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      ReligionCognitive PsychologyArtificial IntelligenceHuman Computer Interaction
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      Computer ScienceUncanny ValleyVirtual RealityAvatars
Many applications in computer animation portray the motion of a human arm and torso. Often such applications can benefit from a combination of Inverse (IK) and Forward (FK) Kinematics controls to manipulate the arms of the model. The... more
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      Computer GraphicsComputer AnimationSign LanguagesAmerican Sign Language
This paper explores the animation of supernumerary avatars, what are called 'alts', in Massively Multiple Online gaming. While all players typically have one avatar in the game world with which they identify and which they play most... more
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      AnthropologyAnimation TheoryDigital GamesAvatars
Presented at VSMM 99 with a demonstration of the Ergo Linguistic Technologies parser and software developed from it. We beat out Nuance for the Best New Innovation Award.
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    • Avatars
A text about the virtual personas of Gazira Babeli, Helen Carmel Benigson, and Miri Sehgal. We live today in a constructed world, in which human relationships have been increasingly mediatized and in which most of our knowledge of... more
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      Contemporary ArtVirtual WorldsIdentity ConstructionAvatars
Bu çalışma dijital avatarların iletişimdeki rollerini iki farklı şekilde ele almaktadır. İlk bölümde avatarların kullanıcıları için ne tarz anlamlar taşıdığı tartışılmaktadır. Bu soruya yanıt vermek için Saussure ve Lacan’ın semiyotik... more
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      SemioticsJacques LacanUncertainty ReductionFerdinand de Saussure
Dieser Aufsatz diskutiert die Beschaffenheit und Qualität der Lehre in virtuellen Klassenzimmern unter besonderer Berücksichtigung von Online-Identitäten. Als Fallbeispiel dient insbesondere eine Lehrveranstaltung, bei der Studierende im... more
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      VirtualityTeachingIdentityAvatars
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      EmotionIntimacyInterpersonal RelationshipsAgency
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      Health CommunicationVirtual Reality (Computer Graphics)Virtual Art & Virtual RealityChildhood Obesity
When discussing what happens when a player acts into the game world by using an avatar, many people may refer to the feeling he or she experiences as “identification”. But while identification may indeed occur during play, it's far from... more
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      Game studiesGame DesignVideo GamesDigital Games
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      Information SystemsPsychologyCognitive ScienceObesity
La relación entre performance y redes sociales es un tema poco explorado, transformándolo no solo en un espacio potente para la experimentación y la creación, sino también en un asunto a analizar desde el punto de... more
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      New MediaPerformance StudiesDocumentationPerformance Art
The average Hardcore ΜΜORPG Gamer (HCG) has an equally strong feeling of two realities, that is, the in-game reality and the out-of-game reality, albeit with more effective expression of cognitive and social skills as well as with better... more
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      Internet StudiesThe InternetMMORPGOnline Gaming
Durant les années 2006-2007 et 2007, Eva et Franco Mattes explorent les lieux populaires du monde virtuel multiparticipatif Second Life à la recherche des avatars les plus glamours. Ils conçoivent ainsi la série de portraits 13 Most... more
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      Second LifeNet ArtVirtual WorldsRemix Culture
Video games allow people to assume identities through avatars, reducing the cognitive and environmental difficulties present in identity development. They also shape our perceptions of self and our sense of identity. The concept of... more
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      Serious GamesAdolescent DevelopmentSecond LifeGame Based Learning
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      SexualityGender and SexualityIdentity (Culture)History of Sexuality
Helmcken Falls is a 141 m (463 ft) waterfall on the Murtle River within Wells Gray Provincial Park in British Columbia, Canada. The protection of Helmcken Falls was one of the reasons for the creation of Wells Gray Provincial Park in... more
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      HistoryNative American StudiesMythologyCanadian History
Profile pictures are ubiquitous and salient parts of most online accounts and provide a window not only into individual users but also into the larger online community's culture. Profile pictures have been called "one of the most telling... more
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      Visual StudiesNew MediaSocial MediaVisual Communication
Tianmen Mountain National Forest Park Tianmen Mountain National Forest Park, the second national forest park in Zhangjiajie City, is located in the north western Hunan Provice of China, only 8 kilometers from the city proper of... more
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      BuddhismHistoryGeographyBuddhist Philosophy
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      ReligionNew MediaE-learningWeb Design
This paper will discuss two student projects, which were developed during a hybrid course between art/design and computer sciences at Sabanci University; both of which involve the creation of three dimensionally embodied avatars whose... more
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      Digital MediaSecond LifeSocial MediaInteractive and Digital Media
From its very first entry, the Metal Gear video game series has shown a knack for breaking the fourth wall, sometimes with the intent to shock and surprise the player with gimmicks, at other times to create plot twists aimed to challenge... more
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      Game studiesVideo GamesAgency TheoryGames
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      Game studiesPhenomenologyMaurice Merleau-PontyJean Paul Sartre
The authors conducted an experiment to determine the effects of gender, race, online video gaming experience, and the experimental context in which participants played the videogame (online vs. offline vs. no information control) on... more
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      Self and IdentityVideo GamesGenderAvatars
A falta de sociabilidade e calor humano das plataformas de venda na Internet tem sido apontada como um dos principais entraves à sua adoção generalizada. Vários estudos demonstram que a introdução de estímulos sociais aumenta a confiança... more
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      Online Consumer BehaviorAvatarsAvataresComportamento do consumidor online
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      Media StudiesFilm StudiesVideo GamesAvatars
This essay introduces Avatar and the special issue of animation that Jenna P.S. Ng and I edited on the film.
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      ReligionFilm StudiesFilm TheoryDigital Cinema
We investigate how the Proteus effect, which is players changing their way of communication based on characters with which they play, is associated with players' champion usage in the popular online game League of Legends, where champions... more
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      Video GamesAvatarsLeague of LegendsProteus Effect
This essay studies the covert, market driven forces at work in our choices of images for the avatars inhabiting cyberspace, in order to understand the dangers of the exchange of self-images for advertisements. To forge a set of... more
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      Cyborg TheoryDigital MediaOnline CommunitiesSocial representations (Psychology)
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      Digital MediaInteractive and Digital MediaVirtual Art & Virtual RealityDigital Arts
Originally published in 2008, this book documents the life and work of Gazira Babeli, the avatar artist active in Second Life between 2006 and 2010. In about 4 years, Gazira Babeli has created a vast body of works which address the world... more
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      Second LifeNew Media ArtVirtual WorldsAvatars
Avatar creation is an interesting topic for both video game and social network studies. Research has shown that the creation of avatars is influenced by individual, contextual, and cultural features. Avatars are used to represent aspects... more
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      Social PsychologySelf and IdentityCyberpsychologyVideo Games
Dissertation réflexive réalisée dans le cadre du séminaire de maîtrise JEU 6001 "Approches théoriques du jeu vidéo" à l'Université de Montréal, sous la supervision de Bernard Perron.
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      Game TheoryGame studiesVideo GamesNarratology
In this blog post, I attempt to define the feelings that impress binary gender expectations in place with the concept of hetero-comfortability from my ongoing ethnographic work in VRChat. Hetero-comfortability is a process of recognition,... more
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      Gender StudiesQueer TheoryBodies and CultureDigital Ethnography
THE ROOT OF HOW OUR MEMORIES OF PAST LIVES ARE CUT OFF AT BIRTH IS BECAUSE THE SPOKEN WORD IS PROGRAMMED INTO OUR DNA,
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      LanguagesHistoryPsychologyClinical Psychology
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      Virtual Reality (Computer Graphics)Virtual EnvironmentsEnvironmental PsychologyMedia Framing
ground<c> is a metaverse environment for art education, inspired by 'The Groundcourse'; Roy Ascott's educational methodology developed during the 1960's; the aim of which was to shake up preconceptions and behavioral patterns through... more
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      Instructional DesignEducational TechnologyArtDistance Education
One of the tropes of these early years of the twenty-first century is that of the avatar, a virtual representation of a human being used for entertainment , educational, technical, or scientific purposes. The avatar is a product of... more
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      Performing ArtsPerformance StudiesContemporary ArtGender and Sexuality
This study examined the influence of gender, the Big 5 personality factors, and self-esteem on virtual self-representation in the form of avatar-self discrepancy. To examine this, participants designed characters to play in a video game,... more
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      ReligionPersonality PsychologyHuman Computer InteractionSelf and Identity
There is a predominance for cute characters among Japanese virtual YouTubers (VTubers). Men who publicly use feminine avatars to conduct online entertainment are called babiniku in Japan. This research paper investigates whether embodying... more
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      Japanese StudiesGender StudiesDigital Media & LearningAvatars
Given the increasing emphasis on online consumption in our digital era, the current study aimed to explore the avatar–self relationship in association with the concept of product attachment. Through constructing their own avatars and... more
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      Virtual WorldsAttachmentAvatars
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      Self-DisclosureVirtual WorldsSelf-awarenessAvatars
Creating convincing representations of humans is a fundamental problem in both traditional arts and modern media. In our digital world, virtual avatars allow us to simulate and render the human body for a variety of applications,... more
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      Computer ScienceVirtual Reality (Computer Graphics)Avatars3-D Reconstruction
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    • Avatars
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      ReligionSecondlifeSecond LifeVirtual Worlds
This paper describes the varieties of mild and more severe forms of deviant behavior in the avatar community known as The Palace. Published in the journal CyberPsychology and Behavior.
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      PsychologyCyberpsychologySocial MediaVirtual Worlds
This paper reviews literature in virtual environments, virtual reality and game studies that discuss ‘virtual embodiment’. What embodiment signifies is not often made explicit. A phenomenological analysis was employed to examine themes of... more
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      Virtual EnvironmentsPhenomenologyPhenomenology of the Body (Philosophy)Systematic Literature Review
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      ReligionHinduismHistory of ReligionSanskrit language and literature