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An avatar is a computer user's representation of himself, whether in the form of a three-dimensional model used in computer games, a two-dimensional icon (picture) used on Internet forums and other communities,Fink, Jeri. Cyberseduction: Reality in the Age of Psychotechnology. Prometheus Books, 1999. ISBN 1-57392-743-0 or a text construct found on early systems such as MUDs. It is an “object” representing the embodiment of the user. The term "avatar" can also refer to the personality connected with the screen name, or handle, of an Internet user.
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An avatar is a computer user's representation of himself, whether in the form of a three-dimensional model used in computer games, a two-dimensional icon (picture) used on Internet forums and other communities,Fink, Jeri. Cyberseduction: Reality in the Age of Psychotechnology. Prometheus Books, 1999. ISBN 1-57392-743-0 or a text construct found on early systems such as MUDs. It is an “object” representing the embodiment of the user. The term "avatar" can also refer to the personality connected with the screen name, or handle, of an Internet user.
Origin
In English, the word has come to mean "an embodiment, a bodily manifestation of the Divine." However, the Sanskrit word Avatara means "the descent of God" or simply "incarnation." The term is used primarily in Hindu texts. For example, Krishna is the eighth avatar (incarnation) of Vishnu the Preserver, whom many Hindus worship as God. The Dasavatara are ten particular "great" incarnations of Vishnu.
Computer games
As used for a computer representation of a user, the term dates at least as far back as 1985, when it was used as the name for the player character in the Ultima series of computer games. The Ultima games started out in 1981, but it was in Ultima IV (1985), that the term "Avatar" was introduced. To become the "Avatar" was the goal of Ultima IV. The later games assumed that you were the Avatar and "Avatar" was the player's visual on-screen in-game persona. The on-screen representation could be customized in appearance. Later, the term "avatar" was used by the designers of the pen and paper role-playing game Shadowrun (1989), as well as in the online role-playing game Habitat (1987).Morabito, Margaret. "Enter the Online World of LucasFilm." Run Aug. 1986: 24-28
Neal Stephenson
The use of Avatar to mean online virtual bodies was popularised by Neal Stephenson in his cyberpunk novel Snow Crash (1992). In Snow Crash, the term Avatar was used to describe the virtual simulation of the human form in the Metaverse, a virtual-reality version of the Internet. Social status within the Metaverse was often based on the quality of a user's avatar, as a highly detailed avatar showed that the user was a skilled hacker and programmer while the less talented would buy off-the-shelf models in the same manner a beginner would today. Stephenson wrote in the "Acknowledgments" to Snow Crash:
- The idea of a 'virtual reality' such as the Metaverse is by now widespread in the computer-graphics community and is being used in a number of different ways. The particular vision of the Metaverse as expressed in this novel originated from idle discussion between me and Jaime (Captain Bandwidth)Taffe...The words 'avatar' (in the sense used here) and 'Metaverse' are my inventions, which I came up with when I decided that existing words (such as 'virtual reality') were simply too awkward to use...after the first publication of 'Snow Crash' I learned that the term 'avatar' has actually been in use for a number of years as part of a virtual reality system called 'Habitat'...in addition to avatars, Habitat includes many of the basic features of the Metaverse as described in this book, yes





























