Above: The teacher becomes a presentation on comets. From the top down we see a humanoid form, a slide and a galaxy. Each is the teachers Avatar

Avatar as Content Delivery Platform


Typically, Avatars are humanoid representations endowed with gestural expression. The primary advantage of this approach is that it is easily interpreted. The reproduction of the human body into virtual space sets in motion a chain of design decisions that reinforce the mirroring of the real world in virtual space.

This approach fails to account for the following:a virtual world is accessed by a mouse, is seen through a screen and lacks physical substance.

If we assume that the ability to experience a "Star Trek" Holodeck, will become commonplace in the near future then the addressing of the issues above is moot.

The truth is that glove and goggle technology have major technical challenges facing them. we believe that the Holodeck is not going to materialize in the near future. Therefore, a new proposition on the nature of how we exist within virtual space is required.

In terms of programming, an Avatar can be viewed as a four dimensional point for data exchange. As this point must represent an individual and do so with appeal to our humanity, the humanoid form will remain necessary. Over time that appeal may evolve, as all design does, and the form may one day be shed. For now, we will augment the form with an eye for the inherent difficulties of collaboration in screen- based mouse-driven worlds.

Expression is limited and users do not experience synchronous time. In non-graphical chat environments, this often causes annoying problems. Adding awkward movement and the user's need to quickly interpret and act on world object information, it becomes clear that communication itself needs to adapt.

If the Avatar is a point for data exchange, it is possible for the Avatar to take the shape of visual information in support of communication. The Avatar does not tell a story, it becomes it. It changes shape like a slide show, becoming objects, environments that immerse the other viewers. The changing avatar allows us to dole out interactivity in manageable pieces. It requires less of the viewer while delivering more. Practical application has already been proven as this new view of the Avatar is utilized in education.

Single-user Demo /SIGGRAPH 04 Lecture



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As Poetry

The first explorations of using the Avatar to Deliver Content into a scene involved poetry. In 1998 in VNet's Town Square a reading occurred. The six attendees were so taken with the show, they would later petition the 1999 SIGGRAPH Web3D Round-Up for its inclusion.

Below: Two screen captures from that original reading. First my avatar became a title banner, then an image of a girl. (The poem continues with more images and object about this girl - an artsy girl I saw at a laundromat.)



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