The Avatar, the representation of the user in three-dimensional chat environments, serves as a visual identifier for the user and through gestures/ costumes acts as a means of expression for the user. The Avatar also serves as a point through which the user receives information and manipulates the environment. Abstracted into programming terminology, the Avatar is not a humanoid representation endowed with gestural expression, but a four dimensional point (3D & time) for data exchange. Accepting this abstraction of the Avatar opens the door to a world of simple, yet previously unthinkable, possibilities for expressive communication.
|Original language||English (US)|
|Number of pages||4|
|Journal||Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)|
|State||Published - Dec 1 2003|
ASJC Scopus subject areas
- Theoretical Computer Science
- Computer Science(all)