Hello Avatar

Hello Avatar

Author: B. Coleman

Publisher: MIT Press

Published: 2011-11-04

Total Pages: 214

ISBN-13: 026230273X

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An examination of our many modes of online identity and how we live on the continuum between the virtual and the real. 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.


I, Avatar

I, Avatar

Author: Mark Stephen Meadows

Publisher: New Riders

Published: 2007-12-27

Total Pages: 321

ISBN-13: 0132704862

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What is an avatar? Why are there nearly a billion of them, and who is using them? Do avatars impact our real lives, or are they just video game conceits? Is an avatar an inspired rendering of its creator’s inner self, or is it just one among millions of anonymous vehicles clogging the online freeways? Can we use our avatars to really connect with people, or do they just isolate us? And as we become more like our avatars do they become more like us? In I, Avata r, Mark Stephen Meadows answers some of these questions, but more importantly, he raises hundreds of others in his exploration of avatars and the fascinating possibilities they hold. His examination of avatars through the lenses of sociology, psychology, politics, history, and art, he will change the way you look at even a simple online profile and revolutionize the idea of avatars as part of our lives, whether first or second.


Navigating the Digital Landscape

Navigating the Digital Landscape

Author: Nripendra Singh

Publisher: Emerald Group Publishing

Published: 2024-05-23

Total Pages: 249

ISBN-13: 183549272X

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Rapid digitalization has led to the evolution of customer behaviour and for any business it has become imperative to understand customer behaviour in the digital world – Navigating the Digital Landscape explores a wide range of topics to help the reader harness the positive aspects of digital commerce and mitigate risks.


Intersections in Simulation and Gaming

Intersections in Simulation and Gaming

Author: Anjum Naweed

Publisher: Springer

Published: 2018-04-05

Total Pages: 419

ISBN-13: 3319787950

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This book constitutes the refereed post-conference proceedings of the 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, held in Melbourne, VIC, Australia, in September 2016. The 28 revised full papers included in the volume were carefully reviewed and selected from 55 submissions. They are organized in the following topical sections: Making the grade; Come to think of it; From here to fidelity; The name of the game; and Ahead of the game.


The Pop Culture Parent

The Pop Culture Parent

Author: Theodore A. Turnau, III

Publisher: New Growth Press

Published: 2020-05-04

Total Pages: 210

ISBN-13: 1645070670

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Parents often feel at a loss with popular culture and how it fits in with their families. They want to love their children well, but it can be overwhelming to navigate the murky waters of television, movies, games, and more that their kids are exposed to every day. Popular culture doesn’t have to be a burden. The Pop Culture Parent equips mothers, fathers, and guardians to build relationships with their children by entering into their popular culture–informed worlds, understanding them biblically, and passing on wisdom. This resource by authors Ted Turnau, E. Stephen Burnett, and Jared Moore, provides Scripture-based, practical help for parents to enjoy the messy gift of popular culture with their kids. By engaging with their children’s interests, parents can explore culture while teaching their children to become missionaries in a post-Christian world. By providing realistic yet biblical encouragement for parents, the coauthors guide readers to engage with popular culture through a gospel lens, helping them teach their kids to understand and answer the challenges raised by popular culture. The Pop Culture Parent helps the next generation of evangelicals move beyond a posture of cultural ignorance to one of cultural engagement, building grace-oriented disciples and cultural missionaries.


Social Media and Strategic Communications

Social Media and Strategic Communications

Author: Hana S. Noor Al-Deen

Publisher: Springer

Published: 2013-05-20

Total Pages: 363

ISBN-13: 1137287055

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Social Media and Strategic Communications provides truly comprehensive and original scholarly research that exhibits the strategic implementation of social media in both advertising and public relations.


Recent Advances in Applying Identity and Society Awareness to Virtual Learning

Recent Advances in Applying Identity and Society Awareness to Virtual Learning

Author: Stricker, Andrew G.

Publisher: IGI Global

Published: 2019-06-14

Total Pages: 416

ISBN-13: 152259681X

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Online and virtual learning has developed into an essential aspect of learning technologies. A transdisciplinary perspective is needed to evaluate the interplay between social awareness and online virtual environments. Recent Advances in Applying Identity and Society Awareness to Virtual Learning is a critical academic publication that provides a robust examination of the social aspects of virtual learning by providing groundbreaking research on the use of 3D design thinking and cognitive apprenticeship in virtual learning spaces for team science, transdisciplinarity, idea incubation, and curation. It also identifies new patterns, methods, and practices for virtual learning using enhanced educational technology that leverages artificial intelligence, cloud computing, and the Internet of Things (IoT) to integrate 3D immersive environments, augmented reality, games, simulations, and wearable technology, while also evaluating the impact of culture, community, and society on lifelong learning and self-determinism to address critical problems in education, such as STEM. Focusing on a broad range of topics including learning spaces, cloud computing, and organizational strategy, this publication is ideal for professionals, researchers, educators, and administrators.


Player and Avatar

Player and Avatar

Author: David Owen

Publisher: McFarland

Published: 2017-06-19

Total Pages: 239

ISBN-13: 1476629420

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Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "Ouch!" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them "physically" within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the "body without organs."


The New Advertising

The New Advertising

Author: Valerie K. Jones

Publisher: Bloomsbury Publishing USA

Published: 2016-09-19

Total Pages: 845

ISBN-13: 1440833435

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The era of "big data" has revolutionized many industries—including advertising. This is a valuable resource that supplies current, authoritative, and inspiring information about—and examples of—current and forward-looking theories and practices in advertising. The New Advertising: Branding, Content, and Consumer Relationships in the Data-Driven Social Media Era supplies a breadth of information on the theories and practices of new advertising, from its origins nearly a quarter of a century ago, through its evolution, to current uses with an eye to the future. Unlike most other books that focus on one niche topic, this two-volume set investigates the overall discipline of advertising in the modern context. It sheds light on significant areas of change against the backdrop of digital data collection and use. The key topics of branding, content, interaction, engagement, big data, and measurement are addressed from multiple perspectives. With contributions from experts in academia as well as the advertising and marketing industries, this unique set is an indispensable resource that is focused specifically on new approaches to and forms of advertising. Readers will gain an understanding of the distinct shifts that have taken place in advertising. They will be able to build their knowledge on frameworks for navigating and capitalizing on today's fragmented, consumer-focused, digital media landscape, and they will be prepared for what the future of advertising will likely bring.