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Searched for : avatar
In folder(s) : E:\backup Apacer (MYDisertacija)\prostor u videoigrama 2018-01-26
LITERATURA\GLOSSARY
Results : 8 document(s) with 62 instance(s)
Saved on : 24/05/2018 12:56:29
File : Andrew Rollings, Dave Morris-Game Architecture and Design_A New Edition-
New Riders Publishing(2004).pdf
Title : 00 3634_FM_Intro
Subject :
Author : uschugl
Keywords :
Page: 1
Page: 7
the study of avatars as part of computer-mediated communication has generated provocative findings
has found that avatars are generally considered to be as rich as audio and
and further that avatars might be a valuable tool for contextualizing social interaction and
visual information. Thus, avatars can help us communicate better online by returning some of
also found that avatars in online games as well as offline games influence not
based on the avatars we have chosen. Communication theory also looks at issues related
Page: 23
characters and player avatars include content analysis of hypersexualized physical representation,
gender-stereotypical roles,
and customize their avatar. Thus, depending on the game, players can choose to appear
Page: 39
player and her avatar undoubtedly adds to or modifies the existing narrative points of
Page: 47
to the player’s avatar (the graphical representation of the player in the game)
Page: 54
. Appendixfemale avatars are portrayed within the space of the game as well
Page: 55
the use of avatars. Examining video games through a subcreative approach produces a more
File : Ernest Adams- Fundamentals of Game Design- New Riders (2009).pdf
Title : 0321685385.pdf
Subject :
Author : mickei
Keywords :
Page: 2
the real world. avatar A fictional character in a game with whom the player
only through the avatar and, therefore, only those regions of the game world where
world where the avatar is present. Bbackgrounder A document that describes the personality,
Page: 3
that makes her avatar invincible, she has enabled a cheat. cheat (verb) (
to produce an avatar action. Usually found in fighting games. competition mode One of
Page: 4
world or the avatar. continuous scrolling A characteristic of scrolling 2D camera models where
Page: 7
always used with avatar-based interaction models in which the virtual camera displays the
view of the avatar’s own eyes. first-person shooter (FPS) A shooter game
Attributes of an avatar or other character that influence gameplay through their effect on
Page: 9
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of the player’s avatar or units that lasts for the remainder of the game.
relative to the avatar. The previous edition of this book referred to all camera
which a common avatar action involves jumping on and off platforms in the game
(usually the avatar), gives that character added powers. presentation layer Another term for
Page: 15
of options. His avatar says the line, the nonplayer character (NPC) responds, and
or construct an avatar, thus defining the player’s imaginary self in the game. shadow
Page: 16
normally used with avatar-based interaction models in which the game’s virtual camera follows
camera follows the avatar through a 2D game world presented in a side view.
pictures of the avatar; as the player gains or loses lives, pictures are added
locations where the avatar reappears after dying, typically in multiplayer first-person shooter games.
Page: 17
of a player’s avatar or units that lasts for less time than the remainder
for use with avatar-based interaction models in which the virtual camera follows behind
follows behind the avatar as he moves around the game world. tilt To cause
often used in avatar-based gameplay modes involving vehicles. toy A physical object that
Page: 18
or behind, the avatar in response to his movements. Contrast with continuous scrolling. vector
File : Grant Tavinor(auth.), Dominic McIver Lopes(eds.)-The Art of Videogames-Wiley-
Blackwell (2009).pdf
Title : Grant Tavinor(auth.), Dominic McIver Lopes(eds.)-The Art of Videogames-Wiley-
Blackwell (2009).pdf
Subject :
Author : 4<8=8AB@0B>@
Keywords :
Page: 9
character (or avatar): A term, derived from role-playing games such as Dungeons
File : Handbook of Virtual Environments_ Design, Implementation, and Applications,
Second Edition.pdf
Title : Handbook of Virtual Environments: Design, Implementation, and Applications,
Second Edition
Subject :
Author : Handbook of Virtual Environments: Design, Implementation,,Applications, Second
Edition
Keywords :
Page: 1
Page: 7
people construct an avatar that represents themselves and interact socially in an online VE.
an on-screen avatar rather than being fully immersed in the environment. Semantic unification:
Page: 10
Page: 3
in computer programs. Avatar Derived from the Hindu concept of a god embodied in
beings. A digital avatar is a character within a virtual world who represents the
interactor or player. Avatars can be specifi ed by gender, appearance, affi liation, personality,
and skills using avatar-builder programs that allow the user to pick and choose
Page: 4
role-playing games avatars often belong to fanciful “ races ” like elf, vampire,
Page: 6
control of an avatar with a joystick) or with the human imitating the computer
Page: 10
player ’ s avatar) and map them onto actions that suggest rich story possibilities
Page: 16
in which female avatars are constructed in virtually worlds. Other areas of contested ideological
Page: 28
money, weapons, land, avatar -building skill points) to distribute among a range of
and to the avatar-building phase of games in many genres. Respawning The generation
Page: 31
variable content. Game avatars are constructed with substitution systems that allow players to
interchange
File : Jason Jerald- The VR Book_Human-Centered Design for Virtual Reality, NextGen
Interactions, 2014.pdf
Title : The VR Book: Human-Centered Design for Virtual Reality
Subject :
Author : Jason Jerald
Keywords : Publisher: Morgan & Claypool Publishers, Compositor: Windfall Software
Page: 3
Page: 356
replaced by multilingual avatars—customers are asked to serve themselves and have fun doing