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Avatar (computing)
Known as:
Avatar machine
, Buddy icons
, Picon (Apple)
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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…
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Related topics
Related topics
50 relations
3D computer graphics
Adventure
Chat room
City of Heroes
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Broader (1)
Identity management
Papers overview
Semantic Scholar uses AI to extract papers important to this topic.
Highly Cited
2017
Highly Cited
2017
How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction
Michael Sailer
,
J. Hense
,
S. Mayr
,
H. Mandl
Computers in Human Behavior
2017
Corpus ID: 42296152
Highly Cited
2011
Highly Cited
2011
What If Your Avatar Looks Like You? Dual-Congruity Perspectives for Avatar Use
Kil-Soo Suh
,
Hongki Kim
,
Eung-Kyo Suh
MIS Q.
2011
Corpus ID: 495973
As broadband Internet access and virtual reality technology rapidly expand, virtual worlds and three-dimensional avatars will…
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Highly Cited
2009
Highly Cited
2009
The future for (second) life and learning
G. Salmon
British Journal of Educational Technology
2009
Corpus ID: 35177334
This paper highlights the potential of three-dimensional multi-user environments such as Second Life (SL) from the perspective of…
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Highly Cited
2008
Highly Cited
2008
The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context
J. Bailenson
,
N. Yee
,
J. Blascovich
,
A. Beall
,
Nicole Lundblad
,
M. Jin
2008
Corpus ID: 14582856
This article illustrates the utility of using virtual environments to transform social interaction via behavior and context, with…
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Highly Cited
2006
Highly Cited
2006
The Effect of Behavioral Realism and Form Realism of Real-Time Avatar Faces on Verbal Disclosure, Nonverbal Disclosure, Emotion Recognition, and Copresence in Dyadic Interaction
J. Bailenson
,
N. Yee
,
D. Merget
,
Ralph Schroeder
PRESENCE: Teleoperators and Virtual Environments
2006
Corpus ID: 862442
The realism of avatars in terms of behavior and form is critical to the development of collaborative virtual environments. In the…
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Highly Cited
2005
Highly Cited
2005
Linked Ecologies: States and Universities as Environments for Professions*
A. Abbott
2005
Corpus ID: 3899065
In this article I generalize ecological theory by developing the notion of separate but linked ecologies. I characterize an…
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Highly Cited
2003
Highly Cited
2003
The impact of avatar realism and eye gaze control on perceived quality of communication in a shared immersive virtual environment
Maia Garau
,
M. Slater
,
V. Vinayagamoorthy
,
A. Brogni
,
A. Steed
,
M. Sasse
International Conference on Human Factors in…
2003
Corpus ID: 7649204
This paper presents an experiment designed to investigate the impact of scommunication in an immersive virtual environment…
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Highly Cited
2003
Highly Cited
2003
The Effect of the Agency and Anthropomorphism on Users' Sense of Telepresence, Copresence, and Social Presence in Virtual Environments
Kristine L. Nowak
,
F. Biocca
Presence: Teleoperators & Virtual Environments
2003
Corpus ID: 14369705
We report on an experiment that examined the influence of anthropomorphism and perceived agency on presence, copresence, and…
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Review
2000
Review
2000
The impact of animated interface agents: a review of empirical research
D. Dehn
,
Susanne van Mulken
Int. J. Hum. Comput. Stud.
2000
Corpus ID: 37780527
Abstract Over the last years, the animation of interface agents has been the target of increasing interest. Largely, this…
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Highly Cited
2000
Highly Cited
2000
Small-Group Behavior in a Virtual and Real Environment: A Comparative Study
M. Slater
,
Amela Sadagic
,
M. Usoh
,
Ralph Schroeder
Presence: Teleoperators & Virtual Environments
2000
Corpus ID: 16226572
This paper describes an experiment that compares behavior in small groups when its members carry out a task in a virtual…
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