Hello avatar: rise of the networked generation
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Cambridge, Mass.
MIT Press
[2011]
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Schlagworte: | |
Online-Zugang: | FAW01 FAW02 Volltext |
Beschreibung: | Description based on print version record |
Beschreibung: | 1 online resource (xvi, 194 pages) illustrations |
ISBN: | 0262015714 0262302713 0262302721 1283343738 9780262015714 9780262302715 9780262302722 9781283343732 |
Internformat
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245 | 1 | 0 | |a Hello avatar |b rise of the networked generation |c B. Coleman |
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264 | 4 | |c © 2011 | |
300 | |a 1 online resource (xvi, 194 pages) |b illustrations | ||
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500 | |a Description based on print version record | ||
505 | 8 | |a What is an avatar -- Putting a face on things -- Interview with the virtual cannibal -- Presence -- X-reality : a conclusion | |
505 | 8 | |a Hello Avatar! Or, llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the "x-reality" that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency--our new power to customize our networked life. By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities--in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject--all of us who represent aspects of ourselves and our work across the mediascape | |
650 | 7 | |a SOCIAL SCIENCE / Media Studies |2 bisacsh | |
650 | 4 | |a Philosophie | |
650 | 4 | |a Psychologie | |
650 | 4 | |a Virtual reality |x Philosophy | |
650 | 4 | |a Reality | |
650 | 4 | |a Avatars (Virtual reality) |x Psychological aspects | |
650 | 4 | |a Human behavior models | |
650 | 4 | |a Shared virtual environments | |
650 | 4 | |a Human-computer interaction | |
776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe |a Coleman, Beth |t Hello avatar |
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Datensatz im Suchindex
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any_adam_object | |
author | Coleman, Beth |
author_facet | Coleman, Beth |
author_role | aut |
author_sort | Coleman, Beth |
author_variant | b c bc |
building | Verbundindex |
bvnumber | BV043033834 |
collection | ZDB-4-EBA |
contents | What is an avatar -- Putting a face on things -- Interview with the virtual cannibal -- Presence -- X-reality : a conclusion Hello Avatar! Or, llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the "x-reality" that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency--our new power to customize our networked life. By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities--in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject--all of us who represent aspects of ourselves and our work across the mediascape |
ctrlnum | (OCoLC)767669827 (DE-599)BVBBV043033834 |
dewey-full | 302.23/1 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 302 - Social interaction |
dewey-raw | 302.23/1 |
dewey-search | 302.23/1 |
dewey-sort | 3302.23 11 |
dewey-tens | 300 - Social sciences |
discipline | Soziologie |
format | Electronic eBook |
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indexdate | 2024-07-10T07:15:33Z |
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isbn | 0262015714 0262302713 0262302721 1283343738 9780262015714 9780262302715 9780262302722 9781283343732 |
language | English |
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physical | 1 online resource (xvi, 194 pages) illustrations |
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publisher | MIT Press |
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spelling | Coleman, Beth Verfasser aut Hello avatar rise of the networked generation B. Coleman Cambridge, Mass. MIT Press [2011] © 2011 1 online resource (xvi, 194 pages) illustrations txt rdacontent c rdamedia cr rdacarrier Description based on print version record What is an avatar -- Putting a face on things -- Interview with the virtual cannibal -- Presence -- X-reality : a conclusion Hello Avatar! Or, llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the "x-reality" that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency--our new power to customize our networked life. By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities--in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject--all of us who represent aspects of ourselves and our work across the mediascape SOCIAL SCIENCE / Media Studies bisacsh Philosophie Psychologie Virtual reality Philosophy Reality Avatars (Virtual reality) Psychological aspects Human behavior models Shared virtual environments Human-computer interaction Erscheint auch als Druck-Ausgabe Coleman, Beth Hello avatar http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=407785 Aggregator Volltext |
spellingShingle | Coleman, Beth Hello avatar rise of the networked generation What is an avatar -- Putting a face on things -- Interview with the virtual cannibal -- Presence -- X-reality : a conclusion Hello Avatar! Or, llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the "x-reality" that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency--our new power to customize our networked life. By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities--in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject--all of us who represent aspects of ourselves and our work across the mediascape SOCIAL SCIENCE / Media Studies bisacsh Philosophie Psychologie Virtual reality Philosophy Reality Avatars (Virtual reality) Psychological aspects Human behavior models Shared virtual environments Human-computer interaction |
title | Hello avatar rise of the networked generation |
title_auth | Hello avatar rise of the networked generation |
title_exact_search | Hello avatar rise of the networked generation |
title_full | Hello avatar rise of the networked generation B. Coleman |
title_fullStr | Hello avatar rise of the networked generation B. Coleman |
title_full_unstemmed | Hello avatar rise of the networked generation B. Coleman |
title_short | Hello avatar |
title_sort | hello avatar rise of the networked generation |
title_sub | rise of the networked generation |
topic | SOCIAL SCIENCE / Media Studies bisacsh Philosophie Psychologie Virtual reality Philosophy Reality Avatars (Virtual reality) Psychological aspects Human behavior models Shared virtual environments Human-computer interaction |
topic_facet | SOCIAL SCIENCE / Media Studies Philosophie Psychologie Virtual reality Philosophy Reality Avatars (Virtual reality) Psychological aspects Human behavior models Shared virtual environments Human-computer interaction |
url | http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=407785 |
work_keys_str_mv | AT colemanbeth helloavatarriseofthenetworkedgeneration |