TY - GEN
T1 - Virtual fashion and avatar design
T2 - 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries, NordiCHI 2010
AU - Bardzell, Jeffrey
AU - Pace, Tyler
AU - Terrell, Jennifer
N1 - Copyright:
Copyright 2011 Elsevier B.V., All rights reserved.
PY - 2010
Y1 - 2010
N2 - As virtual worlds evolve, so does the visual language of avatars inside them. In Second Life, an emergent virtual fashion industry supports amateur fashion/avatar design. This fashion industry includes both emergent (i.e., user-created) social institutions as well as a network of technologies, including Second Life's virtual environment itself, which support a sophisticated fusion of technical and cultural practices. This paper presents the results of a survey, offering an empirical overview of virtual fashionistas' shopping and content creation behaviors in Second Life. The results suggest relationships between technology and culture, giving rise to concrete forms of sociality, style, embodiment and gender in the virtual world. The paper concludes with a discussion of the role of usability (both in fashion creation and consumption) in driving the desirability of fashion products, bodies, and even gender performances in virtual environments.
AB - As virtual worlds evolve, so does the visual language of avatars inside them. In Second Life, an emergent virtual fashion industry supports amateur fashion/avatar design. This fashion industry includes both emergent (i.e., user-created) social institutions as well as a network of technologies, including Second Life's virtual environment itself, which support a sophisticated fusion of technical and cultural practices. This paper presents the results of a survey, offering an empirical overview of virtual fashionistas' shopping and content creation behaviors in Second Life. The results suggest relationships between technology and culture, giving rise to concrete forms of sociality, style, embodiment and gender in the virtual world. The paper concludes with a discussion of the role of usability (both in fashion creation and consumption) in driving the desirability of fashion products, bodies, and even gender performances in virtual environments.
UR - http://www.scopus.com/inward/record.url?scp=78650158712&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=78650158712&partnerID=8YFLogxK
U2 - 10.1145/1868914.1868983
DO - 10.1145/1868914.1868983
M3 - Conference contribution
AN - SCOPUS:78650158712
SN - 9781605589343
T3 - NordiCHI 2010: Extending Boundaries - Proceedings of the 6th Nordic Conference on Human-Computer Interaction
SP - 599
EP - 602
BT - NordiCHI 2010
Y2 - 16 October 2010 through 20 October 2010
ER -