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Proceedings Paper

Whose point-of-view is it anyway?
Author(s): Gregory P. Garvey
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Paper Abstract

Shared virtual worlds such as Second Life privilege a single point-of-view, namely that of the user. When logged into Second Life a user sees the virtual world from a default viewpoint, which is from slightly above and behind the user's avatar (the user's alter ego 'in-world.') This point-of-view is as if the user were viewing his or her avatar using a camera floating a few feet behind it. In fact it is possible to set the view to as if you were seeing the world through the eyes of your avatar or you can even move the camera completely independent of your avatar. A change in point-of-view, means, more than just a different camera point-of-view. The practice of using multiple avatars requires a transformation of identity and personality. When a user 'enacts' the identity of a particular avatar, their 'real' personality is masked by the assumed personality. The technology of virtual worlds permits both a change of point-of -view and also facilitates a change in identity. Does this cause any psychological distress? Or is the ability to be someone else and see a world (a game, a virtual world) through a different set of eyes somehow liberating and even beneficial?

Paper Details

Date Published: 27 January 2011
PDF: 5 pages
Proc. SPIE 7864, Three-Dimensional Imaging, Interaction, and Measurement, 786419 (27 January 2011); doi: 10.1117/12.872598
Show Author Affiliations
Gregory P. Garvey, Quinnipiac Univ. (United States)

Published in SPIE Proceedings Vol. 7864:
Three-Dimensional Imaging, Interaction, and Measurement
J. Angelo Beraldin; Ian E. McDowall; Atilla M. Baskurt; Margaret Dolinsky; Geraldine S. Cheok; Michael B. McCarthy; Ulrich Neuschaefer-Rube, Editor(s)

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