Hoffmann | Avatars in the Metaverse | Buch | 978-3-658-53023-5 | www.sack.de

Buch, Englisch, 149 Seiten, Format (B × H): 168 mm x 240 mm

Hoffmann

Avatars in the Metaverse

On the Path to Avatar-Based Interaction
Erscheinungsjahr 2026
ISBN: 978-3-658-53023-5
Verlag: Springer

On the Path to Avatar-Based Interaction

Buch, Englisch, 149 Seiten, Format (B × H): 168 mm x 240 mm

ISBN: 978-3-658-53023-5
Verlag: Springer


Avatars are becoming the central interface of the metaverse. This book explains how they function as digital identities, enable communication beyond screens and keyboards, and thereby reshape work, education, and social interaction.

It explores the psychological impact of virtual self-representation and the tensions between the real and the digital self, while presenting the foundations of avatar-based interaction as well as nonverbal and emotional communication in immersive environments. From a technological perspective, it examines AI-driven personalization, motion tracking, haptics and body language, as well as blockchain and NFTs for user-owned digital identities.

A particular focus is placed on the concept of A³ – autonomously acting avatars : from reference architectures and real-time avatars to D2A³ applications in commerce, learning, work, and entertainment. The book is rounded off with a discussion of legal and ethical issues—including digital rights, data privacy, and manipulation—and concludes with an outlook on AR/VR technologies and AI assistants that will further blur the boundaries between the physical and digital worlds.

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Weitere Infos & Material


Retrospective: From Web 3.0 to the Metaverse.- Avatars as Identity Carriers in the Metaverse.- Avatar-Based Interaction: The New Digital Communication.- Technologies Behind Avatars.- Challenges and Ethical Questions.- Future Outlook: The Era of Autonomous Avatars.- AI-Driven Avatars and Virtual Assistants.


Dr. Peter Hoffmann, a university lecturer in Business Information Systems on the one hand and a media computer scientist through and through on the other, has been exploring for more than 20 years the questions of what “digital media” and “virtual worlds” actually are and how users can interact with them.



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