Awatar
Wygląd
Fox, Nowak 2018
- awatar, podobieństwa między definicjami:
- "a digital representation", s. 33
- "an avatar represents the user in a digital environment", s. 33
- fukcja: "enable the user to experience and interact within the spaces of digitally mediated worlds (...), and with other users", s. 33
- fukcja: "avatars can also facilitate more complex actions including nonverbal communication via gestures, body posture, proxemics, and even haptics", s. 33
- awatar, różnice między definicjami:
- "graphical embodiment or visual presentation", s. 33
- "any form of digital representation and included non-graphical representations such as usernames, sounds, or text-based descriptions", s. 34
- "whether the agency or control of the representation is a human in real time or an automated computer program", s. 34
- "the fidelity of avatars in terms of detail, richness, appearance, or ability.", s. 34
- definicja końcowa: "a digital representation of a human user that facilitates interaction with other users, entities, or the environment.", s. 34
Fox, Ahn et alii 2015
- awatar vs. agent: "Virtual representations of people in computer-mediated interactions can be categorized as avatars or agents. Avatars are distinguished from agents by the element of control: Avatars are controlled by humans, whereas agents are controlled by computer algorithms. Hence, interaction with an avatar qualifies as computer-mediated communication, whereas interaction with an agent qualifies as human–computer interaction", s. 402-403
- funkcje awatarów: "Avatars often represent people in Internet chat, video games, social networking sites, virtual worlds, and other mediated contexts (Blascovich & Bailenson, 2011). Agents tend to appear as interactive characters in video games and virtual worlds or provide a social interface in realms such as online customer service (Bickmore & Cassell, 2005; Cassell, Sullivan, Prevost, & Churchill, 2000). Avatar–agent hybrids also exist, capitalizing on the strengths of programmable features and algorithms while still guided by a human controller (Benford, Bowers, Fahlén, Greenhalgh, & Snowdon, 1997; Gerhard, Moore, & Hobbs, 2001). With such broad applications, virtual representations serve many purposes and are often multifunctional within a given context (Fox, Arena, & Bailenson, 2009). They often serve as conduits for verbal and nonverbal communication (Bente, Rüggenberg, Krämer, & Eschenburg, 2008; Gratch et al., 2002). Compared to other symbolic representations of people (e.g., names), avatars and agents are able to behave in a human-like manner (Blascovich et al., 2002), giving them unique capabilities to influence users.", s. 404
- Interface 3D wywiera silniejszy wpływ i przymus: "research has indicated that stimuli presented in three-dimensional immersive environments may be more compelling and influential than those presented in typical two-dimensional desktop environments (Bailenson et al., 2008; Persky & Blascovich, 2007).", s. 407
Bibliografia
- Brunskill, David (December 2013). "Social media, social avatars and the psyche: is Facebook good for us?". Australasian Psychiatry. 21 (6): 527–532. doi:10.1177/1039856213509289. PMID 24159052. S2CID 7526092. +
- Fox, J.; Ahn, S. J.; Janssen, J. H.; Yeykelis, L.; Segovia, K. Y.; Bailenson, J. N. (2015). "Avatars versus agents: A metaanalysis quantifying the effects of agency on social influence". Human-Computer Interaction. 30 (5): 401–432. doi:10.1080/07370024.2014.921494. S2CID 21235038. +
- Heyselaar, E.; Hagoort, P.; Segaert, K. (2017). "In dialogue with an avatar, language behavior is identical to dialogue with a human partner". Behavior Research Methods. 49 (1): 46–60. doi:10.3758/s13428-015-0688-7. PMC 5352801. PMID 26676949.
- Kang, S. H.; Watt, J. H. (2013). "The Impact of Avatar Realism and Anonymity on Effective Communication via Mobile Devices". Computers in Human Behavior. 29 (3): 1169–1181. doi:10.1016/j.chb.2012.10.010.
- Melinda Russell-Stamp, Jean R. Norman, and Kennedy Parker, Avatars vs. Actors: Comparison Shows Little Difference in Role-Play Simulations, "International Journal for the Scholarship of Teaching & Learning" Vol. 19 (2025), No. 1 +
- J. Fox, K. L.Nowak, Avatars and Computer-Mediated Communication: A Review of the Definitions, Uses, and Effects of Digital Representations, "Review of Communication Research" 2018 Vol. 6 +
- Westerman, D.; Tamborini, R.; Bowman, N. D. (2015). "The effects of static avatars on impression formation across different contexts on social networking sites". Computers in Human Behavior. 53: 111–117. doi:10.1016/j.chb.2015.06.026. S2CID 43018984.