
Elif Ayiter
I am a designer and a researcher.
My texts have been published at academic journals such as the Journal of Consciousness Studies and Technoetic Arts. I have presented creative as well as research output at conferences including Siggraph, Creativity and Cognition, Computational Aesthetics and Cyberworlds.
I am also the chief editor of the journal Metaverse Creativity with Intellect Journals (http://www.intellectbooks.co.uk/journals/view-Journal,id=179/); and am currently studying for a doctoral degree at the Planetary Collegium, CAiiA hub, at the University of Plymouth with Roy Ascott.
I greatly enjoy making virtual things – both three dimensional, as well as in 2D. My creative output can be viewed on my website (http://www.citrinitas.com/) and my full CV can be downloaded from here: http://www.alphaauer.com/papers/elifayiter-cv.pdf
My texts have been published at academic journals such as the Journal of Consciousness Studies and Technoetic Arts. I have presented creative as well as research output at conferences including Siggraph, Creativity and Cognition, Computational Aesthetics and Cyberworlds.
I am also the chief editor of the journal Metaverse Creativity with Intellect Journals (http://www.intellectbooks.co.uk/journals/view-Journal,id=179/); and am currently studying for a doctoral degree at the Planetary Collegium, CAiiA hub, at the University of Plymouth with Roy Ascott.
I greatly enjoy making virtual things – both three dimensional, as well as in 2D. My creative output can be viewed on my website (http://www.citrinitas.com/) and my full CV can be downloaded from here: http://www.alphaauer.com/papers/elifayiter-cv.pdf
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Papers by Elif Ayiter
In 1999 Frank Biocca's asked several questions on how the representation of the body in virtual environments might affect the mind states of avatar handlers: The effects of embodiment on the sensation of physical presence, social presence, and self-presence in virtual environments; and the effects of avatar representation on body image and body schema distortions. Today, with the wide spread usage of three dimensional online virtual worlds and the extended abilities to manipulate the visual representations of the inner persona, Biocca’s questions would appear to have acquired even greater urgency. While such efforts usually seem to be expected to work towards the concealment of identity and/or inner states of being; can a second approach, one involving revelations of the inner ‘self’ that may in fact go beyond what is available to our physical bodies also be contemplated? Can such ‘revelations’ bring about change, both in terms of human interaction but also in terms of self-perception?
Following up from Biocca's seminal text, The Cyborg’s Dilemma (Biocca, 1999), this paper will describe the creative and technological processes which went into the materialization of these two avatars.
I am interested to find out what a structure composed of these interrelated ideas and images will look like, whether it wil convey the overall content and aim of the project when looked at from a distance, and the specifics when looked at in proximity. I am differentiaiting between data visualisation that carries as its primary goal the quick and accurate location of a specific data within an overall structure without the user getting lost [03] and my aims: I want the wiever to get lost, to wander from association to association, to spend time, to zoom in and out and view entire chains of associations as well as read the details.
Although the present state of health of virtual economies is of significance when examining the relevance of virtual design, what is also of interest is an exploration of virtual artifacts as a means for establishing cultural bridges. These bridges may manifest themselves not only between virtual worlds and the real world, but also between diverse cultures within the physical world itself. The virtual design object is freed from many of the constraints of its physical counterpart as far as functionality, utility and ergonomics are concerned. Virtual objects are utilized for fantastical, playful activity inside virtual worlds and as such it would be appropriate to examine their ultimate function as the messengers of novel amalgamated ways of being; and indeed as pathways between cultures and cultural identities.
In 1999 Frank Biocca's asked several questions on how the representation of the body in virtual environments might affect the mind states of avatar handlers: The effects of embodiment on the sensation of physical presence, social presence, and self-presence in virtual environments; and the effects of avatar representation on body image and body schema distortions. Today, with the wide spread usage of three dimensional online virtual worlds and the extended abilities to manipulate the visual representations of the inner persona, Biocca’s questions would appear to have acquired even greater urgency. While such efforts usually seem to be expected to work towards the concealment of identity and/or inner states of being; can a second approach, one involving revelations of the inner ‘self’ that may in fact go beyond what is available to our physical bodies also be contemplated? Can such ‘revelations’ bring about change, both in terms of human interaction but also in terms of self-perception?
Following up from Biocca's seminal text, The Cyborg’s Dilemma (Biocca, 1999), this paper will describe the creative and technological processes which went into the materialization of these two avatars.
I am interested to find out what a structure composed of these interrelated ideas and images will look like, whether it wil convey the overall content and aim of the project when looked at from a distance, and the specifics when looked at in proximity. I am differentiaiting between data visualisation that carries as its primary goal the quick and accurate location of a specific data within an overall structure without the user getting lost [03] and my aims: I want the wiever to get lost, to wander from association to association, to spend time, to zoom in and out and view entire chains of associations as well as read the details.
Although the present state of health of virtual economies is of significance when examining the relevance of virtual design, what is also of interest is an exploration of virtual artifacts as a means for establishing cultural bridges. These bridges may manifest themselves not only between virtual worlds and the real world, but also between diverse cultures within the physical world itself. The virtual design object is freed from many of the constraints of its physical counterpart as far as functionality, utility and ergonomics are concerned. Virtual objects are utilized for fantastical, playful activity inside virtual worlds and as such it would be appropriate to examine their ultimate function as the messengers of novel amalgamated ways of being; and indeed as pathways between cultures and cultural identities.