The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments
Springer Science & Business Media, Dec 11, 2001 - Computers - 223 pages
Virtual reality (VR) technology has been developed commercially since the early 1990s . 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.
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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
Other editions - View all
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