Playing in the Virtual Arena: Avatars, Publicity and Identity Reconceptualized through Virtual Worlds and Computer Games

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Playing Games through the Virtual Life Network

Simulating autonomous virtual actors living in virtual worlds with human-virtual interaction and immersion is a new challenge. The sense of "presence" in the virtual environment is an important requirement for collaborative activities involving multiple remote users working with social interactions. Using autonomous virtual actors within the shared environment is a supporting tool for presence....

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The ability to simulate lifelike interactive characters has many applications. Human faces may act as visual interfaces that help users feel at home when interacting with a computer because they are accepted as the most expressive means for communicating and recognizing emotions. Thus, a lifelike human face can enhance interactive applications by providing straightforward feedback to and from t...

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Semi-Autonomous Avatars in Virtual Game Worlds

This paper is concerned with approaches to semi-autonomous avatars in virtual game worlds, and degrees of autonomy in relation to player-control. Approaches to semi-autonomous avatars can be divided into three groups based on the design goals of using them: relief, expression and impression. Players can be relieved of cognitive and operational load by for example automating the animations of bo...

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Virtual Customers behind Avatars: The Relationship between Virtual Identity and Virtual Consumption in Second Life

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ژورنال

عنوان ژورنال: SSRN Electronic Journal

سال: 2008

ISSN: 1556-5068

DOI: 10.2139/ssrn.1334950