The Social Life of Avatars

Presence and Interaction in Shared Virtual Environments

Nonfiction, Computers, Advanced Computing, Programming, User Interfaces, Application Software, Computer Graphics, General Computing
Cover of the book The Social Life of Avatars by , Springer London
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9781447102779
Publisher: Springer London Publication: December 6, 2012
Imprint: Springer Language: English
Author:
ISBN: 9781447102779
Publisher: Springer London
Publication: December 6, 2012
Imprint: Springer
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

More books from Springer London

Cover of the book Finite Element Method in Machining Processes by
Cover of the book Ergodic Theory and Dynamical Systems by
Cover of the book Reproduction of Tactual Textures by
Cover of the book The Human Respiratory System by
Cover of the book Ethics in Reproductive Medicine by
Cover of the book Gas Hydrates by
Cover of the book A First Course in Discrete Mathematics by
Cover of the book Minimalism by
Cover of the book Visual Analysis of Behaviour by
Cover of the book Heart Rate Variability by
Cover of the book Virtual Reality and Animation for MATLAB® and Simulink® Users by
Cover of the book Nuclear Medicine Radiation Dosimetry by
Cover of the book Neural Networks and Statistical Learning by
Cover of the book Serous Effusions by
Cover of the book Leadership in Healthcare by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy