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Avatar (computing)

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Gambling definition graphics images

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In computing , an avatar also known as a userpic is the graphical representation of the user or the user's alter ego or character. An icon or figure representing a particular person in a video game, Internet forum, etc. It may take either a three-dimensional form, [1] as in games or virtual worlds , or a two-dimensional form as an icon in Internet forums and other online communities. It can also refer to a text construct found on early systems such as MUDs.

The word avatar originates in Hinduism , where it stands for the "descent" of a deity in a terrestrial form deities in Hinduism are popularly thought to be formless and capable of manifesting themselves in any form. The use of the term avatar for the on-screen representation of the user was coined in by Richard Garriott for the computer game Ultima IV: Quest of the Avatar. In this game, Garriott desired the player's character to be his earth self manifested into the virtual world.

Garriott did this because he wanted the real player to be responsible for the character's in game actions due to the ethical parables he designed into the story. Only if you were playing "yourself" Garriott felt, could you be judged based on your character's actions.

Because of its ethically-nuanced, story-driven approach, he took the Hindu word associated with a deity's manifestation on earth in physical form, and applied it to a player manifesting in the game world. The term avatar was also used in by Chip Morningstar in Lucasfilm 's online role-playing game Habitat. Another early use of the term was in the pen and paper role-playing game Shadowrun In Norman Spinrad 's novel Songs from the Stars , the term avatar is used in a description of a computer generated virtual experience.

In the story, humans receive messages from an alien galactic network that wishes to share knowledge and experience with other advanced civilizations through "songs". The humans build a "galactic receiver" that describes itself:.

The galactic receiver is programmed to derive species specific full sensory input data from standard galactic meaning code equations. By controlling your sensorium input along species specific parameters galactic songs astral back-project you into approximation of total involvement in artistically recreated broadcast realities From the last page of the chapter titled "The Galactic Way" in a description of an experience that is being relayed via the galactic receiver to the main characters:.

You stand in a throng of multifleshed being, mind avatared in all its matter, on a broad avenue winding through a city of blue trees with bright red foliage and living buildings growing from the soil in a multitude of forms. The use of avatar to mean online virtual bodies was popularised by Neal Stephenson in his cyberpunk novel Snow Crash Social status within the Metaverse was often based on the quality of a user's avatar, as a highly detailed avatar showed that the user was a skilled hacker and programmer while the less talented would buy off-the-shelf models in the same manner a beginner would today.

Stephenson wrote in the "Acknowledgments" to Snow Crash :. The idea of a "virtual reality" such as the Metaverse is by now widespread in the computer-graphics community and is being used in a number of different ways. The particular vision of the Metaverse as expressed in this novel originated from idle discussion between me and Jaime Captain Bandwidth Taaffe The words avatar in the sense used here and Metaverse are my inventions, which I came up with when I decided that existing words such as virtual reality were simply too awkward to use Despite the widespread use of avatars, it is unknown which Internet forums were the first to use them; the earliest forums did not include avatars as a default feature, and they were included in unofficial "hacks" before eventually being made standard.

Avatars on Internet forums serve the purpose of representing users and their actions, personalizing their contributions to the forum, and may represent different parts of their persona , beliefs, interests or social status in the forum. The traditional avatar system used on most Internet forums is a small 80x80 to x pixels , for example square-shaped area close to the user's forum post, where the avatar is placed in order for other users to easily identify who has written the post without having to read their username.

Some forums allow the user to upload an avatar image that may have been designed by the user or acquired from elsewhere. Other forums allow the user to select an avatar from a preset list or use an auto-discovery algorithm to extract one from the user's homepage.

Some avatars are animated , consisting of a sequence of multiple images played repeatedly. In such animated avatars, the number of images as well as the time in which they are replayed vary considerably.

Other avatar systems exist, such as on Gaia Online , WeeWorld , Frenzoo or Meez , where a pixelized representation of a person or creature is used, which can then be customized to the user's wishes. There are also avatar systems e. Trutoon where a representation is created using a person's face with customized characters and backgrounds.

Another avatar-based system is one wherein an image is automatically generated based on the identity of the poster. Identicons are formed as visually distinct geometric images derived from a digest hash of the poster's IP address.

In this way, a particular anonymous user can be uniquely identified from session to session without the need for registration or authentication. In the cases where registration has occurred, the identicon serves as a means to associate a particular user with a particular geometric representation.

If an account is compromised, a dissimilar identicon will be formed as the attacker is posting from an unfamiliar IP address. America Online introduced instant messaging for its membership in and included a limited number of "buddy icons," picking up on the avatar idea from PC games. When AOL later introduced the free version of its messenger, AIM, for use by anyone on the Internet, the number of icons offered grew to be more than 1, and the use of them grew exponentially, becoming a hallmark feature of instant messaging.

In , AOL introduced "Super Buddies," 3D animated icons that talked to users as they typed messages and read messages. The term Avatar began to replace the moniker of "buddy icon" as 3D customizable icons became known to its users from the mainstream popularity of PC Games.

Yahoo's instant messenger was the first to adopt the term "avatar" for its icons. Today, many other instant-messaging services support the use of avatars. Instant messaging avatars are usually very small. AIM icons, have been as small as 16x16 pixels but are used more commonly at the 48x48 pixels size, although many icons can be found online that typically measure anywhere from 50x50 pixels to x pixels in size. The latest use of avatars in instant messaging is dominated by dynamic avatars.

The user chooses an avatar that represents him while chatting and, through the use of text to speech technology, enables the avatar to talk the text being used at the chat window. Some services, such as Skype through some external plugins allow users to use talking avatars during video calls, replacing the image from the user's camera with an animated, talking avatar.

American Online began to use AIM buddy icons as a marketing tool, known as "Expressions," for music, movies, and computer games in Since then many advertising firms have as well. Avatars can be used as virtual embodiments of embodied agents , which are driven more or less by artificial intelligence rather than real people.

Automated online assistants are examples of avatars used in this way. Such avatars are used by organizations as a part of automated customer services in order to interact with consumers and users of services. This can avail for enterprises to reduce their operating and training cost.

Such avatars can also be powered by a digital conversation which provides a little more structure than those using NLP, offering the user options and clearly defined paths to an outcome. Avatars in video games are the player's representation in the game world. The first video games to include a representation of the player were Basketball which represented players as humans, [15] [16] and Maze War which represented players as eyeballs. In some games, the player's representation is fixed, however many games offer a basic character model, or template, and then allow customization of the physical features as the player sees fit.

For example, Carl Johnson , the avatar from Grand Theft Auto: San Andreas , can be dressed in a wide range of clothing, can be given tattoos and haircuts , and can even body build or become obese depending upon player actions. Aside from an avatar's physical appearance, its dialogue, particularly in cutscenes , may also reveal something of its character.

A good example is the crude, action hero stereotype , Duke Nukem. Massively multiplayer online games MMOGs are the source of the most varied and sophisticated avatars.

Usually, all players appear in gigantic spacecraft that give no view of their pilot, unlike in most other RPGs. Alternatively, City of Heroes offers one of the most detailed and comprehensive in-game avatar creation processes, allowing players to construct anything from traditional superheroes to aliens, medieval knights, monsters, robots, and many more. Robbie Cooper 's book "Alter Ego, Avatars and their creators" pairs photographs of players of a variety of MMO's with images of their in-game avatars and profiles; recording the player's motivations and intentions in designing and using their avatars.

The survey reveals wide variation in the ways in which players of MMO's use avatars. Nintendo 's Wii console allows for the creation of avatars called " Miis " that take the form of stylized, cartoonish people and can be used in some games as avatars for players, as in Wii Sports.

In some games, the ability to use a Mii as an avatar must be unlocked, such as in Mario Kart Wii. On November 19, , Microsoft released an Xbox Dashboard update which featured the introduction of Avatars as part of the console's New Xbox Experience. With the update installed users can personalize the look of their Avatars by choosing from a range of clothing and facial features. On August 11, , the NXE Avatar program was updated with the inclusion of an Avatar Marketplace feature that allows users to purchase additional product and game branded clothing, jewelry, full body suits, and animated props.

These updated avatars feature much more detail and have a focus on inclusivity. Avatars in non-gaming online worlds are used as two- or three- dimensional human or fantastic representations of a person's inworld self. Such representations are a tool which facilitates the exploration of the virtual universe, or acts as a focal point in conversations with other users, and can be customized by the user.

Usually, the purpose and appeal of such universes is to provide a large enhancement to common online conversation capabilities, and to allow the user to peacefully develop a portion of a non-gaming universe without being forced to strive towards a pre-defined goal. In non-gaming universes, the criteria avatars have to fulfill in order to become useful can depend to a great extent on the age of potential users.

Research [ who? They are also interested in the simple ease of use of avatars, and their ability to retain the user's anonymity. Avatar-based non-gaming universes are usually populated by age groups whose requirements concerning avatars are fulfilled.

In contrast, There and Kaneva Game Platform target users aged 22 to 49 and their avatars allow for a wide range of social interactions, including the expression of emotions: laughing, waving, blowing kisses, and rude gestures. This turns the avatar into a direct reflection of users' real-life appearance, as desired by older users. Lisa Nakamura has suggested that customizable avatars in non-gaming worlds tend to be biased towards lighter skin colors and against darker skin colors, especially in those of the male gender.

Moreover, there is a growing secondary industry devoted to the creations of products and items for the avatars. Some companies have also launched social networks [26] and other websites for avatars such as Koinup , Myrl, and Avatars United. Early examples of customizable avatars include multi-user systems, including MUDs. Gaia Online has a customizable avatar where users can dress it up as desired.

She described a case in which a man with a serious heart condition preventing him from ordinary socializing found acceptance and friendship through his online identity. Avatars have become an area of study in the world of academics. The emergence of online avatars have implications [ according to whom? Following Novak and Fox , researchers must differentiate perceived agency whether or not an entity is perceived to be human , anthropomorphism having human form or behavior , and realism the perception that something could realistically or possibly exist in a non-mediated context.

Perceived agency influences people's responses in the interaction regardless of who or what is actually controlling the representation. A meta-analysis of studies comparing agents and avatars Fox et al. Anthropomorphism is also tied to social influence, as more human-like representations can be more persuasive Gong, Paul Hemp has written an article for the Harvard Business Review, where he analyses the effects of avatars on real-world business.

He focuses on the game "Second Life", and shows that the creators of virtual avatars are willing to spend real money to purchase goods marketed solely to their virtual selves. The Journal of Computer-Mediated Communication published a study of the reactions to certain types of avatars by a sample group of human users.

Ep 131: Gambling vs Stock Trading / Investing (Similarities / Differences), time: 18:09
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The latest use of avatars in instant messaging is dominated by dynamic avatars. Paul Hemp has written an article for the Harvard Business Review, where he analyses the effects of avatars on real-world business. Retrieved 17 January Today, many other instant-messaging services support the use of avatars.

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Postby Mukree В» 12.01.2020

However, a photographer can choose the field of view and angle, and may also use other techniques, such as various lenses to choose the view or filters to change graphics colors. The use of avatar to mean online virtual bodies gambling popularised by Neal Stephenson in his cyberpunk novel Snow Crash Profile picture is a distinct graphics that represent the identity of profile holder. The typical pedagogy of a graphic design or graphic communication, visual communication, graphic arts definition any number of synonymous course titles will be broadly based on the teaching models developed in the Bauhaus school in Please click for source or Vkhutemas in Russia. Images this way, a particular anonymous user can be uniquely identified from session to session without the need for registration or authentication.

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By using this site, you click at this page to the Terms of Use and Privacy Policy. InIvan Sutherland invented Sketchpadan innovative program that influenced alternative forms of interaction with computers. The Journal of Computer-Mediated Communication published a study of the reactions to certain types of avatars by a sample group of human users. Namespaces Article Talk. In some games, the ability to use a Mii as an avatar must be unlocked, such as in Mario Kart Wii.

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Paul Hemp has gambling an article for continue reading Harvard Business Review, where he analyses graphics effects of avatars on real-world business. AIM icons, grapphics been as small as 16x16 pixels but are used more commonly at the 48x48 pixels size, although many imagew can be found online that typically measure anywhere from 50x50 pixels to x pixels in size. Such avatars can also be powered by a definition conversation which provides a little more structure than images using NLP, offering the user options and clearly defined paths to an outcome. By using this site, you agree to the Terms of Use and Privacy Policy.

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Any graphical work especially advertisement or any work of art that is poorly designed will not more info the audience. Retrieved 23 March Computer graphics are often used in the majority of new feature films, especially those with a large definitionn. Some avatars are animatedconsisting of a sequence of multiple images played repeatedly.

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Diagrams are also used to label photographs and pictures. Archived from the original on 27 July Categories : Graphics Computer graphics Graphic design. Research [ who?

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Main articles: Drawing and Technical drawing. Images that are generated by a computer are called computer graphics. Gaia Online has a customizable avatar where users can dress it up as desired. Read article often combine textillustrationand dfeinition.

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The conclusion was that in order to make users feel more "at home" in their avatars, anime should maximise the customizability of visual criteria common to humans, such as skin and hair color, gender, hair styles and height. In like game, Garriott desired the player's character to be his earth self manifested into the virtual world. American Online began to use Gambling buddy icons as a honestly click, known as "Expressions," for music, movies, and computer games in

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April Greiman is known for her influential poster design. Garriott did this because he wanted the real player to be responsible for the character's in game actions due to the ethical parables he designed into the story. Prometheus Books,

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Educational animation is an important emerging field of graphics. Main article: Line art. Researchers at York University studied whether avatars reflected a user's real-life personality.

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