Recently at Signals we’ve been taking a look at using avatar technology to support a whole range of digital applications. With their roots in computer games, avatars serve as a graphical representation of the user in a virtual environment. As such they’re a great tool in terms of helping people interact with content, and have a history of use within eLearning. So it was interesting to see electronics giant Sony announce a new 3D avatar environment as an interface for its PS3 games console. Jamie’s post noted the impact of Web 2.0 and user generated content. It’s in this light that Sony is setting up its virtual shop with a user experience that embraces avatars wholeheartedly. Under the title of ‘Home’, PS3 gamers are able to customise a character and use it to meet other players, chat, and hang out in their own virtual apartment. In a departure from the similar Second Life, Home isn’t being touted as just a ‘game’ but will actually be part of the interface and user experience. Home is being touted as a 3D social networking environment where gamers can create and unlock new content, and compete in games with people they meet online. Home will also serve commercial interests, with games and film companies showcasing trailers for up and coming releases in virtual cinemas. With Sony’s Phil Harrison defining Home as “Game 3.0” it’s easy to be cynical. Dig beneath the hyperbole though, and the free download promises to further change the way people consume digital media and interact online. Microsoft’s XBOX Live and Nintendo’s Wii both use player avatars, so its not that ‘Home’ is groundbreaking or particularly new. The key thing to me is that it’s indicative of a shift towards a web interface that is a simulation of the real world. As Alastair’s post noted, people are increasingly asking more from human computer interaction. With increasing media saturation, the challenge of capturing and holding attention spans is a big challenge. Avatars offer a compelling alternative to simple, click-driven content by putting a human face on information, and offering something more engaging and personal. Crucially, avatars create online presence and context for the user in what would otherwise be an intangible environment. My last post talked about transforming eLearning with computer game mechanics. Avatars are a big part of this, and there are some good examples of the technology being used for eLearning, such as those in Second Life, or the CodeBaby avatar technology. As broadband speeds rise, and richer media experiences are possible, it'll be interesting to see how far avatars impact on other web-based applications and services. Nick Welch
Recently at Signals we’ve been taking a look at using avatar technology to support a whole range of digital applications.
With their roots in computer games, avatars serve as a graphical representation of the user in a virtual environment. As such they’re a great tool in terms of helping people interact with content, and have a history of use within eLearning.
So it was interesting to see electronics giant Sony announce a new 3D avatar environment as an interface for its PS3 games console.
Jamie’s post noted the impact of Web 2.0 and user generated content. It’s in this light that Sony is setting up its virtual shop with a user experience that embraces avatars wholeheartedly. Under the title of ‘Home’, PS3 gamers are able to customise a character and use it to meet other players, chat, and hang out in their own virtual apartment. In a departure from the similar Second Life, Home isn’t being touted as just a ‘game’ but will actually be part of the interface and user experience.
Home is being touted as a 3D social networking environment where gamers can create and unlock new content, and compete in games with people they meet online. Home will also serve commercial interests, with games and film companies showcasing trailers for up and coming releases in virtual cinemas.
With Sony’s Phil Harrison defining Home as “Game 3.0” it’s easy to be cynical. Dig beneath the hyperbole though, and the free download promises to further change the way people consume digital media and interact online.
Microsoft’s XBOX Live and Nintendo’s Wii both use player avatars, so its not that ‘Home’ is groundbreaking or particularly new. The key thing to me is that it’s indicative of a shift towards a web interface that is a simulation of the real world. As Alastair’s post noted, people are increasingly asking more from human computer interaction.
With increasing media saturation, the challenge of capturing and holding attention spans is a big challenge. Avatars offer a compelling alternative to simple, click-driven content by putting a human face on information, and offering something more engaging and personal. Crucially, avatars create online presence and context for the user in what would otherwise be an intangible environment.
My last post talked about transforming eLearning with computer game mechanics. Avatars are a big part of this, and there are some good examples of the technology being used for eLearning, such as those in Second Life, or the CodeBaby avatar technology.
As broadband speeds rise, and richer media experiences are possible, it'll be interesting to see how far avatars impact on other web-based applications and services.
Nick Welch
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