Abstract
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) |
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Pages (from-to) | 120-123 |
Number of pages | 4 |
Journal | Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) |
Volume | 2897 |
State | Published - Dec 1 2003 |
Externally published | Yes |
ASJC Scopus subject areas
- Theoretical Computer Science
- General Computer Science