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.
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.
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).
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.
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.
Computer and video game culture | Internet culture | Virtual reality | Internet history
Avatar | Avatar (chat) | Avatar (Internet) | Avatar (sociedad virtual) | Avatar (informatique) | Avatar (nickname) | アバター | Awatar (rzeczywistość wirtualna) | Avatar (realidade virtual)
This article is licensed under the GNU Free Documentation License.
It uses material from the
"Avatar (virtual reality)".
Home Page • arts • business • computers • games • health • hospitals • home • kids & teens • news • physicians • recreation• reference • regional • science • shopping • society • sports • world