Only for internal preview purposes. Content, features and design are not final.[Build:ecdeff7]
technology application

Avatar

4
domains
3
stories
3
SDGs
updatedAug 31, 2023
image

©SciePro @ stock.adobe.com

A virtual, idealized version of oneself, employed to serve as an interface in digital interpersonal communications.
A virtual, idealized version of oneself, employed to serve as an interface in digital interpersonal communications.

A virtual representation of an entity, generally a person. Avatars could be single images, two-dimensional characters, nonhuman beings, tridimensional embodiment, or a mix of digital elements and an edited physical image. This digital embodiment generally serves as interface for communication between people, and occurs as a representation of one's social presence online and chosen identity form.

Unlike the human physical form which relies on biological limitations and genetic factors, an avatar could be created and easily altered by its creator. Such digital choices and alterations range from natural adjustments, such as gender flexibility, hair color, different body proportions to nonhuman features like an unusual number of limbs or mouths, none of which has to match a person's physical embodiment. As avatars could be shape-shifted across media types, an individual could choose to have multiple representations, depending on mood or platform.

Related Content

3 stories
4 organizations
4 technology domains
6 industries
  • Art & Design
  • Communications
  • Entertainment
  • Hospitality & Leisure
  • Media & Interface
  • Education
5 topics
  • Decentralization & Local Governance
  • Digital Economy
  • Digital Governance and Society
  • Higher Education
  • Inclusion of People with Disabilities
3 SDGs
  • 04 Quality Education
  • 09 Industry, innovation and infrastructure
  • 08 Decent Work and Economic Growth