Is My Avatar Myself?

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IS MY AVATAR MYSELF?

Is my Avatar myself?

Outline

Part 1:

Goals and objectives

I bags being the racing car!

Naming your creation

Avatars as projections of himself:

Target end users

Part 2:

Data management and storage problems

Stability data:

Data Recovery:

Delete Data

Access issues

Vision: For example, blindness, color blindness and tunnel vision

Audience: both totally deaf and hard of hearing

Mobility: problems with hands and arms

Cognitive: mental and learning disabilities.

Ethical issues in research

Goals and objectives

Gartner predicts that by 2011 350 million people participate in virtual worlds via an avatar. Many people invest considerable time and money in developing and customizing your avatar, and thus become inextricably linked with that avatar. What are the consequences of interference with the rights of that avatar? (Bailenson et al, 2001, 86-99)

This paper will explore the personal and property rights in the form of avatars, for example, personal rights in the integrity and autonomy, rights of privacy of personal information and data generated by the activities of the avatar, property and property rights intellectual. This interdisciplinary work is exploring these issues from the perspective of legal and ethical analysis and the impact that such conduct has for participants in virtual worlds from a behavioral and psychological perspective. (Aiello, 1977, 123-450)The evolution of virtual worlds beyond their current narrow limits in an Open Source Metaverse increase the importance of protecting the integrity of the user's avatar. This paper will conduct a timely review of the potential impact of these legal issues, ethics and conduct will have on the ability of people to interact effectively in the global Metaverse.

The term avatar, which is a term derived from the Hindi term for a human being "incarnation of a deity" simply refers to the online representation of a user of herself or himself. In that context, the term, originally used for a character in the 1985 computer game Ultima IV, was popularized by Neal Stephenson in his 1992 cyberpunk classic Snow Crash. With the increasing sophistication of virtual worlds, the term avatar has become common to refer to the graphic representation more or less detailed user through which interaction with the virtual world takes place.

Our current understanding of what amounts to an 'avatar' is situated on a continuum from relatively simple forms of identity choices made in the traditional games to the increasingly complex options such as virtual worlds become more sophisticated and immersion . This document provides a brief overview of the development of the avatar as a representation of themselves online and an introduction to the experiential nature of the avatars of Second Life. Attention is paid to the relationship between the user and psychosocial avatar and the avatar of the possible psychological functions. This will be followed by an exploration of the legal issues surrounding avatars, avatar rights and the creation of the world of content. Of particular interest will be uncertain nature of user rights in their avatars created by users and content in the Terms of use of Second Life.

I bags being the racing car!

In different ways, and to varying degrees, the games have always offered players a ...