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(Dis)Embodiment
Paul Sermon
University of Brighton
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Arts and Humanities
1990s
33%
Artists
33%
Artwork
33%
Avatar
33%
Case Study
33%
Creative Practice
33%
critical practice
33%
Digital
33%
Ego
33%
Interactive
66%
Irony
33%
Narrative
66%
physicality
33%
Second Life
33%
Stereotypes
33%
Tactility
33%
Virtual
66%
Virtual Reality
100%
Keyphrases
Creative Narratives
33%
Creative Practice
33%
Cultural Identity
33%
Digital Consumption
33%
Disembodiment
100%
Embodied Avatar
33%
Existential Concerns
33%
Gender Roles
33%
Multi-user Virtual Environments
66%
Physicality
33%
Second Life
33%
Social Narratives
33%
Tactility
33%
Telematics
100%
User-generated
33%
Virtual Environment
33%
Psychology
Case Study
50%
Ego
50%
Gender Role
50%
Narrative
100%
Second Life
50%
Computer Science
Case Study
50%
Multi-User Virtual Environment
100%
Virtual Environments
50%
Work Performance
50%