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Hello Avatar: Rise of the Networked Generation (Out of print)

AUTHOR Shirky, Clay; Coleman, B.; Shirky, Clay
PUBLISHER MIT Press (11/11/2011)
PRODUCT TYPE Hardcover (Hardcover)

Description
An examination of our many modes of online identity and how we live on the continuum between the virtual and the real.

Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the "x-reality" that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency--our new power to customize our networked life.

By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities--in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject--all of us who represent aspects of ourselves and our work across the mediascape.

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Product Format
Product Details
ISBN-13: 9780262015714
ISBN-10: 0262015714
Binding: Hardback or Cased Book (Sewn)
Content Language: English
More Product Details
Page Count: 216
Carton Quantity: 30
Product Dimensions: 6.17 x 0.72 x 8.74 inches
Weight: 1.06 pound(s)
Feature Codes: Bibliography, Index, Price on Product, Illustrated
Country of Origin: US
Subject Information
BISAC Categories
Computers | Virtual & Augmented Reality
Computers | Design, Graphics & Media - General
Grade Level: College Freshman and up
Dewey Decimal: 302.231
Library of Congress Control Number: 2010042676
Descriptions, Reviews, Etc.
publisher marketing
An examination of our many modes of online identity and how we live on the continuum between the virtual and the real.

Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the "x-reality" that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency--our new power to customize our networked life.

By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities--in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject--all of us who represent aspects of ourselves and our work across the mediascape.

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Author: Coleman, B.
B. Coleman is Assistant Professor of Writing and New Media in MIT's Program in Writing and Humanistic Studies and Comparative Media Studies. She is Faculty Director of the C3 Game Culture and Mobile Media initiative.
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Foreword by: Shirky, Clay
Clay Shirky teaches at the Interactive Telecommunications Program at NYU, where he researches the interrelated effects of our social and technological networks. He has consulted with a variety of groups working on network design, including Nokia, the BBC, Newscorp, Microsoft, BP, Global Business Network, the Library of Congress, the U.S. Navy, the Libyan government, and Lego. His writings have appeared in "The New York Times," "The Wall Street Journal," "The Times of London," "Harvard Business Review," "Business 2.0," and "Wired1.
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List Price $44.95
Your Price  $44.50
Hardcover