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A mulher e o (não) saber: um estudo psicanalítico sobre os avatares da sexualidade feminina ; Woman and (un)knowledge: psychoanalytic study about the avatars in female sexuality

Sanada, Elizabeth dos Reis
Fonte: Biblioteca Digitais de Teses e Dissertações da USP Publicador: Biblioteca Digitais de Teses e Dissertações da USP
Tipo: Tese de Doutorado Formato: application/pdf
Publicado em 31/05/2006 Português
Relevância na Pesquisa
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O presente trabalho busca realizar um estudo psicanalítico sobre os avatares da sexualidade feminina, tendo como ponto central de discussão averiguar os diferentes posicionamentos assumidos pela mulher na tentativa de responder ao mal-estar estrutural que norteia sua constituição, no que tange à falta de um significante capaz de nomeá-la. Assim, em consonância com a estrutura lógica dos três tempos do complexo de Édipo lacaniano, percorreremos o processo de constituição do sujeito feminino, situando-o primeiramente diante da influência do Outro materno, a seguir, em relação ao saber paterno, para finalmente considerá-lo em sua dimensão cultural, relacionado ao conceito de suplência, abarcando, deste modo, o campo dos saberes constituídos, a partir da escrita inominável que se faz apreender por meio da arte, da literatura e da análise. Além disso, apresentaremos como material de pesquisa uma leitura psicanalítica pautada no acompanhamento específico de três casos clínicos de mulheres, com idade entre 20 e 30 anos, cujo objetivo será verificar a existência de uma relação particular com o saber, como uma tentativa de assegurar o lugar ocupado anteriormente junto ao desejo materno. Entretanto, como veremos na conclusão do trabalho...

Juventude e jogos digitais : envolvimento e relações sociais através dos Massively Multiplayer Online Role-Play Games

Cruz, Daniel Viana Abs da
Fonte: Universidade Federal do Rio Grande do Sul Publicador: Universidade Federal do Rio Grande do Sul
Tipo: Tese de Doutorado Formato: application/pdf
Português
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Esta pesquisa possui como objetivo geral o estudo do envolvimento e das relações sociais de jovens através dos Massively Multiplayer Online Role-Play Games. Para tanto foram realizados três estudos, um qualitativo e dois quantitativos. O primeiro estudo foi conduzido com 20 estudantes de escolas públicas e particulares da região metropolitana de Porto Alegre e teve como objetivo descrever como ocorre a construção e desenvolvimento de avatares por jovens jogadores para a interação nos MMORPGs. Foram realizadas entrevistas semi-estruturadas e analisadas posteriormente com Análise de Conteúdo. Os resultados deste estudo apontaram 7 sub-categorias relativas à elaboração dos avatares e que foram agrupadas em 3 categorias maiores: Imagem, Função e Motivação. O segundo estudo foi realizado em quatro etapas e teve como objetivo desenvolver instrumentos de mensuração do envolvimento e das relações sociais nos MMORPGs. A primeira etapa foi a construção dos itens baseados na literatura e nos modelos teóricos de Calleja (2007) e de Hinde (1997). A segunda etapa compreendeu o uso de três juízes experts na área. A terceira etapa consistiu em um estudo piloto para a compreensão dos itens com cinco adolescentes jogadores de MMORPG. A quarta etapa compreendeu a análise da consistência interna utilizando-se o alpha de cronbach e das estruturas fatoriais das escalas através de análises de componentes principais e análises fatoriais confirmatórias com uma amostra coletada online de 467 jovens jogadores de MMORPG...

Recepção e produção do gênero autobiografia mediadas por tecnologias digitais; Reception and production of autobiographical genre mediated by digital technologies

Anair Valenia Martins Dias
Fonte: Biblioteca Digital da Unicamp Publicador: Biblioteca Digital da Unicamp
Tipo: Tese de Doutorado Formato: application/pdf
Publicado em 25/02/2013 Português
Relevância na Pesquisa
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A presente pesquisa tem por objetivo compreender e refletir sobre o ensino de língua materna mediado pelas tecnologias e, além disso, tentar apontar caminhos que possam contribuir para a transformação na maneira como esse ensino tem sido efetivado nas escolas públicas. Para isso, optei por ministrar um curso para alunas (os) do 9ª ano do Ensino Fundamental de uma escola pública, que possuía laboratório de informática funcionando, no município de Uberlândia/MG. O curso foi desenvolvido entre os meses de agosto e dezembro de 2009 e organizado em torno de alguns eixos norteadores: (i) a definição do estudo de um gênero específico, a autobiografia, a partir do qual estudamos uma cadeia de gêneros; (ii) a utilização de uma proposta metodológica com base em uma sequência didática para o estudo do gênero autobiografia; (iii) o estudo de um aspecto linguístico significativo para o gênero abordado; (iv) o desenvolvimento de avatares, pelos alunos participantes do curso, com o objetivo de potencializar a recepção e a produção do gênero autobiografia e (v) a utilização da plataforma de ensino virtual TelEduc na efetivação do curso proposto. Como pressuposto teórico, filiei-me às perspectivas teóricas de Bakhtin (2003[1952-1953]) para discutir sobre os gêneros discursivos; de Swales (2004) para refletir sobre aspectos referentes à cadeia de gêneros; de Dolz e Schneuwly (2004[1996]) para discutir sobre sequência didática; de Lejeune (2008) para abordar questões referentes ao estudo do gênero autobiografia; de Koch (2003)...

Path planning for complex 3D multilevel environments

Deusdado, Leonel Domingues; Fernandes, António Ramires; Belo, Orlando
Fonte: ACM Publicador: ACM
Tipo: Artigo de Revista Científica
Publicado em //2008 Português
Relevância na Pesquisa
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The continuous development of graphics hardware is contributing to the creation of 3D virtual worlds with high level of detail, from models of large urban areas, to complete infrastructures, such as residential buildings, stadiums, industrial settings or archaeological sites, to name just a few. Adding virtual humans or avatars adds an extra touch to the visualization providing an enhanced perception of the spaces, namely adding a sense of scale, and enabling simulations of crowds. Path planning for crowds in a meaningful way is still an open research field, particularly when it involves an unknown polygonal 3D world. Extracting the potential paths for navigation in a non automated fashion is no longer a feasible option due to the dimension and complexity of the virtual environments available nowadays. This implies that we must be able to automatically extract information from the geometry of the unknown virtual world to define potential paths, determine accessibilities, and prepare a navigation structure for real time path planning and path finding. A new image based method is proposed that deals with arbitrarily a priori unknown complex virtual worlds...

A introdução de avatares como fator de sociabilidade em sítios de comércio eletrónico : perspetivas para as empresas de comércio tradicional

Alves, António Manuel Almeida
Fonte: Universidade do Minho Publicador: Universidade do Minho
Tipo: Dissertação de Mestrado
Publicado em //2012 Português
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Dissertação de mestrado em Marketing e Gestão Estratégica; A falta de sociabilidade e calor humano das plataformas de venda na Internet tem sido apontada como um dos principais entraves à sua adoção generalizada. Vários estudos demonstram que a introdução de estímulos sociais aumenta a confiança apercebida e a credibilidade das lojas online. Estes fatores têm um impacto determinante na adoção de comportamentos de compra e fidelização por parte dos consumidores. Esta dissertação aborda o tema da introdução de avatares como estímulos de sociabilidade e calor humano em sítios de comércio eletrónico e as suas implicações para o marketing digital. Simultaneamente tenta levantar perspetivas de aproveitamento do enorme manancial de conhecimento sobre relacionamento personalizado com os clientes que as empresas de comércio tradicional possuem e aplicá-lo a esta tecnologia. A combinação da tecnologia de avatares com a expertise destas empresas, aplicada numa loja online, pode tornar-se numa vantagem competitiva para elas. Levamos a efeito uma experiência online onde três grupos independentes de sujeitos foram expostos, cada um, a uma loja eletrónica correspondente a um nível de sociabilidade distinto: loja com texto e imagem apenas...

Sociology of Metaverses : virtual worlds as public/private spaces and cyberspaces

Andrade, Pedro José de Oliveira
Fonte: Edições Humus Publicador: Edições Humus
Tipo: Parte de Livro
Publicado em //2012 Português
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(Excerto) "Metaverse" is a peculiar term meaning a virtual world, often created as a computer/Internet 3D space-time, where users can embody avatars, i.e. virtual actors, to represent themselves within a social digital life. The aim of this text is to suggest a sociological reflection on metaverses, con-sidering these virtual worlds as new social scenes where public/private spaces and cyberspaces converge and diverge. Public/private territories are frequently edified within social networks. However, the genealogy of metaversical virtual space-time should not analyze only pre-modern and modern social networks, but also digital social networks within Web 2.0 and Web 3.0.

Path planning for complex 3D multilevel environments

Deusdado, Leonel Domingues; Fernandes, António Ramires; Belo, Orlando
Fonte: Association for Computing Machinery Publicador: Association for Computing Machinery
Tipo: Artigo de Revista Científica
Publicado em //2010 Português
Relevância na Pesquisa
27.337822%
The continuous development of graphics hardware is contributing to the creation of 3D virtual worlds with high level of detail, from models of large urban areas, to complete infrastructures, such as residential buildings, stadiums, industrial settings or archaeological sites, to name just a few. Adding virtual humans or avatars adds an extra touch to the visualization providing an enhanced perception of the spaces, namely adding a sense of scale, and enabling simulations of crowds. Path planning for crowds in a meaningful way is still an open research field, particularly when it involves an unknown polygonal 3D world. Extracting the potential paths for navigation in a non automated fashion is no longer a feasible option due to the dimension and complexity of the virtual environments available nowadays. This implies that we must be able to automatically extract information from the geometry of the unknown virtual world to define potential paths, determine accessibilities, and prepare a navigation structure for real time path planning and path finding. A new image based method is proposed that deals with arbitrarily a priori unknown complex virtual worlds, namely those consisting of multilevel passages (e.g. over and below a bridge). The algorithm is capable of extracting all the information required for the actual navigation of avatars...

Avatars and the «Imitation Game» – can machines smile?

Barbas, Helena
Fonte: Eurosis-Eti Publicador: Eurosis-Eti
Tipo: Conferência ou Objeto de Conferência
Publicado em 25/11/2013 Português
Relevância na Pesquisa
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Considering Alan Turing’s challenge in «Computing Machinery and Intelligence» (1950) – can machines play the «imitation game»? – it is proposed that the requirements of the Turing test are already implicitly being used for checking the credibility of virtual characters and avatars. Like characters, Avatars aim to visually express emotions (the exterior signs of the existence of feeling) and its creators have to resort to emotion codes. Traditional arts have profusely contributed for this field and, together with the science of anatomy, shaped the grounds for current Facial Action Coding System (FACS) and their databases. However, FACS researchers have to improve their «instruction tables» so that the machines will be able, in a near future, to be programmed to carry out the operation of recognizing human expressions (face and body) and classify them adequately. For the moment, the reproductions have to resort to the copy of real life expressions, and the presente smile of avatars comes from mirroring their human users.

Promoting motivation with virtual agents and avatars: role of visual presence and appearance

Baylor, Amy L.
Fonte: The Royal Society Publicador: The Royal Society
Tipo: Artigo de Revista Científica
Publicado em 12/12/2009 Português
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Anthropomorphic virtual agents can serve as powerful technological mediators to impact motivational outcomes such as self-efficacy and attitude change. Such anthropomorphic agents can be designed as simulated social models in the Bandurian sense, providing social influence as virtual ‘role models’. Of particular value is the capacity for designing such agents as optimized social models for a target audience and context. Importantly, the visual presence and appearance of such agents can have a major impact on motivation and affect regardless of the underlying technical sophistication. Empirical results of different instantiations of agent presence and appearance are reviewed for both autonomous virtual agents and avatars that represent a user.

Get Your Paws off of My Pixels: Personal Identity and Avatars as Self

Graber, Mark Alan; Graber, Abraham David
Fonte: Gunther Eysenbach Publicador: Gunther Eysenbach
Tipo: Artigo de Revista Científica
Publicado em 13/07/2010 Português
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There is an astounding silence in the peer-reviewed literature regarding what rights a person ought to expect to retain when being represented by an avatar rather than a biological body. Before one can have meaningful ethical discussions about informed consent in virtual worlds, avatar bodily integrity, and so on, the status of avatars vis-à-vis the self must first be decided. We argue that as another manifestation of the individual, an individual’s avatar should have rights analogous to those of a biological body. Our strategy will be to show that (1) possessing a physical body is not a necessary condition for possessing rights; (2) rights are already extended to representations of a person to which no biological consciousness is attached; and (3) when imbued with intentionality, some prostheses become “self.” We will then argue that avatars meet all of the conditions necessary to be protected by rights similar to those enjoyed by a biological body. The structure of our argument will take the form of a conditional. We will argue that if a user considers an avatar an extension of the self, then the avatar has rights analogous to the rights of the user. Finally, we will discuss and resolve some of the objections to our position including conflicts that may arise when more than one individual considers an avatar to be part of the self.

Children and Adults use Attractiveness as a Social Cue in Real People and Avatars

Principe, Connor P.; Langlois, Judith H.
Fonte: PubMed Publicador: PubMed
Tipo: Artigo de Revista Científica
Português
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Observing social interactions between children and adults is a major method in the toolkit of psychologists who examine social development and social relationships. Although this method has revealed many interesting phenomena, it cannot determine the effect of behavior independent of other traits. Research on the role of attractiveness in social development provides an example of this conundrum: Are attractive and unattractive children/adults treated differently because of their attractiveness (independent of their behavior), do they behave differently and thus elicit differential treatment, or both? Virtual world and avatar-based technologies allow researchers to control the social behaviors of targets; however, whether children and adults use the facial attractiveness of avatars as a social cue in the same way they do real peers is currently unknown. Using Mii™ avatars from the popular Nintendo® Wii™ video game console, Study 1 found that the facial attractiveness ratings of real people strongly predicted the attractiveness ratings of avatar faces based on the former group. Study 2 revealed that adults (n = 46) and children (n = 42) prefer attractive avatars as social partners. The results of this set of methodological studies may help to clarify future research on the relationship between attractiveness and behavior throughout the lifespan. Furthermore...

A cortical-spinal prosthesis for targeted limb movement in paralyzed primate avatars

Shanechi, Maryam M.; Hu, Rollin C.; Williams, Ziv M.
Fonte: PubMed Publicador: PubMed
Tipo: Artigo de Revista Científica
Publicado em 18/02/2014 Português
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27.045593%
Motor paralysis is among the most disabling aspects of injury to the central nervous system. Here we develop and test a target-based cortical-spinal neural prosthesis that employs neural activity recorded from pre-motor neurons to control limb movements in functionally paralyzed primate avatars. Given the complexity by which muscle contractions are naturally controlled, we approach the problem of eliciting goal-directed limb movement in paralyzed animals by focusing on the intended targets of movement rather than their intermediate trajectories. We then match this information in real-time with spinal cord and muscle stimulation parameters that produce free planar limb movements to those intended target locations. We demonstrate that both the decoded activities of pre-motor populations and their adaptive responses can be used, after brief training, to effectively direct an avatar’s limb to distinct targets variably displayed on a screen. These findings advance the future possibility of reconstituting targeted limb movement in paralyzed subjects.

ONE MOUSE, ONE PATIENT PARADIGM: NEW AVATARS OF PERSONALIZED CANCER THERAPY

Malaney, Prerna; Nicosia, Santo V.; Davé, Vrushank
Fonte: PubMed Publicador: PubMed
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
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Over the last few decades, study of cancer in mouse models has gained popularity. Sophisticated genetic manipulation technologies and commercialization of these murine systems have made it possible to generate mice to study human disease. Given the large socio-economic burden of cancer, both on academic research and the health care industry, there is a need for in vivo animal cancer models that can provide a rationale that is translatable to the clinic. Such a bench-to-bedside transition will facilitate a long term robust strategy that is economically feasible and clinically effective to manage cancer. The major hurdles in considering mouse models as a translational platform are the lack of tumor heterogeneity and genetic diversity, which are a hallmark of human cancers. The present review, while critical of these pitfalls, discusses two newly emerging concepts of personalized mouse models called “Mouse Avatars” and Co-clinical Trials. Development of “Mouse Avatars” entails implantation of patient tumor samples in mice for subsequent use in drug efficacy studies. These avatars allow for each patient to have their own tumor growing in an in vivo system, thereby allowing the identification of a personalized therapeutic regimen...

A cortical-spinal prosthesis for targeted limb movement in paralyzed primate avatars

Shanechi, Maryam M.; Hu, Rollin C.; Williams, Ziv M.
Fonte: Harvard University Publicador: Harvard University
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
27.045593%
Motor paralysis is among the most disabling aspects of injury to the central nervous system. Here we develop and test a target-based cortical-spinal neural prosthesis that employs neural activity recorded from pre-motor neurons to control limb movements in functionally paralyzed primate avatars. Given the complexity by which muscle contractions are naturally controlled, we approach the problem of eliciting goal-directed limb movement in paralyzed animals by focusing on the intended targets of movement rather than their intermediate trajectories. We then match this information in real-time with spinal cord and muscle stimulation parameters that produce free planar limb movements to those intended target locations. We demonstrate that both the decoded activities of pre-motor populations and their adaptive responses can be used, after brief training, to effectively direct an avatar’s limb to distinct targets variably displayed on a screen. These findings advance the future possibility of reconstituting targeted limb movement in paralyzed subjects.

The Use of Virtual Reality in Craving Assessment and Cue-Exposure Therapy in Substance Use Disorders

Hone-Blanchet, Antoine; Wensing, Tobias; Fecteau, Shirley
Fonte: Frontiers Media S.A. Publicador: Frontiers Media S.A.
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
27.045593%
Craving is recognized as an important diagnosis criterion for substance use disorders (SUDs) and a predictive factor of relapse. Various methods to study craving exist; however, suppressing craving to successfully promote abstinence remains an unmet clinical need in SUDs. One reason is that social and environmental contexts recalling drug and alcohol consumption in the everyday life of patients suffering from SUDs often initiate craving and provoke relapse. Current behavioral therapies for SUDs use the cue-exposure approach to suppress salience of social and environmental contexts that may induce craving. They facilitate learning and cognitive reinforcement of new behavior and entrain craving suppression in the presence of cues related to drug and alcohol consumption. Unfortunately, craving often overweighs behavioral training especially in real social and environmental contexts with peer pressure encouraging the use of substance, such as parties and bars. In this perspective, virtual reality (VR) is gaining interest in the development of cue-reactivity paradigms and practices new skills in treatment. VR enhances ecological validity of traditional craving-induction measurement. In this review, we discuss results from (1) studies using VR and alternative virtual agents in the induction of craving and (2) studies combining cue-exposure therapy with VR in the promotion of abstinence from drugs and alcohol use. They used virtual environments...

Players and Avatars: The Connections between Player Personality, Avatar Personality, and Behavior in Video Games

Worth, Narnia
Fonte: Brock University Publicador: Brock University
Tipo: Electronic Thesis or Dissertation
Português
Relevância na Pesquisa
37.793982%
The increasing variety and complexity of video games allows players to choose how to behave and represent themselves within these virtual environments. The focus of this dissertation was to examine the connections between the personality traits (specifically, HEXACO traits and psychopathic traits) of video game players and player-created and controlled game-characters (i.e., avatars), and the link between traits and behavior in video games. In Study 1 (n = 198), the connections between player personality traits and behavior in a Massively Multiplayer Online Roleplaying Game (World of Warcraft) were examined. Six behavior components were found (i.e., Player-versus-Player, Social Player-versus-Environment, Working, Helping, Immersion, and Core Content), and each was related to relevant personality traits. For example, Player-versus-Player behaviors were negatively related to Honesty-Humility and positively related to psychopathic traits, and Immersion behaviors (i.e., exploring, role-playing) were positively related to Openness to Experience. In Study 2 (n = 219), the connections between player personality traits and in-game behavior in video games were examined in university students. Four behavior components were found (i.e....

Developing articulated human models from laser scan data for use as avatars in real time networked virtual environments

Dutton, James Allen
Fonte: Monterey, California. Naval Postgraduate School Publicador: Monterey, California. Naval Postgraduate School
Tipo: Tese de Doutorado
Português
Relevância na Pesquisa
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Approved for public release, distribution unlimited; With the continuing gain in computing power, bandwidth, and Internet popularity there is a growing interest in Internet communities. To participate in these communities, people need virtual representations of their bodies, called avatars. Creation and rendering of realistic personalized avatars for use as virtual body representations is often too complex for real-time applications such as networked virtual environments (VE). Virtual Environment (VE) designers have had to settle for unbelievable, simplistic avatars and constrain avatar motion to a few discrete positions. The approach taken in this thesis is to use a full-body laser-scanning process to capture human body surface anatomical information accurate to the scale of millimeters. Using this 3D data, virtual representations of the original human model can be simplified, constructed and placed in a networked virtual environment. The result of this work is to provide photo realistic avatars that are efficiently rendered in real-time networked virtual environments. The avatar is built in the Virtual Reality Modeling Language (VRML). Avatar motion can be controlled either with scripted behaviors using the H-Anim specification or via wireless body tracking sensors developed at the Naval Postgraduate School. Live 3D visualization of animated humanoids is viewed in freely available web browsers.

Don Draper, avatares e twittertainment: o comportamento dos fãs de TV na era transmidiática

Neves, Sheron
Fonte: CECC - BOND Publicador: CECC - BOND
Tipo: Artigo de Revista Científica
Publicado em //2011 Português
Relevância na Pesquisa
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O artigo propõe examinar o comportamento dos fãs de TV no atual ambiente transmidiático, usando como referência a série norte-americana Mad Men e a transformação do personagem Don Draper em celebridade. Pretendo examinar o impacto das transformações culturais sobre as estratégias de marketing das empresas produtoras de conteúdos, já que, à medida que os meios convergem, os fãs se apropriam de personagens e marcas. À medida que os fãs são constantemente convidados a imergir em universos imaginários, as fronteiras entre realidade e ficção confundem-se. Torna-se assim essencial entender estes novos fãs, que dialogam com personagens fictícios no Twitter, se reinventam em avatares e são obcecados com sua própria imagem nas redes sociais.; This article examines the behavior of TV fans in the current transmedia environment, based on the case of the American television series Mad Men and the transformation of the character of Don Draper into a celebrity. We look at the impact of the ongoing cultural changes on the marketing strategies of content producers, as media converge and fans appropriate characters and brands for their own narrative purposes. As fans are constantly invited to immerge in imaginary universes, the frontier between reality and fiction becomes blurred. It is thus essential to understand these new fans...

Clustering avatars behaviours from Virtual Worlds interactions

Bello Orgaz, Gema; R-Moreno, María Dolores; Camacho, David; Barrero, David F.
Fonte: ACM Publicador: ACM
Tipo: conferenceObject; bookPart
Português
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This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Proceedings of the 4th International Workshop on Web Intelligence & Communities, http://dx.doi.org/10.1145/2189736.2189743; Virtual Worlds (VWs) platforms and applications provide a practical implementation of the Metaverse concept. These applications, as highly inmersive and interactive 3D environments, have become very popular in social networks and games domains. The existence of a set of open platforms like OpenSim or OpenCobalt have played a major role in the popularization of this technology and they open new exciting research areas. One of these areas is behaviour analysis. In virtual world, the user (or avatar) can move and interact within an artificial world with a high degree of freedom. The movements and iterations of the avatar can be monitorized, and hence this information can be analysed to obtain interesting behavioural patterns. Usually, only the information related to the avatars conversations (textual chat logs) are directly available for processing. However, these open platforms allow to capture other kind of information like the exact position of an avatar in the VW...

Online-offline activities and game-playing behaviors of avatars in a massive multiplayer online role-playing game

Jiang, Zhi-Qiang; Zhou, Wei-Xing; Tan, Qun-Zhao
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 29/07/2009 Português
Relevância na Pesquisa
27.727458%
Massive multiplayer online role-playing games (MMORPGs) are very popular in China, which provides a potential platform for scientific research. We study the online-offline activities of avatars in an MMORPG to understand their game-playing behavior. The statistical analysis unveils that the active avatars can be classified into three types. The avatars of the first type are owned by game cheaters who go online and offline in preset time intervals with the online duration distributions dominated by pulses. The second type of avatars is characterized by a Weibull distribution in the online durations, which is confirmed by statistical tests. The distributions of online durations of the remaining individual avatars differ from the above two types and cannot be described by a simple form. These findings have potential applications in the game industry.; Comment: 6 EPL pages including 10 eps figures