Figure 5 - uploaded by Kimberly Brant Knutzen
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Example of a real face (left half), and its representational avatar (right half) 

Example of a real face (left half), and its representational avatar (right half) 

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Article
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This article describes the findings of a 3-month study on how social encounters mediated by an online Virtual Immersive Environment (VIE) impacted on the relational self-concept of adolescents. The study gathered data from two groups of students as they took an Introduction to Design and Programming class. Students in group 1 undertook course activ...

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Context 1
... of the students were highly successful in this task, producing avatars which were obviously derived from, and recognizable as, the student who it represented. See Figure 5 for a generic example of the level of accurate facial representation achievable with avatar face design using the Second Life VIE. This activity was designed to help the students continue to acquire instrumental self-knowledge. ...

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... In this regard, authors like Ching and Foley (2014) and Poletti and Rak (2014) suggest that the self online allows adolescents to construct themselves in different ways and offer a version of themselves according to their desires and preferences. In this line, Knutzen and Kennedy (2012) conclude that social interaction in a virtual environment can change the way adolescents perceive themselves. Moreover, as many researchers have shown, in each distinct cultural context, individuals adapt the technologies to identities that are culturally relevant in the online context (Campbell & Haynes, 2012). ...
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