Avatar (virtual reality)
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- For other uses, see Avatar (disambiguation).
Among people working on virtual reality and cyberspace interfaces, an avatar (sometimes AV, av, or avvie) is an icon or representation of a user in a shared virtual reality. The term is sometimes used on MUDs, in computer role-playing games, and shared non-gaming universes such as Active Worlds, There, Second Life, and The Palace.
This definition has recently been applied to online virtual communities and Internet forums in particular, as a picture that a member/user of such a community/forum has elected to display alongside his or her contributions in order to represent him- or herself. Avatars have also become popular in instant messaging, and are sometimes referred to as buddy icons.
Origin
Sanskrit
The term "avatar" derives from the Sanskrit word Avatāra which means "descent" and usually implies a deliberate descent into mortal realms for special purposes. The term is used primarily in Hinduism, for incarnations of Vishnu the Preserver, whom many Hindus worship as God. The Dasavatara are ten particular "great" incarnations of Vishnu. The "Golden Avatar" popularly known as Gouranga is said to be the most recent descent.Computer games
As used for a computer representation of a user, the term dates at least as far back as 1985, when it was used as the name for the player character in the Ultima series of computer games. The Ultima games started out in 1981, but it was in Ultima IV (1985), that the term "avatar" was introduced. To become the "avatar" was the goal of Ultima IV. The later games assumed that you were the avatar and "avatar" was the player's visual on-screen in-game persona. The on-screen representation could be customized in appearance. Later, the term "avatar" was used by the designers of the role-playing game Shadowrun (1989), as well as in the online role-playing game Habitat (1987).Neal Stephenson
The use of Avatar to mean online virtual bodies was popularised by Neal Stephenson in his cyberpunk novel Snow Crash (1992) [link]. In Snow Crash, the term Avatar was used to describe the virtual simulation of the human form in the Metaverse, a virtual-reality version of the Internet. Social status within the Metaverse was often based on the quality of a user's avatar, as a highly detailed avatar showed that the user was a skilled hacker and programmer while the less talented would buy off-the-shelf models in the same manner a forumer would today. Stephenson wrote in the "Acknowledgments" to Snow Crash:- The idea of a 'virtual reality' such as the Metaverse is by now widespread in the computer-graphics community and is being implemented in a number of different ways. The particular vision of the Metaverse as expressed in this novel originated from idle discussion between me and Jaime (Captain Bandwidth)Taffe...The words 'avatar' (in the sense used here) and 'Metaverse' are my inventions, which I came up with when I decided that existing words (such as 'virtual reality') were simply too awkward to use...after the first publication of 'Snow Crash' I learned that the term 'avatar' has actually been in use for a number of years as part of a virtual reality system called 'Habitat'...in addition to avatars, Habitat includes many of the basic features of the Metaverse as described in this book, (469-70).
Avatars on internet forums
Despite the widespread use of avatars, it is unknown which internet forums were the first to use them. Avatars on Internet forums serve the purpose of representing users and their actions, personalizing their contributions to the forum, and may represent different parts of their persona or social status in the forum.The traditional avatar system used on most Internet forums is a small (100x100 pixels, for example) square-shaped area close to the user's forum post, where the avatar is placed. Some forums allow the user to upload an avatar image that may have been designed by the user or acquired from elsewhere. Other forums allows the user to select an avatar from a preset list or use an auto-discovery algorithm to extract one from the user's homepage.
Other avatar systems exist, such as on Gaia Online, where a pixelized representation of a person or creature is used, which can then be customized to the user's wishes.
Avatars in games
Avatars in video games are essentially the player's physical representation in the game world. In most games, the player's representation is fixed, however increasingly games offer a basic character model, or template, and then allow customization of the physical features as the player sees fit. For example, , the avatar from , can be dressed in a wide range of clothing, can be given tattoos and haircuts, and can even body build or become obese depending upon player actions.Aside from an avatar's physical appearance, its dialogue, particularly in cut scenes, may also reveal something of its character. A good example is the crude, action hero stereotype, Duke Nukem. Other avatars, such as Gordon Freeman (from Half-Life), reveal very little of themselves, allowing the player to project onto them (see also: silent protagonist).
Avatars in instant-messaging programs
AOL Instant Messenger was the first popular instant-messaging program to use avatars, picking up on the idea from PC games. However, users of AIM and many other IM services commonly refer to avatars as buddy icons. Today, many popular instant-messaging programs use avatars, including MSN Messenger and Yahoo! Messenger.Avatars in non-gaming universes
Avatars in non-gaming universes are used as two-dimensional or three-dimensional human or fantastic representations of a person's self. Such representations can explore the virtual universe with which they are in using their avatar, add to it, or conduct conversations with other users, and can be customized by the user. Usually, the purpose and appeal of such non-gaming universes is to provide a large enhancement to common online conversation capabilities, and to allow the user to peacefully develop a portion of a non-gaming universe without being forced to strive towards a pre-defined goal.The criteria avatars in non-gaming universes have to fulfill, in order to become useful, can depend to a great extent on, for example, the age of potential users. Research suggests that younger users of virtual communities put great emphasis on fun and entertainment aspects of avatars, as well as on their practical functionalities (e.g. whispering). Younger users are furthermore interested in the simple ease of use of avatars, and their ability to retain the user’s anonymity. Meanwhile, older users pay great importance to an avatar’s ability to reflect their own appearance, identity and personality. Additionally, the majority of older users want to be able to make use of an avatar’s expressive functionalities (e.g. showing emotions), while being prepared to learn new methods of navigation, in order to handle the use of more complex avatars.
Avatar-based non-gaming universes are usually populated by those age groups, whose requirements concerning avatars are fulfilled. The majority of users of Habbo Hotel, for example, are of the age of 10 to 15. The reason for this might well be found in the properties and functionalities provided by the avatars of this virtual community. In contrast, There has a target audience ranging from the age of 22 to 49. The avatars incorporated into this immersive environment allow for a wide range of social interactions, including the expression of emotions. Another example is The Palace, where the majority of users seem to belong to an older age group. Here, users have the option to use their own images as avatars. This functionality turns the avatar into a direct reflection of their real-life appearance, a feature most desired by members of older age groups. Again, the population of the non-gaming universe seems to be largely determined by the properties and functionalities of its avatars.
Virtual model
Digital fashion models have been promoted, using the latest in computer-generated imagery, but these are usually not avatars, since their creators and/or the operators of motion capture systems which are often used to make them move are kept in the background or ignored, as if the model had its own invented personality.Many digital models using simpler Computer-generated imagery techniques are used in Web commerce to model fashion corresponding to a user's body shape, size and look or to give an idea of the results of exercise and diet. They are relatively static but fully interactive avatars of their users.
Large U.S. retailers such as L. L. Bean and Sears use virtual models as a way to have their customers "try" their clothing in their digital stores. An international company such as Lands' End uses virtual models on its British, Japanese and German sites as well as its U.S. one.
References
- Stephenson, Neal. Snow Crash. New York: Bantam, 2003 (reissue).
See also
- Avatar (disambiguation)
- Buddy icon
- Display picture
- Favatar
- Gravatar
- Pavatar
- Hackergotchi
- Picon
- Second Life
- Vismon
- Yahoo! Avatars
- [Icons]
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