User embodiment in collaborative virtual environments
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Journal of the American Society for Information Science
Virtual People: Capturing Human Models to Populate Virtual Worlds
CA '99 Proceedings of the Computer Animation
CSCW at play: 'there' as a collaborative virtual environment
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Automatic generation of personalized human avatars from multi-view video
Proceedings of the ACM symposium on Virtual reality software and technology
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Designing Virtual Worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Constructing my online self: avatars that increase self-focused attention
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Presence: Teleoperators and Virtual Environments
Me and my avatar: exploring users' comfort with avatars for workplace communication
Proceedings of the ACM 2011 conference on Computer supported cooperative work
How players value their characters in world of warcraft
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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One of the first tasks that people must do when entering a virtual world (VW) is create a virtual representation for themselves. In many VWs, this means creating an avatar that represents some desired appearance, whether a reflection of one's real life self, or a different identity. We investigate the variety of ways in which people create and evolve avatar appearances in the VW of Second Life® (SL) through contextual interviews. Our findings reveal that users balance pressures from the societal norms of SL with the need to create an appearance that matches a desired virtual identity. These identity needs differ based on four types of users---Realistics, Ideals, Fantasies, and Roleplayers---where each presents unique challenges for avatar design. Current research tends to focus on the needs of only one of these user types.