在虚拟空间中表现身体:化身设计的修辞

Inf. Soc. Pub Date : 1999-08-01 DOI:10.1080/019722499128484
B. Kolko
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引用次数: 78

摘要

本文讨论了多用户图形虚拟现实(GVRs)中角色或虚拟自我的修辞方面。在基于文本和图形的虚拟世界中,用户都是通过话语或视觉化身在世界中表现出来的。因为用户在同步共享环境中的表现方式影响着他们的交流方式,所以虚拟角色的设计影响着虚拟世界中的交流可能性。本文考察了gvr的发展,以质疑这些新版本的网络空间中的自我表现如何与在线通信相关。这里的重点是gvr中的身体是如何被性别化的,以及性别铭文的不同模式如何影响在线互动。最终,gvr提出了一个问题,即当视觉和语言都被技术介导时,视觉是如何影响语言的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Representing Bodies in Virtual Space: The Rhetoric of Avatar Design
This article discusses the rhetorical aspects of avatars, or virtual selves, within multiuser graphical virtual realities (GVRs). In both text-based and graphical virtual worlds, users are represented in the world by discursive or visual avatars. Because the manner in which users in a synchronous shared environment are represented affects how they are able to communicate, the design of an avatar affects the communicative possibilities within a virtual world. This essay examines the development of GVRs in order to question how representations of selves in these newer versions of cyberspace relate to on-linecommunication. The focus here is particularly on how bodies in GVRs are gendered, and how differing modes of gender inscription might affect online interaction. Ultimately, GVRs raise the issue of how the visual affects the verbal when both are mediated by technology.
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