Representations of humans in virtual environments are called
Avatars. This book brings together work from a variety of relevant
disciplines to detail how humans interact in computer-generated
environments. It contains contributions from several key people in
the field, including Microsoft Researchs Virtual World Group, and
presents their findings in a way that is accessible to readers who
are new to the field. Coverage details Internet-based virtual
worlds that have been widely used by the public as well as
networked VR systems that have been primarily used in pilot studies
and research.
General
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