The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments
Springer Science & Business Media, 2002 - Computers - 223 pages
Virtual reality technology has been developed commercially since the early 1990s but it is only recently, with the popularity of the internet, that it has become feasible to link many users simultaneously in shared virtual environments. This raises a number of interesting questions such as: what is the difference between face-to-face and avatar-to-avatar interaction? What patterns govern the formation of virtual communities? How does the appearance of the avatar change the nature of the communication? There has been much speculation about issues such as these but research is still at a relatively early stage. This is the first book to bring together work from relevant disciplines to form a reference guide for practitioners, students and researchers interested in how we interact in computer-generated environments. It contains contributions from most of the key people in this area (including Microsoft Research's Virtual Worlds Group) and presents their findings in a way which is accessible to readers who are new to this field or who come from related areas. It is divided into 2 parts; chapters 2-6 deal with internet-based virtual worlds which have been widely used by the public; chapters 7-10 deal with networked VR systems which have been primarily used in pilot studies and research. Some chapters take the viewpoint of a participant observer, whilst others take a more experimental approach and assess the results of relevant trials. This book will be essential reading for anyone involved in developing, using or researching virtual worlds, and will also be of interest to students on courses such as VR and Computer-mediated communication.
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Key Issues Common
Embodiment in Virtual Worlds
Death and Life in Virtual Worlds
Building and Deploying Shared Virtual
Social Computing Group Microsoft Research One Microsoft Way Redmond
Social Influence within Immersive Virtual Environments
Experiments in Shared Virtual
Status Differences in Virtual Environments
The Social Life of Small Graphical Chat Spaces
30 Days 3D features 3D space Active Worlds actors audience audio avatar graphics behavioral realism building Chapter chat computer-mediated communication conversation copresence create custom avatar Daleks digital IVE Dreamscape embodiment emotional end users example experience experimental expression feeling Figure gestures graphical environments greeting haptic force feedback identity immersive individuals Internet Internet Relay Chat interpersonal IRC users LambdaMOO logged looking mediated communication messages Microsoft Microsoft Research multi-user networks non-verbal objects observed offline Palace participants perceived person Peter Kollock physical world Princess Tia profile information proxemics questionnaire rehearsal representations Schroeder server sessions shared VEs Simulator Sickness social binding social conventions social influence social interaction social psychology Teleoperators and Virtual text-based text-chat types user interface V-Chat users video condition virtual communities virtual environments Virtual Reality Virtual Worlds Platform visual voice condition webcam world builders