Behance Network -- Human Facebook Default Avatar
august 2010 by adamcrowe
'The aim of this project is to humanize the Facebook default avatar provided at the first login.'
facebook
avatars
brandmodels
from delicious
august 2010 by adamcrowe
YouTube -- TED: Peter Molyneux demos Milo, the virtual boy
august 2010 by adamcrowe
The tortoise lays on its back, its belly baking in the hot sun, beating its legs trying to turn itself over, but it can't. Not without your help. But you're not helping. Why is that, Milo?
virtualworlds
avatars
artificialintelligence
replicants
toyfriends
nurturance
simulation
virtuality
voigtkampf
from delicious
august 2010 by adamcrowe
The Oatmeal -- How Twilight Works
december 2009 by adamcrowe
'First off, the author creates a main character which is an empty shell. Her appearance isn't described in detail; that way, any female can slip into it and easily fantasize about being this person. I read 400 pages of that book and barely had any idea of what the main character looked like; as far as I was concerned she was a giant Lego brick. Appearance aside, her personality is portrayed as insecure, fumbling, and awkward - a combination anyone who ever went through puberty can relate to. By creating this "empty shell," the character becomes less of a person and more of something a female reader can put on and wear.'
psychology
fiction
narrativeobjects
objects
avatars
roleplay
december 2009 by adamcrowe
Boing Boing -- Video: man in Japan weds anime game character
december 2009 by adamcrowe
'On Sunday, a man named Sal9000 married the love of his life. Her name is Nene Anegasaki, and she lives inside of a Nintendo DS video game called Love Plus. The wedding took place during a Make: Japan meet-up held at the Tokyo Institute of Technology. In attendance were a live audience, an MC, the bride's virtual video game girlfriend—who made a speech—and a real human priest.' -- Idoru?
virtualworlds
avatars
relationalobjects
objects
idoru
japan
december 2009 by adamcrowe
The Onion -- Obama Outfitted With 238 Motion Capture Sensors For 3-D Record Of Presidency
november 2009 by adamcrowe
"The presidency of Mr. Obama is truly a landmark event, and I can think of no better way to honor it than with this $2.5 billion advanced digital-imaging project," acting archivist Adrienne Thomas told reporters. "Not only will our sensors provide unprecedented moment-to-moment documentation of a sitting U.S. president, but they will also give the American people the breathtaking realism and seamless layer animation they have come to expect." Many scholars have also praised a feature of the motion capture technology that would allow future generations to digitally alter the president's wire-frame model by retroactively modifying clothing, facial features, skin tone, and even accessories.' -- Shades of PKD's 'The Simulacra'.
TheOnion
avatars
celebrity
toys
puppetry
liminality
liminalobjects
objects
simulacra
sousveillance
lifestreaming
lulz
PKD
fame
satire
november 2009 by adamcrowe
BBC -- Facebook 'memorialises' profiles
october 2009 by adamcrowe
'It follows some cases of members receiving updates about dead friends. If a user is reported as deceased, Facebook will remove sensitive information such as status updates and contacts. When reporting a death, users must offer "proof" by submitting either an obituary or news article. Memorialised accounts will have new privacy settings so that only confirmed friends can see the profile or locate it in search. "We understand how difficult it can be for people to be reminded of those who are no longer with them, which is why it's important when someone passes away that their friends or family contact Facebook to request that a profile be memorialised."' -- Proof. Is fb becoming a global Births, Marriages and Deaths database?
socialnetworking
facebook
avatars
selfobjects
puppetry
death
zombies
darknets
data
database
psychology
october 2009 by adamcrowe
CTheory.net -- Media Dopplers
september 2009 by adamcrowe
'When we deal with this condition of outformation, we concern ourselves with rates, flow, vector, flux, and its messaging types [unicast, multicast, broadcast, or anycast]. We deal with paths, closeness, link, connectivity, signaling, entropy, self-similarity, throughput, and latency. It doesn't matter what the content is. Rather, the critical standpoint deals with its entropy, its signaling, its rate, flux density and messaging type. -- The requirement for citizen-actors on reality television reflects not nearly the need for such vocations of entertainment, rather, it is the construct of computer networks and software algorithm attempting and stuggling to learn to mimic the bizarre banality of a society dwelling in the afterburn of failed capitalism. It is not staged idiocy, it is pre-school for the machine screens comprehensively looping the simulation of the western debt class.'
*
internet
networks
cybernetics
feedback
technology
temes
collectiveintelligence
hivemind
puppetry
culture
#storage
#ubiquity
extensionsofman
centralnervoussystem
immunesystem
themediumisthemassage
data
information
outformation
simulation
simulacra
matrix
selfservers
avatars
bots
doppleganger
virtuality
debt
economics
financialization
hologram
via:charlesfrith
media
september 2009 by adamcrowe
Personal Urns
august 2009 by adamcrowe
'Never forget a face. Personal urns are a new and exciting way to memorialize your loved one. Now we can create a custom urn in the image of your loved one or favorite celebrity or hero. Personal urns come with a bare scalp ready for a suitable wig, which we can provide. A plaque and nameplate are also available.'
avatars
3d
sculpture
urns
death
august 2009 by adamcrowe
YouTube -- Real-time interaction with augmented reality mascots
july 2009 by adamcrowe
'...in-house mascot, and other virtual characters interact in real-time with a little girl and other physical obstacles in a new seamless augmented playground environment.' -- Is this a prototype for an AR version of 'The Young Lady's Illustrated Primer'? Awesome!
augmentedreality
immersion
avatars
interaction
design
narrativeenvironments
july 2009 by adamcrowe
Core77 -- Ford design researchers experimenting with virtual people
july 2009 by adamcrowe
'This woman is fake! Ford is experimenting with a rather novel technique: Designing a car around a fictional but psychologically-fleshed-out avatar named Antonella. ...Ford's goal in using made-up characters is that they will help produce cars that transcend national traits and are instead built around international, psychological archetypes.' -- By designing a brain-dead supermodel??
ford
design
personas
avatars
virtuality
july 2009 by adamcrowe
First Monday -- "You Looked Better on MySpace": Deception and authenticity on Web 2.0
july 2009 by adamcrowe
On 'users’ criticism of a popular style of profile picture referred to as “MySpace Angles.” Reactions to this style of portraiture label the display of these photographs “deceptive,” alleging that MySpace Angles fool users into believing that the subject is more attractive than they actually are. ...the MySpace Angle commentary, revealing three main themes in users’ critique of MySpace Angles: 1) users who post these photographs are conforming to a social trend at the expense of their individuality; 2) the presentation of these photographs is narcissistic; and, 3) these photographs purposefully conceal the body. This case study displays a shift in the conception of deception online; on the social Web populated by SNSs, theories of deception and authenticity are called into question as users are increasingly anchored to their bodies and expected to effortlessly present an online self mirroring the offline self.' -- False advertising. Caveat emptor.
psychology
myspace
socialnetworking
socialmedia
behaviours
representation
avatars
body
appearance
identity
authenticity
self
performance
masks
shame
narcissism
photography
deception
virtuality
fake
theadvertisedlife
july 2009 by adamcrowe
PSFK -- Celestine Arnold's “Ghost in the Machine: Digital Multiculture”
july 2009 by adamcrowe
'Many of the same inequities, stereotypes, and social/class relations that exist in the real world, Celestine demonstrated, carry over into the gameworlds as well. And as fantastical and hyperreal as games can be, the very real effects of racism are pervasive within games and the gaming community as a whole. Celestine argued that a huge opportunity lies in creating games geared towards their multicultured players. Game developers that think beyond the dominant culture and it’s paradigms of Good v. Evil and try to understand the cultures of their diverse players may, as Celestine demonstrated, win out in the end.' -- So very interesting. Nintendo Mii's does a good job on self-styled avatars. But narrative games... tricky. Opportunity.
gaming
virtualworlds
avatars
masks
identity
representation
verisimilitude
transformation
july 2009 by adamcrowe
io9 -- Michael Jackson's Science Fictional Life - RIP
june 2009 by adamcrowe
'No matter what you think about Michael Jackson the man, Michael Jackson the legend has transformed the way we think about identity. He injected pop culture with the future, and showed us what happens (good and bad) when you have the means to make fantasies real.'
MichaelJackson
avatars
identity
june 2009 by adamcrowe
Wired.com -- 4 Ways to Make the Most of Sims 3’s Massive Upgrades
june 2009 by adamcrowe
'For the first time, you’re also able to design your Sim’s personality. There are 63 different traits to choose from that will determine how your characters behave. As you play, your Sims will earn Happiness points by staying in a good mood and completing the occasional mini-objective, determined by their traits. Happiness points can be cashed in for prizes that can make life a bit easier... For Sims who like to stay occupied, there are a number of careers to choose from, with success determined by your ability to work hard, stay in a good mood and make friends. [All] work and no play makes a depressed, unproductive Sim... So be sure that your Sim goes out and makes its mark on the world: You don’t want to have spent your entire virtual life wasting away in front of a computer screen, right?' -- ;^)
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gaming
virtualworlds
sims
avatars
personality
emotionalintelligence
simulation
happiness
thegamingofeverydaylife
june 2009 by adamcrowe
The Onion -- Stephen Baldwin's Personal Assistant Promoted To Stephen Baldwin
june 2009 by adamcrowe
'After two years of performing management and coordination tasks at an "exceptional level," Stephen Baldwin's personal assistant, Matthew Phillips, was rewarded for his efforts when he agreed to take over the position of Stephen Baldwin Thursday. "We really wanted to hire from within for this opening, and Matthew was a natural choice," said publicist Melina Disanto, adding that the 33-year-old Phillips is the first person who comes to mind when she thinks of Stephen Baldwin. "Although this new position doesn't come with a pay raise or more benefits, it actually has fewer responsibilities than Matthew's old job." According to Stephen Baldwin sources, Stephen Baldwin applied for the Stephen Baldwin personal assistant position but was turned down.'
celebrity
avatars
puppetry
simulacra
fame
june 2009 by adamcrowe
io9 -- New Surrogates Video Peels Back The Fleshy Robot Skin For Further Investigation
may 2009 by adamcrowe
"In the Surrogates future, we all get to sit on La-Z-Boys while our robot servants, who look just like us except cuter, run our errands, work our jobs and even go to raves (which are apparently trendy again)."
robots
replicants
extensionsofman
body
avatars
puppetry
movies
may 2009 by adamcrowe
YouTube -- Remote Victim (2008)
april 2009 by adamcrowe
"Avatar Endurance Performance"
virtualworlds
avatars
isolation
abuse
death
performance
april 2009 by adamcrowe
Guardian -- Laura Barton becomes obsessed with the names people give their wifi networks
april 2009 by adamcrowe
'I have become obsessed with the names of wifi networks that spring on to my iPhone screen as I move about London. Who, I wonder, is the mysterious "Panty-thief" near Dalston Junction? A few years ago, a study by British psychologist Helen Petrie found that our email passwords fall into four genres: "family-oriented"; "fans" who use a famous person's name; "fantasists" who choose a word with sexual connotations; and "cryptics" who select a random string of letters and numbers. Wifi network naming appears to follow a similar pattern...'
wifi
wardriving
warchalking
anthropology
names
handles
avatars
identity
april 2009 by adamcrowe
Made By Many -- Looking swell online: How avatars suit you by Elin
march 2009 by adamcrowe
'My avatar has changed. For the past half year I’ve been writing under a stranger’s face - a “spare” avatar ... At first, I found it awkward to write and felt slightly irritated by being represented by a stranger. ... self-representation and avatar usage can be a serious matter online. The avatars we chose to represent ourselves have an impact on how we behave and also on how we’re perceived online. That’s why sites that easily allow you to change your avatar often are more engaging and interactive. People change their avatar to reflect their mood, send secret messages to other friends, display self- attributes, social role, a fantasy representation of who they want to be or they might just want to provoke. ...seeing people’s creative use of avatars make me much more interested in finding out what’s going on at a site and communicate with the people who use it."
psychology
avatars
performance
masks
identity
self
selfobjects
narrativeobjects
march 2009 by adamcrowe
I just graduated from an Alt Magnet High School and we took Our Class Photo at ‘an alt club’
march 2009 by adamcrowe
'Just glad that in 2k9 ‘pix of urself’ are gonna be on the outsies, and ‘pix of urself lost in a large group of people’ will represent a sort of self-awareness of ur place in the world. U want ppl 2 know where u r, and that ur a part of something bigger than urself. Showcasing urself is for a lookbooker/myspacer, and u just need 2 kind of grow up if ur avatar/userpic has less than 10 ppl in ur photo.'
socialnetworking
socialmedia
avatars
collective
identity
self
selfobjects
groups
behaviours
#bandwidth
#complexity
march 2009 by adamcrowe
HIPSTER RUNOFF -- This Bro in a lil Box Is Me–This Is A Representation of Me [via the Internet] I am the bro in my avatar
march 2009 by adamcrowe
"It’s rlly hard to decide who u want 2 b on the internet. Like u have this lil box on your profile, and u have to choose an image which ‘represents u.’ U have like 300×300 pixels to show the world what ur all about. Seems like a lot of pressure. I just want to be a person who seems like they are ‘comfortable with who they are’ and ‘not THAT interested in the internet’ because they had strong family values and are deeply rooted in ‘reality’ cuz right now I feel like the internet is sometimes ‘more real’ than ‘real life’–I am confused? N e ways… just been thinking about how krazie things are on the internet. Kinda wish there were no social networks that connected us all, because it makes things seem like I’m not interacting with a person–i am interacting with a series of constructed personal brands. Sometimes I ‘lurk’ the myspace profiles of girls/guys who I am interested in ‘being’ with, and I just hope that I am falling in love with the right person." -- HAHA!
HipsterRunoff
psychology
avatars
identity
self
representation
personas
archetypes
semiotics
lulz
theadvertisedlife
satire
march 2009 by adamcrowe
Wired -- Sex, Lies, and Avatars (PDF)
february 2009 by adamcrowe
'What is real? What is virtual? What is living? What is nonliving? Of the many selves I am, who is he real me?' -- 'Computing would offer [Turkle] endless moments of sweet epiphany when theories that had seemed right but abstract were suddenly right and manifest. Constructing the self with language and the notion of permeable boundaries? There it was on the screen. You could almost substitute computing for terms of Lacan's manifesto: computing is constructed as a set of languages; language (the relationship of terms to each other) is the structure that forms computing; the boundaries between data and execution are blurred; and so forth. What in other contexts has seemed like the gibberish of postmodernism–decentering (oh, you mean multiple users), intertextuality (oh, hypertext), fragmentation (oh, me in the Parenting conference, me in the Eros conference), blurring (oh, object-oriented languages)–is rendered clear at last.'
psychology
psychoanalysis
Freud
postmodernism
simulation
culture
bricolage
language
reflexivity
Lacan
theory
theoryobjects
objects
existentialism
reality
virtuality
identity
multitude
self
selfobjects
liminality
media
computers
metaphysics
virtualworlds
MUDs
avatars
roleplay
improvisation
performance
transformation
SherryTurkle
pdf
improv
february 2009 by adamcrowe
Creativity Online -- Coca-Cola: Avatar
february 2009 by adamcrowe
"The human population coexists with an alternate reality during the Super Bowl ad break. Tune in for the big game spots, and don't forget to holler at us on Twitter."
avatars
virtualworlds
coca-cola
augmentedreality
advertising
february 2009 by adamcrowe
Rough Type -- The love song of J. Alfred Prufrock's avatar
january 2009 by adamcrowe
"If I were of a mind to launch a Web 2.0 business today, I wouldn't rely on advertising or subscriptions or try to maximize my page views. I wouldn't worry about technology at all, in fact. I'd become a personal avatar consultant, helping nervous people construct and manage their menagerie of online selves. Or else I'd become a psychotherapist specializing in "avatar issues," ... I would, in short, find a way to capitalize on what promises to be a lucrative epidemic of avatar anxiety."
psychology
avatars
self
distributed
multitude
identity
performance
socialnetworking
mecosystem
january 2009 by adamcrowe
SBIR/STTR -- Virtual Dialogue Application for Families of Deployed Service Members
january 2009 by adamcrowe
'The challenge is to design an application that would would allow a child to receive comfort from being able to have simple, virtual conversations with a parent who is not available "in-person".' -- *gulps*
militaryentertainmentcomplex
avatars
simulacra
simulation
virtuality
telepresence
aliveness
halflife
death
psychology
january 2009 by adamcrowe
VR-WEAR SL head analysis viewer
december 2008 by adamcrowe
Gesture recognition interface for Second Life: "Recognizes the following attitudes: #Yes/No head motion #Surprise/smile #Left/right head bending"
virtualworlds
gesture
recognition
interface
emotion
emotes
extensionsofman
centralnervoussystem
avatars
december 2008 by adamcrowe
Flickr -- Scrabbatar
august 2008 by adamcrowe
"Bored with manga avatars? Why not switch yours to a Scrabble letter? Then encourage your friends to change theirs too! Check your Twitter stream to see what words you can spell. Just like Scrabble, only more pointless."
twitter
avatars
scrabble
august 2008 by adamcrowe
From The Head Of Zeus Jones -- (i)Phone as human to digital interface.
august 2008 by adamcrowe
"For all intents and purposes this makes your mobile phone your digital surrogate - an avatar that sees, hears, does and goes everywhere you go, but which is connected to the broader intelligence and utility of the web." -- Which bit feels?
selfservers
avatars
psychology
extensionsofman
centralnervoussystem
august 2008 by adamcrowe
The Long Now Blog -- Avatar Afterlife
august 2008 by adamcrowe
"Creating a copy of online behavior and programming an avatar to respond to stimuli in the way the user has been during their digital life.... A digital representation of life could continue unhindered in a virtual environment, after real-life has ended. Maybe Google with its seemingly endless storage capacity will one-day also host our virtual afterlife."
avatars
virtuality
distributed
self
selfservers
aliveness
life
death
afterlife
ghost
ghostinthemachine
#storage
august 2008 by adamcrowe
Pink Tentacle -- Brain-computer interface for Second Life
august 2008 by adamcrowe
"A research team has developed a BCI system that lets the user walk an avatar through the streets of Second Life while relying solely on the power of thought. The system consists of a headpiece equipped with electrodes that monitor activity in three areas of the motor cortex (the region of the brain involved in controlling the movement of the arms and legs). An EEG machine reads and graphs the data and relays it to the BCI, where a brain wave analysis algorithm interprets the user’s imagined movements. A keyboard emulator then converts this data into a signal and relays it to Second Life, causing the on-screen avatar to move. In this way, the user can exercise real-time control over the avatar in the 3D virtual world without moving a muscle."
brain
interface
virtualworlds
avatars
cyberbrain
prosthetics
navigation
august 2008 by adamcrowe
TechCrunch -- IBM And Second Life Announce Interoperability, But Bridging Virtual Worlds Is the Wrong Answer
july 2008 by adamcrowe
"If you can’t link to [a virtual world] from the regular Web (and vice versa), it doesn’t exist. That is why virtual 3D worlds are going to come to the browser. The Web will just become more 3D over time."
virtualworlds
ibm
avatars
persistence
teleportation
opensim
web
3d
july 2008 by adamcrowe
Myrl -- Connecting Worlds
july 2008 by adamcrowe
"Myrl allows you to share your virtual life. Your avatar has a Karma and you build it up the more you interact, play and live your virtual life. The higher the Karma, the more visible your discoveries will be."
virtualworlds
myrl
avatars
behaviours
nurturance
pets
attention
socialnetworking
fame
july 2008 by adamcrowe
Wired -- Maxis Shows Off Spore's Creature Creator
june 2008 by adamcrowe
"An onsite 3-D printer crafts little ceramic models of creatures that the folks at Maxis have been coming up with. Eventually, the Spore Store will offer the option to have a model of your own little monster created and shipped to you."
spore
3d
printing
fabrication
avatars
june 2008 by adamcrowe
Wired -- Metaworlds (1996)
june 2008 by adamcrowe
"Where you find people building relationships, sharing day-to-day experiences, teaching each other what they've learned about the world... - those are the places that thrive. Those are the places that people live in."
*
virtualworlds
history
WorldsAway
Habitat
ThePalace
AlphaWorld
microsoft
V-Chat
advertising
productplacement
virtualgoods
persistence
worldvsplatform
objects
narrativeobjects
storytelling
narrativeenvironments
narrativeacts
communities
socialdesign
gestures
emotion
bandwidth
interaction
avatars
identity
play
june 2008 by adamcrowe
VWTimeline -- Lucasfilm's Habitat & Club Caribe, Summer 1988
june 2008 by adamcrowe
"Short promotional video for LucasFilm's Habitat (8 minutes)." -- 'Lookin' for some action?' Hehe
habitat
virtualworlds
avatars
history
june 2008 by adamcrowe
Wikipedia -- Habitat (video game)
june 2008 by adamcrowe
Habitat (1986) is "a multi-participant online virtual environment," a cyberspace. Each participant ("player") uses a home computer (Commodore 64) as an intelligent, interactive client, communicating via modem and telephone..."
habitat
avatars
virtualworlds
history
commodore64
june 2008 by adamcrowe
The New Yorker -- The World of Fashion: Pixel Perfect
june 2008 by adamcrowe
"Pascal Dangin is the premier retoucher of fashion photographs. In the March issue of Vogue Dangin tweaked a hundred and forty-four images: a hundred and seven advertisements (Estée Lauder, Gucci, Dior, etc.), thirty-six fashion pictures, and the cover."
fashion
beauty
art
portraiture
photography
photoshop
digital
painting
retouching
virtuality
body
avatars
self
simulacra
june 2008 by adamcrowe
Kzero -- Stardoll: Fame, fashion and friends… and Mothers?
may 2008 by adamcrowe
"... another intriguing and valuable point data shows that many Mothers (64%) visit Stardoll without their child... Seemingly they enjoy dressing up their avatars (paperdolls) as much their children do."
stardoll
virtualworlds
virtualgoods
shopping
fashion
decorativeitems
avatars
sharedexperience
children
parenting
may 2008 by adamcrowe
Meez -- Boutique: NikeID
may 2008 by adamcrowe
You can buy breakdancing! Instant cred.
meez
virtualworlds
virtualgoods
avatars
fashion
retail
shopping
sneakers
apparell
nike
may 2008 by adamcrowe
Gameology -- Product Placement and Virtual Branding in Video Games
may 2008 by adamcrowe
'... three different modes of in-game product placement as it relates to game genre: “instrumental” [using simulated branded product], “diegetic” [branded game environment for realism], and “archetypal” [branded game features/mechanics/acts].'
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gaming
branding
productplacement
avatars
virtualworlds
virtualgoods
virtualservices
games
gamemechanics
functionalitems
decorativeitems
objects
narrativeobjects
storytelling
narrativeenvironments
narrativeacts
performance
design
diegesis
endogenous
exogenous
vernacular
simulation
realism
verisimilitude
eastereggs
hacking
rewards
may 2008 by adamcrowe
Bert Simons -- Paper self clone
may 2008 by adamcrowe
"I considered myself one of many who just will be forgotten. That sucked, but instead of endulging my self into depression I desperetly started looking for a solution and I came up with this idea, I decided to clone myself.. more me's have more chances."
art
papercraft
replicants
self
cloning
avatars
may 2008 by adamcrowe
ICT Results -- Emotional machines
april 2008 by adamcrowe
“When they developed databases, the recordings were nothing like the way emotion appears in everyday action and interaction, and the codes they used to describe the recording would not fit the things that happen in everyday life.” -- Way round wrong!
avatars
artificialintelligence
emotion
emotionalintelligence
simulation
interface
language
paralanguage
gestures
database
selfservers
research
storytelling
productnarratives
performance
design
april 2008 by adamcrowe
Guardian - The Sims Online becomes EA-Land
march 2008 by adamcrowe
EA: "We are providing you with privacy settings so you can decide if or which of your avatar will broadcast what information to the internet." -- This is where it gets messy.
ea-land
sims
virtualworlds
socialnetworking
socialgraph
storygraph
avatars
identity
privacy
leaky
march 2008 by adamcrowe
Kzero - Augmentalists vs Immersionalists. Which one are you?
february 2008 by adamcrowe
"A majority of 44.2% of the research participants opted for ‘Keep me just about the same as I am’, whilst the opposite, ‘I would dramatically alter my physical appearance’ represented 14.7%."
augmentationistsvsimmersionists
virtualworlds
socialnetworking
socialgraph
storygraph
behaviours
psychographics
avatars
self
privacy
identity
roleplay
acting
people
february 2008 by adamcrowe
Kzero - The scale of content creation in IMVU
february 2008 by adamcrowe
Graphs: "The graph below shows a break down of the 1.17 MILLION items available for avatar and room (basically the crux of the IMVU environment) customisation - a marketplace over 3.5 times larger than SL." -- 3.5!
imvu
avatars
virtualworlds
virtualgoods
socialnetworking
content
markets
shopping
numbers
statistics
february 2008 by adamcrowe
Kzero - ‘A strikingly fresh approach to real world advertising in Second Life’
february 2008 by adamcrowe
"... do people (residents) want to experience branded environments (islands) from real-world brands or do they want products and services that they can actually use and enjoy?... our focus was on creating relationships (via the skins) with the residents."
marketing
productplacement
productnarratives
objects
narrativeobjects
storytelling
narrativeenvironments
performance
design
metabrands
avatars
virtualworlds
february 2008 by adamcrowe
/swords - “Entertainment Content Convergence in Virtual Worlds”
february 2008 by adamcrowe
"2. Virtual worlds will become more like social networks. What we’re doing today are very small projects. In the future we will see major projects that drive entire shows."
virtualworlds
socialnetworking
entertainment
convergence
avatars
socialgraph
storygraph
narrativeenvironments
storytelling
objects
narrativeobjects
february 2008 by adamcrowe
SmallWorlds
february 2008 by adamcrowe
"SmallWorlds is a 3D virtual world that runs inside your web browser. It enables you to build your own room, house, or even your own world, and fill it with a wide variety of items and fun activities." Apparently you can have multiple avs/profiles. Smart.
smallworlds
virtualworlds
socialnetworking
gaming
avatars
youtube
flickr
isometric
3d
flex
flash
february 2008 by adamcrowe
BBC Four - Visions Of The Future (1 of 3) The Intelligence Revolution
february 2008 by adamcrowe
"In this new three-part series, leading theoretical physicist and futurist Dr Michio Kaku explores the cutting edge science of today, tomorrow, and beyond."
documentaries
MichioKaku
future
science
technology
cyberisation
transhumanism
artificialintelligence
everyware
virtualworlds
ractives
psychology
avatars
identity
selfservers
conversationalbandwidth
emotionalintelligence
behaviours
singularity
robots
robotics
selforganisation
navigation
neuralnetworks
patternrecognition
replicants
anthropomorphism
secrecy
confession
storytelling
objects
narrativeobjects
emotion
trust
cognition
uncanny
pets
emergence
evolution
symbiosis
synaptics
depression
mood
cyberbrain
extensionsofman
brain
implant
micromachines
wetware
penfieldmoodorgan
february 2008 by adamcrowe
photophlow
february 2008 by adamcrowe
"Photophlow is a fun way to share flickr photos in real time. invite your friends, search together, chat and comment all at once."
flickr
photophlow
socialnetworking
tools
socialobjects
photography
communities
emotes
avatars
february 2008 by adamcrowe
KnickerPicker - online dressing room
january 2008 by adamcrowe
Video 'try it on' interface with a variety of body shapes. Ask the models to "turn around", "come closer", and then "go back. Ahem!
shopping
video
interface
retail
avatars
january 2008 by adamcrowe
VisitorVille - Web Stats Meets Videogame
january 2008 by adamcrowe
"VisitorVille applies video game principles to help you easily visualize and better understand your web site traffic statistics... each building represents a web page; each bus a search engine; and each animated character a real visitor to your site."
3d
visualization
server
traffic
statistics
mapping
tools
virtualworlds
avatars
selfservers
thegamingofeverydaylife
gaming
vernacular
sims
january 2008 by adamcrowe
Google Code - SL Polymorphism Proxy
december 2007 by adamcrowe
"The SL Polymorphism Proxy with Imaginary Friends is an add on for Second Life... providing user control over avatar appearances, and further by allowing the placement of avatars anywhere in the virtual environment." Non-player characters?
avatars
virtualworlds
hacks
code
narrativeenvironments
storytelling
objects
narrativeobjects
people
december 2007 by adamcrowe
Kzero - Three Chinese virtual worlds in conversation
december 2007 by adamcrowe
"Every operator will benefit from the standardization of the Virtual World. It is the human right (avatar right) of every user to live in the virtual world. The avatars have a right to travel through any virtual worlds freely and enjoy their virtual life.
avatars
virtualworlds
china
hipihi
december 2007 by adamcrowe
YouTube - Confessions of MTVs Virtual Worlds Addicts
december 2007 by adamcrowe
So, like, totally.
virtualworlds
mtv
avatars
december 2007 by adamcrowe
Greg Verdino - 7 trends that defined 2007: The Birth of the Virtual Natives
december 2007 by adamcrowe
"... when virtual worlds behaviors go mainstream and spill over to other demographic audiences. My sixty-something-year-old mother already uses Webkinz to connect a few nights each week with her eight-year-old neice and six-year-old nephew in Virginia."
virtualworlds
webkinz
communication
presence
ambientintimacy
objects
narrativeobjects
storytelling
narrativeenvironments
avatars
pets
children
december 2007 by adamcrowe
Moshi Monsters -- Parents
december 2007 by adamcrowe
"Moshi Monsters love words and communicate with their monster owners regularly via speech bubbles, to encourage reading. For instance, their monster might be feeling 'jubilant' one day, but 'melancholy' the next." -- Love that!
moshimonsters
children
mindcandy
words
emotionalintelligence
learning
casualgaming
avatars
virtualworlds
socialnetworking
storytelling
narrativeenvironments
:-)
december 2007 by adamcrowe
Roo Reynolds - Moshi Monsters: Get Your Rox Off
december 2007 by adamcrowe
"Even more engaging than the cute graphics and animations and much fun than decorating my room, is the daily one minute dose of quick-fire puzzles. These are great, and appeal to me in the same way that Dr Kawashima’s Brain Training does."
moshimonsters
flash
games
learning
children
casualgaming
virtualworlds
socialnetworking
mindcandy
avatars
december 2007 by adamcrowe
sebastian mary - man dresses as own facebook profile
december 2007 by adamcrowe
"So what else in ‘real life’ is being quietly reinvented by the structures, social patternings and aesthetics of the net?" Replace the word 'net' with 'books' or 'television' in that question. 'Same piss, different bottle.' (Jeremy Brown, Sense)
funny
culture
facebook
vernacular
popculture
web
behaviours
avatars
identity
storytelling
selfservers
december 2007 by adamcrowe
CNN - China Leads the US in Digital Self-Expression
november 2007 by adamcrowe
"Our findings show that Chinese youth experience this new emotional space-the 'emobytes'-more intensely than young Americans" - [Respondents] "Online interactions have broadened my sense of identity" - "Online interactions have made me more self-aware"
*
behaviours
internet
web
digital
youth
china
america
technographics
privacy
anonymity
identity
roleplay
psychology
research
numbers
avatars
immersionst
virtualworlds
friendship
relationships
augmentationistsvsimmersionists
november 2007 by adamcrowe
Gamasutra - MIT: Heroes, Narnia Panel Talks Transmedia Storytelling
november 2007 by adamcrowe
Wow! "... the basic concept is if you could take a theme park, a physical space, and everyone could be data-mined, then you could have a live-action MMO.”
transmedia
narrativeenvironments
storytelling
narrativeactivism
entertainment
virtualworlds
mmorpg
roleplay
acting
avatars
thegamingofeverydaylife
socialobjects
narrativeobjects
objects
performance
design
november 2007 by adamcrowe
Clickable Culture - ‘Warcraft’ Ads Mainstream The MMO
november 2007 by adamcrowe
"having an avatar alter ego is simply going to be a fact of life... As a result, avatar support services will become more visible, from in-world makeovers; parents grinding for their kids; power-leveling / gold farming / gray-market virtual trading."
virtualworlds
worldofwarcraft
avatars
replicants
identity
life
roleplay
economics
business
narrativeenvironments
storytelling
objects
narrativeobjects
november 2007 by adamcrowe
livingstondaily.com - Virtual world opens up real trend
november 2007 by adamcrowe
On Webkinz: "not only sharpened her daughter's computer skills, but it also has helped to instill responsibility for something — in a virtual sense — that was living."
children
toys
webkinz
virtualworlds
businessmodels
avatars
pets
learning
work
november 2007 by adamcrowe
Guardian - Check Mii Out
november 2007 by adamcrowe
"Nintendo's new Wii "channel", called Check Mii Out, launches in the UK today. The channel lets users show off their Mii avatars - you know, those characters you create for use in Wii games like Wii Sports - and vote and rate others."
mii
wii
nintendo
avatars
gaming
virtualworlds
november 2007 by adamcrowe
Heroine Sheik - ‘Portal’ Is for Lesbians
november 2007 by adamcrowe
"3) We’ve talked before about how the guns in first-person shooters act as phallic avatars–that is, as penises. But in a world of women, this gun doesn’t shoot bullets. It shoots orifices. Openings. Fine, vaginas. Vaginas you, a female character, have to enter/exit to solve puzzles. I don’t say this often, and almost never with so much support and enthusiasm, but that is so gay." -- Hehe
portal
avatars
sexuality
gaming
trends
gender
politics
funny
extensionsofman
penis
november 2007 by adamcrowe
Brand Architect - The March of the Avatars
november 2007 by adamcrowe
Useful graph of Virtual Worlds usage.
virtualworlds
numbers
diagrams
avatars
november 2007 by adamcrowe
Guardian - Empire of Sports takes a 'web 3D' approach to online gaming
november 2007 by adamcrowe
'... the development of avatars from rookies to experts in their field requires the player to manage their (virtual) exercise and nutrition. "You could have, for example, a beverage company selling sports drinks that have an effect on your avatar" '
gaming
virtualworlds
avatars
socialobjects
socialnetworking
sport
businessmodels
advertising
productplacement
virtualgoods
objects
narrativeobjects
storytelling
narrativeenvironments
brandedcontent
brandedenvironments
sponsorship
thegamingofeverydaylife
november 2007 by adamcrowe
Mssv - Rock Band Exclusive: All Sorts of Merchandise
october 2007 by adamcrowe
"Rock Band will allow people to form bands over the net, featuring avatars that you can personalise to a high degree.. it will also automatically create webpages detailing achievements... you’ll eventually be able to buy merchandise based on your band."
gaming
thegamingofeverydaylife
music
identity
collaboration
storytelling
productnarratives
fame
avatars
augmentedrealitygaming
virtualgoods
october 2007 by adamcrowe
BBC - Universal avatars bestride worlds
october 2007 by adamcrowe
"While the character's appearance may change depending on where it is taken, its basic characteristics, such as looks and underlying personal data, would be retained."
avatars
augmentationistsvsimmersionists
selfservers
virtualworlds
lindenlab
october 2007 by adamcrowe
Ars Technica - Google testing "My World" for launch later this year
september 2007 by adamcrowe
"it makes sense for Google to mesh a bunch of its tools into one, thus creating a whole new advertising opportunity aimed at people, er, avatars, who are "walking" down virtual (real) streets to check out virtual (real) stores and businesses." Hmmm?
google
googleearth
mirrorworlds
virtualworlds
avatars
september 2007 by adamcrowe
GigaOM - The How of Habbo Hotel
september 2007 by adamcrowe
"Haro calls Habbo a “gameless game”... they’ve created a number of themed rooms and let the players devise their own games around them.They’ve added “rare item” sales, external advertising, and other revenue channels...51% boys and 49% girls"
habbohotel
virtualworlds
teens
children
behaviours
gaming
gameplay
games
design
storytelling
narrativeenvironments
businessmodels
avatars
advertising
content
communities
management
socialnetworking
september 2007 by adamcrowe
u n y p e . c o m
august 2007 by adamcrowe
Use your existing Skype account for a multi-user Google Earth experience
mirrorworlds
virtualworlds
avatars
googleearth
google
skype
simulation
augmentedreality
august 2007 by adamcrowe
Broader Perspective - Second Life Meta-Me
august 2007 by adamcrowe
"Some suggestions for new ways of avatorial representation: #1. Profile-based avatars #2. Reputation-based avatars #3. Idea-based avatars #4. Value system-based avatars #5. Presence-based avatars #6. Real life Sims Online avatars"
avatars
selfservers
identity
lifecasting
ghostintheshell
simulation
extensionsofman
skin
immunesystem
attention
profile
reputation
personas
virtulaworlds
virtualworlds
august 2007 by adamcrowe
Guardian - Facebook funder Accel invests in online gaming firm
august 2007 by adamcrowe
Games are based on the "freemium" business model, where the basic service is free but users can pay to upgrade their character's accessories or weapons. Social interaction is the game - we just put together the framework. "
gaming
games
businessmodels
socialmedia
socialnetworking
avatars
august 2007 by adamcrowe
Wired - How to Take Money From Kids: Sell Toys Both Physical and Virtual
august 2007 by adamcrowe
"Disney's virtual world is the bait: Tourists engage in quests in Disney's real theme parks to earn digital exclusives online, and the parks sell some items, including a line of T-shirts, that come with online duplicates for avatars to use. "
children
toys
virtualworlds
mirrorworlds
avatars
games
gaming
collecting
narrativeenvironments
storytelling
objects
narrativeobjects
shopping
thegamingofeverydaylife
space
brandedenvironments
august 2007 by adamcrowe
Wikipedia - Uncanny Valley
august 2007 by adamcrowe
"as a robot is made more humanlike in its appearance and motion the emotional response from a human to the robot will become increasingly positive and empathic, until a point is reached beyond which the response quickly becomes that of strong repulsion."
avatars
robotics
simulation
replicants
technology
empathy
psychology
verisimilitude
body
august 2007 by adamcrowe
YouTube - The Guild - Episode 1: Wake-Up Call
july 2007 by adamcrowe
New WOW-based sitcom. "A webisode for gamers, about gamers by a gamer. " Looks good. Very meta.
avatars
worldofwarcraft
gaming
transmedia
storytelling
liminality
machinima
psychology
funny
virtuality
virtualworlds
roleplay
comedy
sitcom
behaviours
technographics
july 2007 by adamcrowe
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