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What is Avatars

Handbook of Research on Web 2.0, 3.0, and X.0: Technologies, Business, and Social Applications
An Avatar is a computer simulated environment intended for its users to interact and inhabit in the virtual world. An avatar also means the image or icon of the users while chatting or in Internet Forums.
Published in Chapter:
Online Human Activity Networks (OnHANs): An Analysis Based on Activity Theory
Dan J. Kim (University of Houston-Clear Lake, USA), T. Andrew Yang (University of Houston-Clear Lake, USA), and Ninad Naik (University of Houston-Clear Lake, USA)
DOI: 10.4018/978-1-60566-384-5.ch046
Abstract
Recently, Web 2.0 applications such as blogs, wikis (e.g., Wikipedia), social networks (e.g., MySpace), 3-D virtual worlds (e.g., Second Life), and so forth, have created fresh interest in the Internet as a new medium of social interactions and human collaborative activities. Since the emergence of Web 2.0 applications, Web services that support online human activities have gained an unprecedented boost. There have been conceptual studies on and overviews of individual Web 2.0 applications like blogs, online social networks, and so forth, but there has not been a study to date which provides a theoretical perspective on the online human activity networks (OnHANs) formed by these Web 2.0 applications. In this chapter, we classify various forms of OnHANs focusing on their social and business purposes, analyzing the core components of representative OnHANs from the angle of the activity theory, and finally providing a theoretical discussion concerning how OnHANs provide values to the individuals and the organizations involved in those activities.
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A Safe Space: Practicing Teaching Skills With Avatars
Virtual, lifelike figures, that are operated by simulation specialists.
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The Philosophies of Software
A digital representation of a user in a virtual environment.
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Can Virtual Customer Service Agents Improve Consumers' Online Experiences?: The Role of Hedonic Dimensions
Similar to virtual customer service agents. Computer-generated characters with whom consumers can interact with when navigating an online platforms.
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Learning Coding Through Gaming
Avatars are on-screen characters, whether animal, human, zombie, or object, that are controlled in real time by a human, as opposed to agents which are pre-programmed by a human and controlled by computer code, often in response to avatars’ actions.
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Andragogical Leaders Immersing Into the Metaverse
An icon or figure representing a particular person in internet forums.
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Digital Citizenship in Virtual Environments
Computer-generated simulations of individuals in a virtual space.
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Diversity in the Foreign Language Classroom: A Social Virtual Reality Project
Are virtual embodiments of any shape or form. In many applications, users can decide on their virtual appearance in a user interface. By means of head and motion tracking, users can control their avatar's movements in virtual reality.
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Understanding the Human-Machine Interface in a Time of Change
The virtual embodiments of people on screens that can react to your behavior with emotional expressions and interpersonal affect.
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The Use of an Online Escape Room in Psychodiagnostics: An Exploratory Project With Postgraduate Psychology Students
A virtual identity representing a role or a person in a video game or other online activity.
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Practical Considerations When Using Virtual Spaces for Learning and Collaboration, with Minimal Setup and Support
animated characters that represent the individuals that are working within the virtual space from their computers
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