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Avatar (computing)

Known as: Avatar machine, Buddy icons, Picon (Apple) 
In computing, an avatar is the graphical representation of the user or the user's alter ego or character. It may take either a three-dimensional form… Expand
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Papers overview

Semantic Scholar uses AI to extract papers important to this topic.
Review
2018
Review
2018
With the recent advances in the Internet of Things (IoT), the significance of information technologies to modern industry is… Expand
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Highly Cited
2017
Highly Cited
2017
The main aim of gamification, i.e. the implementation of game design elements in real-world contexts for non-gaming purposes, is… Expand
Highly Cited
2013
Highly Cited
2013
The extended self was proposed in 1988. Since it was formulated, many technological changes have dramatically affected the way we… Expand
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Highly Cited
2007
Highly Cited
2007
Virtual environments, such as online games and web-based chat rooms, increasingly allow us to alter our digital self… Expand
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Highly Cited
2006
Highly Cited
2006
An impediment to Web-based retail sales is the impersonal nature of Web-based shopping. A solution to this problem is to use an… Expand
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Highly Cited
2005
Highly Cited
2005
Online three-dimensional (3D) virtual worlds are emerging technologies that offer unique learning opportunities for traditional… Expand
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Highly Cited
2005
Highly Cited
2005
In this article I generalize ecological theory by developing the notion of separate but linked ecologies. I characterize an… Expand
Highly Cited
2002
Highly Cited
2002
Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments… Expand
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Highly Cited
2001
Highly Cited
2001
CVEs can be seen as the result of aconvergence of research interestswithin the VR and computer-sup-ported cooperative work (CSCW… Expand
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Highly Cited
1995
Highly Cited
1995
Basic Concepts and Models for Interpreter and Translator Training is a systematically corrected, enhanced and updated avatar of a… Expand