|
Warning: The download time has expired please click on the item to try again.
ABSTRACT
This document summarizes three studies on avatars leading us to propose considerations for designing avatars. A background study was conducted on earlier avatar research and the key findings are summarized in this document. Based on the background study, we conducted focus groups discussion with active online community users (who participated in social networking web sites, virtual worlds, and massively multi-player online games) to gain a better understanding of what aspects in designing avatars are important to users. From those two studies we elaborated a list of considerations topicss pointing out aspects that designers can use for avatar design. Moreover, for our avatar design project, we conducted a third study where we investigated the use of online avatar design applications. Through the analysis of this third study, we evaluated the considerations from the user point of view. In conclusion, we discuss the findings and propose a summarized list of the considerations that appear essential when designing new virtual worlds involving avatars. These design considerations concern the way avatars look, what they can do, the way they can be used for communication, the context in which they are created, how many avatars can be created and in under what kind of governance, who owns the avatar, and how to plan avatar design.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
| |
1
|
|
| |
2
|
|
| |
3
|
|
| |
4
|
Castranova, E. (2003) Theory of the Avatar. CESifo Working Paper No 863. Online publication: http://papers.ssrn.com/sol3/papers.cfm?abstract_id=385103.
|
| |
5
|
Crawford, S. P. (2004) Who is in Charge of Who I Am? Identity and Law Online. New York Law School Law Review Vol 49.
|
| |
6
|
Dibbell, J. (1993) My Tiny Life, Village Voice, December.
|
| |
7
|
Fong, T. Nourbakhsh, I., and Dautenhahn, K. (2003) A survey of socially interactive robots. Elsevier Science B.V. 2.
|
| |
8
|
Gaiman, N., Thompson, J., Locke, V. Klein, T., Vozzo, D., and McKean, (1992--1993) D. Sandman: Brief Lives. DC Comics
|
| |
9
|
|
| |
10
|
Geser, H. (2007) Me, my Self and my Avatar, Some microsocial reflections on "Second Life". Online publication: http://socio.ch/intcom/t_hgeser17.pdf.
|
| |
11
|
Johnston, O. and Thomas, F. (1984) The Illusion of Life: Disney Animation. Disney Editions, NY, USA.
|
 |
12
|
Kaisa Kauppinen , Anri Kivimäki , Taina Era , Mike Robinson, Producing identity in collaborative virtual environments, Proceedings of the ACM symposium on Virtual reality software and technology, p.35-42, November 02-05, 1998, Taipei, Taiwan
[doi> 10.1145/293701.293706]
|
| |
13
|
Kim, A. J. (2000) Community building in web. Peachpit Press, Berkley, CA, USA.
|
| |
14
|
Kim, H. W. and Que, E. (2007) Presentation Desire of Digital Identity in Virtual Community. In Online communities and social comput., HCI 2007, LNCS4564, pp. 96--105, Shuler, D. (ed.) Springer-Verlag Heidelberg.
|
| |
15
|
Koivisto, E. M. I.(2003) Supporting Communities in Massively Multiplayer Online Role-playing Games by Game Design. In Proceedings of DIGRA Level Up Conference (Netherlands, Utrecht, November 04--06). Utrecht University, Netherlands, Utrecht.
|
| |
16
|
Lee, J-E.R. (2003) Consuming for Virtual Identity: Exploring the Motivational Bases of Participation in Online Avatar Marketing. Submitted in Communication Technology and Policy Division for the International Communication Association Annual Conference, San Diego, CA, USA.
|
| |
17
|
|
| |
18
|
Martin, J. (2005) Virtually Visual: The Effects of Visual Technologies on Online Identification. In proc. DiGRA? 2005 Conference, Vancouver, Canada.
|
| |
19
|
|
| |
20
|
Reynolds, R. (2003) Commodification of Identity in Online Communities. In proc AIOR.
|
| |
21
|
Shau, H. J. and Gilly, M. C. (2003) We are What We Post? Self Presentation in Personal Web Space. Journal of Consumer Research 30 (3), 385--404.
|
| |
22
|
|
 |
23
|
|
| |
24
|
|
| |
25
|
Suler, J. R. (2002) Identity Management in Cyberspace. Journal of Applied Psychoanalytic Studies, Vol 4, No 4, October.
|
| |
26
|
|
| |
27
|
Taylor, T. L. (2003) Intentional Bodies: Virtual Environments and the Designers Who Shape Them. Int J. Engng Ed. Vol 19, No. 1, pp 25--34.
|
| |
28
|
Taylor, T. L. (2004) The Social Design of Virtual Worlds: Constructing The User And Community Through Code. In Consalvo, M. et. Al. (eds), Internet Research Annual Volume 1: Selected Papers from the Association of Internet Researchers Conferences 2000--2002. New York: Peter Lang.
|
| |
29
|
|
| |
30
|
|
|