, either fictionalised version (e.g. matt groening character in episodes of simpsons) or entirely fictional character (e.g. hermione granger in harry potter series has been said j. k. rowling based upon herself). such characters known author avatars .








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