Avatar (komputasi)
Dalam komputasi, sebuah avatar (juga dikenal sebagai gambar profil atau userpic) adalah representasi grafis dari pengguna atau karakter atau persona pengguna. Ini dapat mengambil bentuk dua dimensi sebagai ikon di forum Internet dan komunitas online lainnya[1][2] atau bentuk tiga dimensi,[3] seperti dalam permainan atau dunia virtual. Gambar avatar juga disebut sebagai "picons" (personal icons)[4] di masa lalu, meskipun sekarang penggunaan istilah ini tidak umum. Avatar juga dapat merujuk ke konstruksi teks yang ditemukan pada sistem awal seperti MUD.[5] Istilah "avatar" juga bisa merujuk pada kepribadian yang terkait dengan nama layar, atau pegangan, pengguna Internet.[6]
Munculnya platform media sosial seperti Facebook di mana pengguna biasanya tidak anonim menyebabkan meluasnya penggunaan gambar profil yang menampilkan foto diri Anda di platform tersebut,[7][8] terkadang dengan filter.[9]
Refrensi
- ^ Fink, Jeri. Cyberseduction: Reality in the Age of Psychotechnology. Prometheus Books, 1999. ISBN 1-57392-743-0
- ^ Blackwood, Kevin. Casino Gambling For Dummies. For Dummies, 2006. p.284. ISBN 0-471-75286-X
- ^ Lessig, Lawrence. Code and Other Laws of Cyberspace. Basic Books, 2000. ISBN 0-465-03913-8
- ^ Kinzler, Steve. "Picons". Picons Archive. Diakses tanggal 24 May 2014.
- ^ In Mulligan, Jessica; Patrovsky, Bridgette (2003). Developing online games: an insider's guide. New Riders., Randy Farmer is quoted (p.454): "It is important to realize that the term 'avatar' was used in another game later [??] in that period (Ultima IV) and that the concept of an 'avatar' was in several works of fiction prior to the development of Habitat including Vernor Vinge's True Names and John Brunner's Shockwave Rider."
- ^ Jordan, Tim. Cyberpower: The Culture and Politics of Cyberspace and the Internet. Routledge, 1999. ISBN 0-415-17078-8
- ^ Lee, Kevan (25 March 2015). "What Research Says About the Best Profile Picture | Buffer". Buffer Marketing Library. Diakses tanggal 11 May 2020.
- ^ Golby, Joel (9 July 2016). "What Your Facebook Profile Photo Says About You". Vice (dalam bahasa Inggris). Diakses tanggal 11 May 2020.
- ^ Dewey, Caitlin (June 29, 2015). "More than 26 million people have changed their Facebook picture to a rainbow flag. Here's why that matters". Washington Post (dalam bahasa Inggris). Diakses tanggal 11 May 2020.
Referensi umum
- Fox, J.; Ahn, S. J.; Janssen, J. H.; Yeykelis, L.; Segovia, K. Y.; Bailenson, J. N. (2015). "Avatars versus agents: A metaanalysis quantifying the effects of agency on social influence". Human-Computer Interaction. 30: 401–432. doi:10.1080/07370024.2014.921494.
- Gong, L (2008). "How social is social responses to computers? The function of the degree of anthropomorphism in computer representations". Computers in Human Behavior. 24: 1494–1509. doi:10.1016/j.chb.2007.05.007.
- Heyselaar, E.; Hagoort, P.; Segaert, K. (2017). "In dialogue with an avatar, language behavior is identical to dialogue with a human partner". Behavior Research Methods. 49: 46–60. doi:10.3758/s13428-015-0688-7.
- Kang, S. H.; Watt, J. H. (2013). "The Impact of Avatar Realism and Anonymity on Effective Communication via Mobile Devices". Computers in Human Behavior. 29: 1169–1181. doi:10.1016/j.chb.2012.10.010.
- Nowak, K. L.; Fox, J. (2018). "Avatars and Computer-Mediated Communication: A Review of the Definitions, Uses, and Effects of Digital Representations". Review of Communication Research. 6: 30–53. doi:10.12840/issn.2255-4165.2018.06.01.015.
- Westerman, D.; Tamborini, R.; Bowman, N. D. (2015). "The effects of static avatars on impression formation across different contexts on social networking sites". Computers in Human Behavior. 53: 111–117. doi:10.1016/j.chb.2015.06.026.
Bacaan lanjutan
- Cooper, Robbie 2007. Alter Ego: Avatars and Their Creators. London: Chris Boot. ISBN 978-1-905712-02-1.
- Holzwarth, Martin; Janiszewski, Chris; Neumann, Marcus (2006). "The Influence of Avatars on Online Consumer Shopping Behavior". Journal of Marketing. 70: 19–36. doi:10.1509/jmkg.70.4.19.
- Nowak, K. L.; Fox, J. (2018). "Avatars and Computer-Mediated Communication: A Review of the Definitions, Uses, and Effects of Digital Representations". Review of Communication Research. 6: 30–53. doi:10.12840/issn.2255-4165.2018.06.01.015.
- Sloan, R. J. S., Robinson, B., Cook, M., and Bown, J. (2008). "Dynamic Emotional Expression Choreography: Perception of Naturalistic Facial Expressions". In M. Capey, B. Ip and F. Blastland, editors, SAND Conference Proceedings, Swansea, UK 24–28 November 2008. Swansea Metropolitan University: Swansea.
- Wood, Natalie T.; Solomon, Michael R.; Englis, Basil G. (2005). "Personalization of Online Avatars: Is the Messenger as Important as the Message?". International Journal of Internet Marketing and Advertising. 2 (1/2): 143–161. doi:10.1504/ijima.2005.007509.