Abstract
An avatar is today the less digital and the most realest as possible... practically composed of flesh and bones. It must be the realest as possible to be able to accomplish its mission, that is to show the real from the virtual worlds (and a few also to go in opposition to the wave of techno digitalisation that becomes more and more the justification of multimedia projects. It must not loose its meaningful sens facing to the technological principle that excuses the lack of all messages and deep reflection. Its role consists in confronting the real and the unreal (virtual) while playing on the opposition between the two worlds:
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© 1998 Springer-Verlag Berlin Heidelberg
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Hayem, R., Fourmaintraux, T., Petit, K., Rauber, N., Kisseleva, O. (1998). Avatars: New Fields of Implication. In: Heudin, JC. (eds) Virtual Worlds. VW 1998. Lecture Notes in Computer Science(), vol 1434. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-68686-X_39
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DOI: https://doi.org/10.1007/3-540-68686-X_39
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