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Avatar (computing)

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An avatar is a graphical representation of a user, a character, or a digital persona. In computing, these representations allow people to project an identity into digital spaces. This can take many forms depending on the platform. Some avatars are two-dimensional icons used in internet forums. These are often called profile pictures, userpics, or formerly picons. Other avatars are three-dimensional models used in video games or virtual worlds. In some early text-based systems, such as MUDs, an avatar might not even have a visual appearance at all.

Orion forum post
Orion forum post

The way an avatar functions depends on its specific technical design. On many internet forums, an avatar is a small, square image. These typically measure between 80x80 and 100x100 pixels. They are placed near a user's post so others can identify them quickly. Some users upload their own designs or photos of themselves. Other systems provide a preset list of images to choose from. Some avatars are even animated. These consist of a sequence of multiple images that play repeatedly in a loop.

Style - Wouldn't It Be Nice
Style - Wouldn't It Be Nice

There are several distinct types of avatar systems used today. Some platforms use pixelized representations that users can customize. Others, like Trutoon, create a representation using a person's face with customized backgrounds. A unique type is the identicon. An identicon is a visually distinct geometric image. It is derived from a digest hash of a user's IP address or user ID. This allows an anonymous user to be visually identified without registering for an account. If an attacker uses a different IP address, a different identicon will appear.

Example social media profile pic
Example social media profile pic

The history of the term is rooted in ancient language and science fiction. The word avatar comes from the Sanskrit word "avatara." In Hinduism, this refers to the descent of a deity into a terrestrial form. The term entered computing through early games and literature. A 1979 PLATO role-playing game titled Avatar was one of the first uses. In 1980, novelist Norman Spinrad used the term to describe virtual experiences in his book Songs from the Stars. He imagined humans using a galactic receiver to engage in artificial realities.

Second Life 11th Birthday Live Drax Files Radio Hour
Second Life 11th Birthday Live Drax Files Radio Hour

Several key figures helped define how we use avatars in modern software. In 1985, Richard Garriott used the term for the game Ultima IV: Quest of the Avatar. He wanted the player's character to represent their actual self on Earth. He believed players should be held ethically responsible for their in-game actions. Later, Neal Stephenson popularized the term in his 1992 novel Snow Crash. He described the Metaverse, a fictional virtual-reality application. In his story, a user's social status was often tied to the quality of their avatar.

Avatars are widely used in massive digital ecosystems and social platforms. In video games like World of Warcraft or Second Life, they serve as the player's body. Some games allow for deep customization of physical features. For example, in Grand Theft Auto: San Andreas, a player can change clothing, tattoos, and body shape. In the world of instant messaging, America Online introduced "buddy icons" in 1996. These grew to include more than 1,000 different icons. Eventually, the term "avatar" replaced "buddy icon" as 3D customizable icons became mainstream. Yahoo was the first instant messenger to officially adopt the term "avatar."

Beyond human users, avatars can represent artificial intelligence. These are often called "bots" or embodied agents. They are driven by software rather than real people. Automated online assistants are a common example of this technology. They use natural language processing to interact with consumers. This helps organizations reduce training and operating costs. One famous example is IKEA's Anna, an avatar designed to guide users through the IKEA website.

Automated online assistant
Automated online assistant

Digital identity through avatars connects to broader studies in social science. Academic research examines how avatars influence communication and digital identity. Users often choose fictional characteristics to help them gain social acceptance. They might use an avatar to ease social interaction in a new group. However, many studies show that most users still choose avatars that resemble their real-world selves. Whether they are used for social media like Facebook or for professional sites like LinkedIn, avatars remain a primary way we navigate the digital world.

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Style - Wouldn't It Be Nice.png
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My first tweet! (3344952812).png
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President Obama facebook post on Merrick...
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Orion forum post.jpg
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Automated online assistant.png
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Prince of Persia 1 - MS-DOS - Level 1 - Sword.png
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Second Life 11th Birthday Live Drax Files...
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Example social media profile pic.png
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