We've found 10 books tagged 'avatars' relevant to the field of humanlike conversational artificial intelligence.
Anna Peachey, Julia Gillen, Daniel Livingstone and Sarah Smith-Robbins
Summary: Researching Learning in Virtual Worlds covers a range of research undertaken in 3D virtual environments, looking at both the methods and results of the studies.
This groundbreaking book is the first to specifically address research methods and related issues for education in virtual worlds. It opens...
||First international Researching Learning in Virtual Environments, ReLIVE08, conference proceedings
Summary: The papers in this book were accepted by the international academic committee and cover a wide range of subjects and research methods. They embody a mix of theory and practice, planning and reflection, participation and observation to provide the rich diversity of perspectives represented at...
by Genaro Rebolledo-Mendez, Fotis Liarokapis and Sara de Freitas|
Summary: The First International IEEE Conference in Serious Games and Virtual Worlds was be hosted by the world’s premier Serious Games Institute in the UK. The event will brought together researchers from a range of disciplines to formulate a new cross-disciplinary community in the emerging field...
Summary: Designing Characters with Personality shows artists how to create a distinctive character, then place that character in context within a script, establish hierarchy, and maximize the impact of pose and expression. Practical exercises help readers put everything together to make their new characters sparkle. Lessons...
by Jim Blascovich and Jeremy Bailenson|
Summary: How do The Matrix, Avatar, and Tron reveal the future of existence? can our brains recognize where “reality” ends and “virtual” begins? What would it mean to live eternally in a digital universe? Where will technology lead us in five, fifty, and five hundred years?
by Tosiyasu L. Kunii and Annie Luciani|
Summary: The worlds synthesized in the cyberspaces of networked computers are the theme of Cyberworlds. The purpose of this book is to discover the architecture and design of cyberworlds by synthesizing worlds in an cyberspaces. The book’s topics are selected to clarify the issues of the...
Summary: This volume constitutes the refereed proceedings of the First International Conference on Virtual Worlds, VW’98, held in Paris, France, in July 1998.
The 36 revised full papers presented together with two invited contributions were carefully reviewed for inclusion in the book. The papers span the whole...
Summary: This book constitutes the refereed proceedings of the Second International Conference on Virtual Worlds, VW 2000, held in Paris, France, in July 2000.
The 26 revised full papers presented together with two invited contributions were carefully reviewed and selected from numerous submissions. The book is divided...
Summary: This book can help you understand how to plan and build avatars. The author assumes that you’re Web savvy but relatively unfamiliar with 3-D graphics. She first explains the concepts of avatars and avatar standards and provides an overview of working with 3-D graphics, rendering,...
Summary: Avatars! is the only book of its kind. Avatars! focuses on what people do inside virtual worlds, such as building three-dimensional structures, navigating through the worlds, and learning digital etiquette and social interaction skills. A CD-ROM provides readers with ready-to-run worlds that connect them with...