Paper
27 January 2011 Whose point-of-view is it anyway?
Author Affiliations +
Proceedings Volume 7864, Three-Dimensional Imaging, Interaction, and Measurement; 786419 (2011) https://doi.org/10.1117/12.872598
Event: IS&T/SPIE Electronic Imaging, 2011, San Francisco Airport, California, United States
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?
© (2011) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Gregory P. Garvey "Whose point-of-view is it anyway?", Proc. SPIE 7864, Three-Dimensional Imaging, Interaction, and Measurement, 786419 (27 January 2011); https://doi.org/10.1117/12.872598
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KEYWORDS
Cameras

Eye

Computer graphics

Video

Visualization

3D applications

3D modeling

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