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Avatars, Presence and Immersion
Overview
The term "Avatar" most originally refers to a physical embodiment
of the Hindu god Vishnu . The term was widely adopted during the
1980 and 1990s to describe any visual representation of a user
in a virtual environment, especially on computer screens in Internet
chat rooms and computer games. The term was also used in Neal
Stephenson 's novel Snow
Crash (1992) to describe extremely sophisticated virtual
reality manifestations of characters.
"Presence" refers to the overall sense of "being there", and "having
agency" that a person has in an environment. The lack of presence
in virtual spaces is a common phenomenon, compared to constructed
real environments. This issue of the visual representation of the
embodiment, and the overall sense of presence, is a major focus
in the craft of both games and Virtual Reality systems design.
It is largely the need to create compelling interactive experiences
that drives new technology developments in this area.
The phrase "Immersion" commonly occurs in discussions of art,
literature, virtual reality and games. The arrival of digital technologies
has confused the specific meaning of this term, but it seems to
an "ideal" state of engagement or focus, closely connected to "presence".
Another recent development is that of "augmented reality", in which
aspects of the real and virtual worlds are presented together.
Primary Reading
"Landscape, Earth, Body, Being, Space, and Time in the
Immersive
Virtual Environments Osmose and Ephémère"
by
Char Davies
in "Women, Art, and Technology." Judy Malloy, ed.
London,
England: The MIT Press (2003), pp. 322-337, illus.
Available on-line at http://www.immersence.com/
"Supporting visual elements of non-verbal communication in computer
game avatars" by
Kujanpää Tomi and Manninen Tony, November 2003 Level
Up Conference Proceedings in the Digra on-line library
http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/05163.24426
"Gamescapes: exploration and virtual presence in game-worlds"
by King Geoff and Krzywinska Tanya,
November 2003 Level Up Conference
Proceedings in the Digra on-line library
http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/05163.05167
Play/view/read The Sims, or some other video game.
More
Neal
Stephenson 's novel Snow
Crash (1992) is often credited with popularizing
the use of the word "avatar" to describe audio-visual representations
in virtual environments. His descriptions, and the storyline,
remain a compelling vision of what virtual environments might
one day become.
" Chapter
3 Living Digitally: Embodiment in Virtual Worlds " by T.L.
Taylor
www.itu.dk/~tltaylor/papers/Taylor-LivingDigitally.pdf
(originally from From R. Schroeder (Ed.) The Social Life of
Avatars:
Presence and Interaction in Shared Environments .
London: Springer-Verlag, 2002.)
"Explorations in the use of Augmented Reality for Geographic Visualization." Hedley,
N., Billinghurst, M., Postner, L., May, R. and Kato, H. (2001).
Presence, 11(2), 119-133.
Available on-line at http://www.hitl.washington.edu/cgi-bin/mit.cgi?refno=364
http://www.immersion.com/
An American company specialising in the Haptic '(sense of touch)
aspect of virtual environments across many fields of application,
including games, education and medicine.
"Augmented Reality for a Casual User: Designing Tools for Interaction
with the Virtual World" by Suomela Riku, Mattila Jouka, Räsänen
Eero, Koskinen Timo
June 2002 Computer Games and Digital Cultures
Conference Proceedings in the Digra on-line library
http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/05164.48577
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