Nonverbal Communication Tanenbaum Seif El Nasr Nixon Web
Nonverbal Communication Tanenbaum Seif El Nasr Nixon Web
Nonverbal Communication Tanenbaum Seif El Nasr Nixon Web
range of disciplines to explore an essential yet under examined topic in digital media studies. Te result is
a book in which the authors draw upon a powerfully diverse array of theoretical frameworks from the arts,
sciences, and humanities to help us begin to understand how we communicate in these technologically
mediated spaces. While not every chapter in this book will prove essential for every digital media scholar,
there is clearly something here for everyone with a scholarly interest in the array of related felds concerned
with virtual worlds, virtual reality, video games, and other spaces for online interaction. For scholars
concerned with video games and play, where so many of our digital landscapes are occupied by individuals
using humanoid avatars to interact with both non-human and human actors, this book is a defnite must
read. Nonverbal Communication in Virtual Worlds certainly isnt the defnitive tome on the topic, for as
the authors themselves note, the area of study is itself too new and the technology that shapes these spaces
continues to advance. Rather, this book serves as an excellent point of departure for continuing work that
can help us better understand how human interaction is re-mediated through digital worlds, and how those
mechanisms of communication will continue to evolve with the ongoing development of technology.
MOSES WOLFENSTEIN, PHD
Associate Director of Research at the Academic Advanced Distributed Learning Co-Laboratory
Virtual worlds, for both play or work, have come to be an important part of online experience and this
collection ofers fantastic insight into the role of nonverbal communication in these environments. From
issues of avatar appearance and animation, all the way to considerations of empathy and gaze, this is a must
read book for anyone wanting to better understand the rich potential of digital spaces.
T.L.TAYLOR, PHD
Associate Professor of Comparative Media Studies at
MIT and Co-Author of Ethnography in Virtual Worlds: A Handbook of Method
PRAISE FOR NONVERBAL
COMMUNICATION IN VIRTUAL WORLDS
Te world, as refected by popular media and various technologists, seems stuck in time, continually
asking whether were losing our humanity whilst we engage in new forms of media. Tis has gone on
since at least print media, but the latest fear and lament is on how we get so lost in our digital screens that
interpersonal communications and relationships sufer. Nonverbal Communication in Virtual Worlds does
a good job of dispelling that myth; in fact, its so far ahead of our stuck moment that its moved beyond our
fears and into the realm of possibilities and practical applications. Te chapter authors do a fantastic job
of actually exploring what new media--in this case, virtual worlds and 3D online games--aford us, even
going so far as to help designers plan for meaningful interaction. Amazingly, theres so much richness to
whats possible that the book editors, Josh Tanenbaum, Magy Seif El-Nasr, and Michael Nixon, limited
it to just non-verbal communication. Indeed, the various authors look at how we communicate in these
spaces through gestures, gaze, appearance, and performance--all things we feared were being lost to us by
engaging in screen life--all things that defne us as humans living in cultural contexts. I cannot recommend
a better book that so nonchalantly dismisses our technophobic inclinations, giving us instead frameworks
and heuristics for realizing new medias potential.
MARK CHEN, PHD
Spare-time Game Designer, Part-time Professor at Pepperdine University, UW Bothell,
and UOIT, and Author of Leet Noobs: Te Life and Death of an Expert Player Group in World of Warcraft
Comprehensive and practical! Tis book provides an all-inclusive review of the theories, history and current
practice of creating non-verbal behaviors for digital avatars. A great guide to anyone who wants to study in
this young and fast-growing interdisciplinary feld!
MEI SI, PHD
Assistant Professor of Cognitive Science, Rensselaer Polytechnic Institute
ii
iii
NONVERBAL
COMMUNI CAT I ON I N
VI RT UAL WORL DS:
UNDERSTANDING AND DESIGNING EXPRESSIVE CHARACTERS
Edited by
Joshua Tanenbaum, Magy Seif El- Nasr, & Michael Nixon
iv
Nonverbal Communication in Virtual Worlds:
Understanding and Designing Expressive Characters
Copyright by
Joshua Tanenbaum, Magy Seif El-Nasr, Michael Nixon
and ETC Press 2014
http://press.etc.cmu.edu/
Design Direction by Shirley Yee
ISBN: 978-1-304-81204-9
Library of Congress Control Number: 2014931252
TEXT: Te text of this work is licensed under a Creative Commons
Attribution-NonCommerical-NonDerivative 2.5 License
(http://creativecommons.org/licenses/by-nc-nd/2.5/)
IMAGES: All images appearing in this work are property
of the respective copyright owners,
and are not released into the Creative Commons.
Te respective owners reserve all rights.
v
Te editors would like to acknowledge IARPA for initial support of the social signaling in virtual worlds
project, which was the beginning of a bigger investigation on nonverbal behavior and puppeteering in the
virtual environment, now manifested in this book.
Joshua would like to thank Jim and Justine Bizzocchi, and Alissa N. Antle for their patience with him while
he distracted himself from his dissertation with this project. He also would like to thank his brilliant wife,
Karen, who kept him sane during an insane undertaking, and his parents Annette and Ronald who have
supported him unconditionally.
Michael would like to thank his supervisors Steve DiPaola and Magy Seif El-Nasr. He would also like to
thank his wife Patricia for her ongoing support of his graduate career.
Magy would like to thank Joshua and Michael for all their help putting this together. She would also
like to thank Suzanne deCastle and Jennifer Jenson for all their encouragement and constructive feedback
on the social signaling project which started this piece of research and resulted in the development of
the idea behind this book. She would also like to thank Katherine Isbister, Jefery Ventrella, and Bardia
Aghabeigi who worked with her on the non-verbal and pupeteering project, their thoughts and ideas were
also what sparked the idea for this book. Lastly, she would like to thank her family, parents Wafka and
Safwat and brother Hossam for their tremendous support for every idea that comes up in her mind, even
the very crazy ones.
We would also like to acknowledge PLAIT (Playable Innovative Technologies) lab and the Game Design
Program, the College of Computer and Information Sciences and the College of Arts, Media and Design
at Northeastern University for helping support the work needed to fnish this book. Also, a big thanks to
Sean Elks, an undergraduate in the Digital Arts and Game Design program at Northeastern University, for
steping up to help up put together the video fgure resources needed for some chapters in the book.
We also would like to acknowledge the incredible patience and support of Drew Davidson and his team at
ETC-Press for sticking with this book even when it didnt look like it was going to come together.
We would also like to thank the reviewers for their help shaping this book; as well as the authors who spent
considerable amounts of time developing their content and revising it.
ACKNOWLEDGEMENTS
vi
vii
Acknowledgements v
Table of Contents vii
1. Introduction to this Collection 1
By Joshua Tanenbaum 1
1.1. What You Will Find in this Book 1
2. Author and Editor Bios 5
2.1. Author Bios 5
2.2. Editor Bios 12
Section I Introduction to the History and Theory of NVC for VWs 15
3. Basics of Nonverbal Communication in the Physical World 17
By Joshua Tanenbaum, Michael Nixon, and Magy Seif El-Nasr 17
3.1. The Foundations of Nonverbal Communication Research 17
3.2. Contemporary Systems of Nonverbal Communication 20
3.3. Movement Analysis Systems from Theater and Dance 23
3.4. Chapter Review 30
3.5. Bibliography 30
4. Basics of Nonverbal Communication in Virtual Worlds 33
By Joshua Tanenbaum, Michael Nixon, and Magy Seif El-Nasr 33
4.1. Studies of NVC in Digital Environments and Virtual Reality 33
4.2. Studies of NVC in Virtual Worlds 37
4.3. Chapter Review 41
4.4. Bibliography 41
Section II Identity and Communication in Virtual Worlds 45
5. Our Empathic Experience of Believable Characters 47
By Leslie Bishko 47
5.1. Introduction 47
5.2. Empathy, Authenticity, and Believability 50
5.3. Empathy, Interaction and Metaphor 54
5.4. Summary 55
5.5. Bibliography 56
5.6. Appendix: Laban Movement Analysis Resources 56
6. Virtual Gaze: The Communicative Energy Between Avatar Faces 61
By Jeffrey Ventrella 61
6.1. Introduction 61
6.2. Concepts 63
6.3. Techniques 66
TABLE OF CONTENTS
viii
6.4. The Social Coordinate System 69
6.5. Closing Thoughts 73
6.6. Bibliography 75
7. Avatar Appearance as Prima Facie Non-Verbal Communication 77
By Jacquelyn Ford Morie 77
7.1. Introduction 77
7.2. Why Appearance is so Important 82
7.3. On Looking at Ones Self 86
7.4. Surveys and Hints of Meaning 89
7.5. Creating an Avatar 91
7.6. Discussion 97
7.7. Conclusion 99
7.8. Bibliography 100
8. TimeTraveller: First Nations Nonverbal Communication in Second Life 105
By Elizabeth LaPense and Jason Edward Lewis 105
8.1. Nonverbal Communication 106
8.2. TimeTraveller Case Study 108
8.3. Nonverbal Communication In TimeTraveller 110
8.4. Future Work 116
8.5. Conclusions 116
8.6. Bibliography 117
Section III Virtual Performance and Theater 121
9. Lessons from the Arts: What the Performing Arts Literature Can Teach
Us About Creating Expressive Character Movement 123
By Michael Neff 123
9.1. Sidebar: A Brief Introduction to Computer Animation 125
9.2. Key Sources 125
9.2.2. Transitions 133
9.3. Sidebar: Simple Techniques for Improving Character Motion 142
9.4. Lost in Translation: Challenges in Applying Arts Material Computationally 143
9.5. Steps Forward 145
9.6. Bibliography 146
10. Theater as Virtual Reality 151
By Jim R. Parker 151
10.1. Virtual Theatre 152
10.2. Mounting a Virtual Performance 167
10.3. Other Virtual Spaces For Theatre 170
10.4. The Potential of Virtual Theatre 172
10.5. Bibliography 173
11. Animation Principles and Laban Movement Analysis: Movement
Frameworks for Creating Empathic Character Performances 177
By Leslie Bishko 177
11.1. The Principles of Animation 177
ix
11.2. Laban Movement Analysis 178
11.3. Applying LMA 197
11.4. Bibliography 203
12. Loss of Agency as Expression in Avatar Performance 205
By Ben Unterman and Jeremy Owen Turner 205
12.1. Introduction 205
12.2. The Role of Non-Mimetic Gesture and Agency in RL Performance 206
12.3. A Short History of Textual and 2D Avatar Performance 208
12.4. Case Study 1: Lines 210
12.5. Avatar Performance in 3D Virtual Environments 212
12.6. Case Study 2: Spawn of the Surreal 214
12.7. Loss of Agency as Non-Verbal Communication 216
12.8. Bibliography 217
Section IV Animating and Puppeteering 221
13. Empathy in virtual worlds: Making characters believable
with Laban Movement Analysis 223
By Leslie Bishko 223
13.1. Character Movement 223
13.2. An Empathic Toolset 230
13.3. Conclusion 233
13.4. Bibliography 234
14. Avatar Puppeteering: Direct Manipulation of Avatar Joints
for Spontaneous Body Language 237
By Jeffrey Ventrella 237
14.1. Introduction 237
14.2. Case Study: Puppeteering the Second Life Avatar 241
14.3. Applications 246
14.4. Challenges 247
14.5. A Thought About Future Puppeteering Interfaces 248
14.6. Conclusion 248
14.7. Bibliography 249
15. Automation of Avatar Behavior 251
By Hannes Hgni Vilhjlmsson 251
15.1. Chat vs. Avatars 251
15.2. Idle Animation 252
15.3. Locomotion Animation 253
15.4. Engagement without Micromanagement 254
15.5. Social Animation with BodyChat 254
15.6. More Control with Automation? 256
15.7. Face-to-Face Communication 257
15.8. Are Communicative Functions Supported in Mediated Environments? 258
15.9. Automating Communicative Behavior 260
15.10. The Spark System 261
15.11. Impact on Communication 211
x
15.12. Balance of Control 263
15.13. The Future of Automated Avatars 264
15.14. Bibliography 266
16. Synthesizing Virtual Character Behaviors from
Interactive Digital Puppetry 269
By Elena Erbiceanu, Daniel Mapes, and Charles E. Hughes 269
16.1. Introduction 269
16.2. Virtual Character Behaviors 271
16.3. Transferring NVC from a Human to a Virtual Character:
Digital Puppetry for Interactive Performance 272
16.4. The Geppetto Digital Puppetry System 273
16.5. Can We Automate Behaviors for Virtual Characters? 280
16.6. Conclusions 285
16.7. Bibliography 286
Section V Studying Nonverbal Communication
in Virtual Worlds 289
17. A Few Choice Animations: Nonverbal Communication
Through Production and Consumption in Second Life 291
By Jennifer Martin 291
17.1. Nonverbal Communication in Second Life 292
17.2. Theoretical and Methodological Considerations 293
17.3. Creating and Using Communication 295
17.4. Production, Consumption, and Communication 296
17.5. Communication and Community 299
17.6. Additional Considerations 300
17.7. Conclusions 301
17.8. Bibliography 302
18. A Microsociological Perspective on Non-Verbal
Communicative Strategies in MMORPGs 307
By David Kirschner and J. Patrick Williams 307
18.1. Raiding in the World of Warcraft 309
18.2. The User Interface 311
18.3. From User Interface to Coordinated Action 315
18.4. Computer-mediated Communication, Virtual Worlds, and Coordinated Action 317
18.5. Conclusion 319
18.6. Bibliography 320
19. The Uncanny Valley and Nonverbal Communication
in Virtual Characters 325
By Angela Tinwell, Mark Grimshaw, and Debbie Abdel-Nabi 325
19.1. Introduction 325
19.2. The Uncanny Valley 327
19.3. Facial Expression of Emotion and the Uncanny 330
19.4. Nonverbal Communication (NVC) 332
19.5. A Lack of NVC in Virtual Worlds 334
19.6. Limitations and Future Work 336
xi
19.7. Conclusion 337
19.8. Bibliography 338
Section VI New Directions for NVC in VWs 343
20. The Future of Avatar Expression: Body Language Evolves on the Internet 345
By Jeffrey Ventrella 345
20.1. Introduction 345
20.2. Trans-World Body Language 347
20.3. The Problem of Input 348
20.4. From Gesture to Speech, and then Back to Gesture 349
20.5. Conclusions 350
20.6. References 351
21. Challenges and Opportunities for the Ongoing Study
of Nonverbal Communication in Virtual Worlds 355
By Joshua Tanenbaum, Magy Seif El-Nasr, and Michael Nixon 355
21.1. Factors in the Evolution of NVC for VWs 355
21.2. Future Directions for Research 358
21.3. Final Thoughts 360
21.4. Bibliography 361
xii
JOSHUA TANENBAUM
1
1
INTRODUCTION
TO THIS COLLECTION
By Joshua Tanenbaum
Over the last 20 years we have seen an expansion of network mediated social activities. Where once
socialization online was limited to typing in various terminal windows, the evolution of the web and of
shared virtual environments has opened up new possibilities for human communication at a distance.
Of particular interest is the rise of what have come to be known as virtual worlds: persistent graphical
environments populated (and often partially authored) by large communities of individual users. Virtual
worlds have their technical roots in multi-user domains and their variants (MUDs, MUCKs, MOOs,
MUSHs etc.): textually mediated environments in which written language was the primary means of
navigation, exploration, expression, and communication
1
. Teir spiritual roots can be found in the science
fctional imaginings of the cyperpunk authors of the 1980s, perhaps most notably William Gibson, whose
Neuromancer envisioned a digital landscape of metaphorically embodied computer code into which hackers
immersed themselves. In Snow Crash, Neal Stephenson described a virtual environment called the Metaverse:
a fctional virtual world which continues to inform our desires and imaginations for what virtual worlds
might be. In both of these examples, virtual environments are rendered in a sensorially immersive fashion,
often using visual metaphors to represent abstract computational structures and functions. Interactors in
these worlds are embodied as avatars: digital puppets or representations through which the user exerts his or
her will on the environment. It is this virtual embodiment that makes todays virtual worlds so interesting.
Virtual worlds such as Second Life, the now defunct Tere.com, Active Worlds, Traveler, and Habbo Hotel
provide users with customizable avatars in graphical environments with a range of communicative
afordances including text and voice chat. With virtual embodiment comes a host of new and important
communicative possibilities, and an assortment of new challenges and literacies including a wide range of
nonverbal communication behaviors and non-linguistic social signaling options. In this book, we begin
the work of articulating the challenges and possibilities for non-verbal communication in virtual worlds.
1. WHAT YOU WILL FIND IN THIS BOOK
Tis short introductory chapter can be used as a guide to the book as a whole. Chapter 2 introduces the
authors and editors: a multi-disciplinary collection of experts who are pushing the boundaries of theory and
design in the area of nonverbal communication and virtual worlds.
1
Legendary game designer Raph Koster has compiled stories from many of the central fgures in the rise of online worlds and
MUDs into a timeline of the medium that explores this history in much greater detail: http://www.raphkoster.com/gaming/
mudtimeline.shtml
2
CHAPTER 1 | INTRODUCTION TO THIS COLLECTION
Section I Introduction to the History and Theory of NVC for VWs
Tese chapters provide a broad survey of the history of nonverbal communications research.
Chapter 3: A crash course introduction to the history of nonverbal communication
research in the social sciences, performing arts, and psychology.
Chapter 4: We follow this with a whirlwind review of the history of nonverbal
communication research in virtual worlds.
Tese are by no means comprehensive: their purpose is simply to ground the reader in some of the most
signifcant literature and research undertaken in this feld.
Section II Identity and Communication in Virtual Worlds
Tis second section of the book deals with complex issues of identity, meaning, and culture that must be
grappled with when communicating in virtual worlds.
Chapter 5: In the frst of three installments, Leslie Bishko discusses the nature of
empathy and believability in virtual characters.
Chapter 6: Designer and co-founder of Tere.com, Jefrey Ventrella argues for the
importance of gaze in nonverbal communication and describes his own experiences
designing systems for mutual gaze.
Chapter 7: Jacquelyn Morie argues that avatar appearance is the most important
channel for the creation of virtual identities and nonverbal communication.
Chapter 8: Elisabeth LaPense and Jason Edward Lewis present their work
developing a Machinima and Alternate Reality Game project in Second Life
that grapples with issues of identity and representation within First Nations and
Indigenous communities.
Section III Virtual Performance and Theater
Teater, Dance, and Performance art have long traditions of exploring the communicative power of the
human body. It should come as no surprise that these traditions have led to some of the most important
explorations of bodily communication in virtual worlds.
Chapter 9: Michael Nef provides a deep look at how techniques from live theatrical
performance can be used to support nonverbal communication in virtual worlds.
Chapter 10: Jim Parker relates his experiences designing and mounting virtual
theatrical performances.
Chapter 11: Leslie Bishko provides an in depth guide to Labans Movement Analysis
system for animators and designers.
Chapter 12: Jeremy Owen Turner and Ben Unterman look at how modulation of an
audiences experience of agency and embodiment in virtual performances can function
as a form of nonverbal communication, which they illustrate in through the lens of
two diferent virtual performances.
JOSHUA TANENBAUM
3
Section IV Animating and Puppeteering
Te chapters in this section deal with the design of interfaces and characters in virtual worlds. As designers,
how do we create systems to support nuanced NVC, and as users how do we express ourselves through
those systems?
Chapter 13: Leslie Bishko takes the lessons from her frst two chapters and synthesizes
them into a holistic approach to designing empathic characters for virtual worlds
grounded in Laban Movement Analysis.
Chapter 14: Jefrey Ventrella discusses the relevant issues and technologies needed to
understand how to design systems for avatar puppeteering.
Chapter 15: Hannes Hgni Vilhjlmsson considers the importance of automated
character animations.
Chapter 16: Elena Erbiceanu and her colleagues describe a diferent approach to virtual
puppeteering rooted in studying the actions of trained professional puppeteers.
Section V Studying Nonverbal Communication in Virtual Worlds
Tis section includes several examples of recent research that is taking place within virtual worlds as feld
sites, which illustrates the range of methodologies and approaches which can be applied to them.
Chapter 17: Jennifer Martin looks at practices of production and consumption of
custom nonverbal communication assets within Second Life.
Chapter 18: David Kirschner and J. Patrick Williams use a microsociological analysis
of custom user interfaces within World of Warcraft to explore how user communities
adapt interfaces to extremely complicated communicative tasks.
Chapter 19: Angela Tinwell and her colleagues describe an empirical study of facial
expressions and the perception of the uncanny valley through a controlled
experiment involving variably animated character faces.
Section VI New Directions for NVC in VWs
Tis fnal section deals with broader speculations about the future of virtual worlds, and about the future
of research into nonverbal communications within them.
Chapter 20: Jefrey Ventrella draws on his years of experience as a designer of virtual
worlds to speculate on how expressive avatars will evolve.
Chapter 21: We close the collection with a blanket analysis of where we see
scholarly research progressing in this feld, and where we believe so unexplored
opportunities remain.
Taken as a whole, we hope this book refects the interdisciplinary breadth of this still young feld, while
providing insight into the challenges and opportunities faced by designers and researchers of virtual worlds.
4
5
2
AUTHOR AND EDITOR BIOS
1. AUTHORS BIOS
LESLIE BISHKO
Emily Carr University of Art + Design
http://www.ecuad.ca/people/profle/14460
http://labanforanimators.wordpress.com
[email protected]
Leslie Bishkos work is centered on the dynamics of expression through movement in the medium of
animation, infuenced by abstract experimental animation and contemporary modern dance. Exploration
of these themes led her to integrate 3D computer animation with Laban Movement Analysis (LMA), which
are the focus of her research and teaching. Recent work includes 3D computer animation tutorials for the
Autodesk Industry Careers Framework, and Guest Faculty for the Laban/Bartenief and Somatic Studies
Canada professional certifcation program in LMA. Her award winning 3D computer animation flm
Gasping for Air (1993) has screened at numerous international flm festivals.
Leslie would like to acknowledge the following people who supported her work for this project: Diane
Allen, Andrew Bailey, Heather Conn, Leslie Fedorchuk, Heather Fitzgerald, Travaldo Farrington, Michael
Nef, Jay White
ELENA ERBICEANU
University of CentralFlorida
[email protected]
Elena Erbiceanu is a PhD student in Computer Science at the University of Central Florida. She earned
her Masters degree in Computer Science at the same university in 2008, and her BSc in Computer
Science from Al. I. Cuza University in Romania. She is currently a member of the Synthetic Reality
Laboratory (SREAL) and her research interests include the study of automating behaviors for virtual
characters in interactive experiences, the use of machine learning and AI techniques to enhance virtual
reality experiences, evolutionary computation, and human-computer interaction. She was awarded a four
year Presidential Fellowship award from UCF and became one of two recipients for the 2009-2010 Link
Foundation Fellowship Award. She was a software engineering intern at Google New York/Mountain View
in the summers of 2008-2010, and accepted a full-time position at Google in 2012.
6
CHAPTER 2 | AUTHOR AND EDITOR BIOS
MARK GRIMSHAW
Obel Professor of Music at Aalborg University, Denmark
http://personprofl.aau.dk/profl/126217
[email protected]
Mark Grimshaw is the Obel Professor of Music at Aalborg University, Denmark where he is co-chair of
the research centre RELATE and chair of the Music & Sound Knowledge Group. He has a BMus (Hons)
at the University of Natal, South Africa, an MSc in Music Technology from the University of York, UK,
and a PhD on sound in the First-Person Shooter from the University of Waikato, New Zealand. He
writes extensively on sound in computer games with a particular interest in emotioneering and the use of
biofeedback for the real-time synthesis of game sound. He also writes free, open source software for virtual
research environments (WIKINDX) and is investigating the uses of sonifcation to facilitate creativity in
the context of such knowledge tools. His last book was an anthology on computer game audio published
in 2011 and he is currently editing the Oxford Handbook of Virtuality for OUP.
CHARLES E. HUGHES
Synthetic Reality Laboratory, University of Central Florida
http://www.cs.ucf.edu/~ceh
[email protected]
Dr. Charles Hughes is a Pegasus Professor in the Department of Electrical Engineering and Computer
Science, Computer Science Division, at the University of Central Florida. He also holds appointments
in the School of Visual Arts and Design and the Institute for Simulation and Training (IST), is a Fellow
of the UCF Academy for Teaching, Learning and Leadership, and holds an IPA appointment with the
US Department of Veterans Afairs. He has a B.A. in Mathematics from Northeastern University, and
a M.S. and Ph.D. in Computer Science from Pennsylvania State University. He is director of the UCF
Synthetic Reality Laboratory (http://sreal.ucf.edu). His research is in augmented reality environments with
a specialization on networked digital puppetry (the remote control by humans of virtual and physical-
virtual avatars). He conducts research on the use of digital puppetry-based experiences in cross cultural and
situational awareness training, teacher and trainer education, social and interpersonal skills development,
and physical and cognitive assessment and rehabilitation. Dr. Hughes is author or co-author of over
170 refereed publications. He is an Associate Editor of Entertainment Computing and the Journal of
Cybertherapy and Rehabilitation, and a member of the Program Committee and co-chair of Research
Exhibits for IEEE VR 2013. He has active funding to support his research from the National Endowments
for the Humanities, the National Institutes of Health, the National Science Foundation, the Ofce of
Naval Research, US Department of Veterans Afairs and the Bill & Melinda Gates Foundation.
DAVID KIRSCHNER
PhD Candidate, Nanyang Technological University in Singapore, School of Sociology
[email protected]
David Kirschner is a Ph.D candidate in Sociology at Nanyang Technological University in Singapore. He
holds a B.A. in Sociology and an M.Ed. in Social Science Education from the University of Georgia. He is
currently writing his dissertation on how players make meaning in video games and experience becoming
socialized into gameplay
7
ELISABETH LAPENSE
PhD Candidate, Simon Fraser University, School of Interactive Arts & Technology
http://www.bethaileen.com
[email protected]
Elisabeth LaPense, Ph.D. (ABD) in Interactive Arts and Technology at Simon Fraser University in British
Columbia is an Irish, Anishinaabe, and Mtis border-crossing writer whose work addresses Indigenous
determination in media such as games, animation, and web comics. Most recently, she is focusing on her
dissertation, which looks at the impact of the health and wellness game for change Survivance (2011) on
the Portland urban Native American community. Her work is supported by the Aboriginal Territories in
Cyberspace research network.
JASON EDWARD LEWIS
Aboriginal Territories in Cyberspace/Concordia University
www.abtec.org
[email protected]
Jason Edward Lewis is a digital media poet, artist, and software designer. He founded Obx Laboratory for
Experimental Media, where he directs research/creation projects devising new means of creating and reading
digital texts, developing systems for creative use of mobile technology and using virtual environments to
assist Aboriginal communities in preserving, interpreting and communicating cultural histories. Along with
Skawennati, he co-directs Aboriginal Territories in Cyberspace and the Skins Workshops on Aboriginal
Stortyelling and Video Game Design. His other interests include computation as a creative material,
emergent media theory and history, and methodologies for conducting art-led technology research. Lewis
creative work has been featured at Ars Electronica, Mobilefest, Urban Screens, ISEA, SIGGRAPH, and
FILE, among other venues, and has been recognized by a Prix Ars Electronic Honorable Mention, several
imagineNATIVE Best New Media awards and four solo exhibitions. Hes the author or co-author of fve
chapters in collected editions covering mobile media, video game design, machinima and experimental
pedagogy with Native American communities, as well as numerous journal articles and conference papers.
He has worked in a range of industrial research settings, including Interval Research, US Wests Advanced
Technology Group, and the Institute for Research on Learning, and, at the turn of the century, he founded
and ran a research studio for the venture capital frm Arts Alliance. Born and raised in California, he
is currently Associate Professor and Program Director of Computation Arts at Concordia University,
Montreal.
DANIEL P. MAPES
Daniel P. Mapess advanced degrees include a B.S. in Physics from Carnegie Mellon University and an
M.S. in Computer Science from the University of Central Florida. Between degrees, he gained formative
entrepreneurial experience as Vice President of FGR Inc., a small publishing startup. Concluding his
Masters thesis in 1994, he was awarded the student research award for his PolyShop testbed at IST/UCF in
Orlando. In a move to commercialize PolyShop he managed the software engineering team that developed
Multigens breakthrough SmartScene product. In pursuit of deeper industry adoption of SmartScene he
accepted a research position within LEGOs advance toy research division in Denmark. He then established
RoninWorks BV in the Netherlands to pursue commercialization of consumer solutions in professional
animation and game applications. After a short sabbatical teaching at the School of Film and Digital Media
at UCF in Orlando and a sub-contracting he joined the Synthetic Reality Laboratory (SREAL) at IST/UCF
as research faculty and continues making toys into tools and tools into toys.
8
CHAPTER 2 | AUTHOR AND EDITOR BIOS
JENNIFER MARTIN
University of Western Ontario, Faculty of Information and Media Studies
www.jenmartin.com
[email protected]
Jennifer Martin is an instructor in the Faculty of Information and Media Studies at the University of
Western Ontario where she teaches about digital communication, video games, and virtual worlds. Her
research interests include digital cultures, identity exploration and play, social interaction in onlinel
environments, and virtual consumption and economies.
JACQUELYN FORD MORI
University of Southern California, Institute for Creative Technologies
www.ict.usc.edu/~morie
[email protected]
Jacquelyn Ford Morie is an expert in immersive worlds and avatar technologies at the USC Institute for
Creative Technologies. Her recent Coming Home research developed a healing center for veterans in the
online world Second Life and led to the adoption of virtual worlds as an advanced form of telehealth care at
the National Intrepid Center for Excellence in Psychological Health and Traumatic Brain Injury (NICoE)
in Bethesda, MD. Tis continuing efort will be the frst to bring the power of the virtual world to military
patients as a part of their healing.
Before ICT, Morie spent six years in the animation and efects industry at Disney Feature Animation,
Blue Sky|VIFX and the award winning Rhythm & Hues, creating specialized training programs for both
traditional and digital aspects of production. From 1990 to 1994, Morie worked as an artist, researcher
and educator at the University of Central Florida in Orlando. Her Virtual Reality work at UCFs Institute
for Simulation and Training involved creating scenarios and environments designed to evoke emotional
responses from their participants.
Morie has been an active member of the games and serious games communities, both as a theorist and an
active developer. She is a member of ACM, ACM SIGGRAPH, and currently serves as Director at Large
on the Executive Council for SIGGRAPH. Morie was recently invited (2012) to DARPAs Information
and Science Technology (ISAT) Board. She is an active speaker on the potential of VWs for real world
good, and has authored over 50 relevant papers and book chapters. Her PhD from the University of East
London defned ways to create meaningful immersive virtual environments.
DR DEBORAH ABDEL NABI
Lecturer in Psychology at Bolton University, UK.
http://www.bolton.ac.uk/Subjects/Psychology/Staf/DrDebbieAbdelNabi.aspx
[email protected]
Deborah Abdel Nabi is a Senior Lecturer in Psychology at Bolton University, UK. With a PhD in human
brain electrophysiology /pre-attentive visual processing from Te University of Manchester, she later
evolved an interest in the topic of cyberpsychology. Her work with the University of Bolton Computer
and Cyberpsychology Research Unit includes projects on the psychological factors underlying perception
of the uncanny valley in virtual characters, impression formation and identity management in cyberspace;
and e-learning, including innovative uses of emergent information technology to facilitate conversational
models of teaching and learning. Her current research centres around the BARTA (Bolton Afect
Recognition Tri-stimulus Approach), a new database of synthetic and human images to improve emotion
recognition training in children with Autistic Spectrum Disorders; a paper on the work has been submitted
to Te Journal of Nonverbal Communication. She is also currently assessing the EEG correlates of uncanny
characters expressing the six basic emotions.
9
MICHAEL NEFF
Department of Computer Science and Program for Cinema and Technocultural Studies, University of
California Davis
http://www.cs.ucdavis.edu/~nef/
[email protected]
Michael Nef is an associate professor in Computer Science and Cinema & Technocultural Studies at the
University of California, Davis where he directs the Motion Lab, an interdisciplinary research efort in
character animation and embodied input. His Ph.D. is from the University of Toronto and he is also a
Certifed Laban Movement Analyst. His interests include character animation tools, especially modeling
expressive movement, physics-based animation, gesture and applying performing arts knowledge to
animation. At Davis, he is working to bridge the art and technology communities on campus, collaborating
with computer scientists, dancers, choreographers and geologists. He received an NSF CAREER Award
(2009-14), the Alain Fournier Award for his dissertation (2005), a best paper award from Intelligent Virtual
Agents (2007) and the Isadora Duncan Award for Visual Design (2009).
JIM (J.R.) PARKER
Digital Media Laboratory, Faculty of Arts, University of Calgary
www.ucalgary.ca/~jparker
[email protected]
With a Ph.D. in Informatics from the State University of Gent, Belgium met grootste onderscheiding
(with greatest distinction Jim nonetheless seems unable to hold a steady job. He has been a full professor of
computer science, a Drama professor, and is now working as a professor in the Art department at University
of Calgary.
Formerly known for work in machine vision, his research interests now include: multimedia, computer
games (especially serious games), discrete event simulation, and theatre in non-traditional spaces. Major
research projects include virtual theatre projects, the design and construction of kinetic games (including
human activity feedback), and the portrayal of Canadian (military) history and achievements in digital and
online form, both as games and animations.
Dr. Parker has writen over 150 technical articles, developed video games including Te Booze Cruse and
OceanQuest, has directed theatrical productions in Second Life, and has fve books to his credit including
Te Guide to Simulations and Games (Wiley, 2011).
ANGELA TINWELL
Programme Leader for the BA (Hons) Animation and Illustration Course at Bolton University, UK
http://www.bolton.ac.uk/Subjects/Games-Computing-IT/Staf/Angela-Tinwell.aspx
[email protected]
Angela Tinwell is Programme Leader for the BA (Hons) Animation and Illustration course and a
Senior Lecturer in Games and Creative Technologies at Bolton University, UK. With research interests
in video games art and design, animation, illustration, character design, human computer interaction,
cyberpsychology and research methods and practice, much of my research to date has centred on the
Uncanny Valley phenomenon in realistic, human-like characters featured in animation and video games.
Angela achieved her PhD on the subject of facial expression and speech and viewer perception of the
Uncanny Valley in virtual characters at the University of Bolton that was passed with no amendments. She
is currently authoring the book Te Uncanny Valley in Games and Animation for A K Peters/CRC Press
that is due to be published in April, 2014.
10
CHAPTER 2 | AUTHOR AND EDITOR BIOS
JEREMY OWEN TURNER
PhD Candidate, Simon Fraser University, School of Interactive Arts and Technology
http://www.siat.sfu.ca/graduate-students/profle/jeremy-turner
[email protected]
Jeremy Owen Turner is currently a PhD Candidate at SIAT. Since 1996, Turner has developed an
international portfolio as a performance artist, media-arts historian, music composer and art-critic within
virtual worlds and video games. Turners academic history includes an MA about avatar-design in Second
Life and an interdisciplinary BA that focused on both Art-History and Music Composition. Turners
current PhD research explores developing audio-visual and behavioral design heuristics for virtual agents
(automated characters/NPCs) in virtual worlds and video games. Tese heuristics are derived from some
key scholars in the feld of Aesthetic Philosophy, including Immanuel Kant.
BENJAMIN UNTERMAN
Simon Fraser University, School of Interactive Arts + Technology
[email protected]
www.sfu.ca/~bau/
Benjamin Unterman is a PhD candidate and lecturer in the School of Interactive Art and Technology
at Simon Fraser University. He researches audience copresence and interaction in avatar performance,
focusing on the conventions and social cues which create and encourage a feeling of connection between the
audience and performers. Artistically, he creates live interactive stories using a variety of communication
platforms including chat-based interfaces, virtual worlds and multi-player game environments. Benjamin
is interested more broadly in the recent explosion of live mediated storytelling, which pushes the boundaries
of technical expression and channel the theatrical impulse into yet another medium.
JEFFREY VENTRELLA
Independent Artist/Researcher
http://www.virtualbodylanguage.com/
[email protected]
Jefrey Ventrella is an artist, computer programmer, and expert on avatar expression. He was the primary
designer and engineer of Avatar-Centric Communication for Tere.com - a virtual world recognized for its
socially-focused avatars. Jefrey was also employed at Linden Lab, makers of Second Life, where he invented
the celebrated fexiprims and developed avatar-related designs, including Avatar Puppeteering. Jefrey is
the author of the book Virtual Body Language (ETC Press, 2011), which addresses questions of how we
project (and invent) body language in new media, with implications for the future of internet life. Jefrey
has a masters degree for the MIT Media Lab, and has lectured in Europe and North America on artifcial
life, digital art, and virtual worlds. He is the creator of Gene Pool, an artifcial life game, and PeckPeck, a
virtual pet - both of which are available as iPad apps.
HANNES HGNI VILHJLMSSON
Associate Professor of Computer Science at Reykjavik University
http://www.ru.is/~hannes
[email protected]
Hannes is an Associate Professor of Computer Science at Reykjavik University where he leads the Socially
Expressive Computing group at the Center for Analysis and Design of Intelligent Agents (CADIA). He has
been doing research on the automatic generation of social and linguistic nonverbal behavior in online avatars
and autonomous agents since the mid-90s. His focus has been on making embodied communication and
11
socialization in virtual environments both efective and intuitive based on a deep understanding of both
the sociological and technical aspects. Currently he is working on a social engine that could bring socially
aware nonverbal behavior to any avatar-based 3D virtual world. Prior to joining Reykjavik University,
Hannes was the technical director on the Tactical Language and Culture Training project at the Center
for Advanced Research into Technology for Education at University of Southern California. Te resulting
interactive social simulation technology is still in wide use by the US Government. To continue that
work, Hannes co-founded Los Angeles based Alelo Inc, that builds serious games for language and culture
learning. Hannes is also a co-founder of Reykjavik based MindGames ehf., the frst company to release
mind training games for the iPhone that incorporate consumer-level brainwave headsets. Hannes is a
founding member of the Icelandic Cognitive Studies Society and of LornaLAB, a creative technology
forum and media lab in Reykjavik. He received his Ph.D. in Media Arts and Sciences from the MIT Media
Lab in 2003 and M.Sc. from the same place in 1997.
JAY WHITE
Emily Carr Univerist of Art + Design
http://www.ecuad.ca/people/profle/14430, http://www.gogomax49.com
[email protected], [email protected]
Jay Whites practice explores a wide range of topics through short flm animation, interdisciplinary
collaboration, and process-based work.
His career runs the gamut from creating music videos, animated television shows and video games to
multimedia exhibitions, and collaborations with theatre, dance companies and independent flmmakers.
His work as Art Director on the animated series Dragon Booster helped it garner a Gemini Award for
Best Animated Series in 2005. His animated short Boar Attack premiered at the Toronto International
Film Festival, won many Best Animated Short awards at festivals internationally, and was longlisted for
Academy Award nomination in 2009.
J. PATRICK WILLIAMS
Division of Sociology, Nanyang Technological University
www.jpatrickwilliams.net
[email protected]
Patrick Williams is Assistant Professor of Sociology at Nanyang Technological University, where he teaches
courses on social psychology, culture, and media. His research interests revolve around young people,
interaction, and culture with specifc emphasis on the roles that new media technologies play in mediating
personal and cultural experiences. He is trained in the symbolic interactionist tradition of sociology, a social-
psychological perspective that foregrounds language and meaning as key dimensions of understanding the
everyday life. Patrick has published studies on various forms of virtual gaming worlds, including table-top
fantasy games and massively-multiplayer online games. His latest funded project (2009-2011) was a multi-
method study on World of Warcraft, the emphasis of which was on players motivational and immersive
experiences. He has edited two books on games and gaming culture: Gaming as Culture: Essays in Social
Reality, Identity and Experience in Fantasy Games (McFarland 2006) and Te Players Realm: Studies on the
Culture of Video Games and Gaming (McFarland 2007).
12
CHAPTER 2 | AUTHOR AND EDITOR BIOS
2. EDITORS BIOS
JOSHUA TANENBAUM
Simon Fraser University, School of Interactive Arts + Technology
josh.thegeekmovement.com
[email protected]
Joshua Tanenbaum is a PhD Candidate at Simon Fraser University in the School of Interactive Arts +
Technology. His research spans a broad cross section of digital games, new media, tangible and embodied
interaction, and human computer interaction. He is primarily interested in the poetics of digital narratives:
his dissertation work draws on theories and practice from the performing arts to investigate how digital
narratives can support transformative experiences. His other research includes writing on the intersection
of Design Fiction, Maker culture, Steampunk, and Democracy, and research into the uses of serious games
to engage broad publics in intergenerational dialogues about local sustainability issues. He comes to the
study of nonverbal communications and virtual worlds from the perspective of embodied and gestural
interfaces for games.
MAGY SEIF EL- NASR
Northeastern University, Colleges of Computer and Information Sciences, and Arts, Media and Design.
http://nuweb.neu.edu/magy/home.html
[email protected]
Magy Seif El-Nasr, Ph.D. is an Associate Professor in the Colleges of Computer and Information Sciences
and Arts, Media and Design at Northeastern University. She is also the Director of the Game Educational
Programs and Research at Northeastern and the Director of Game Design Program in College of Arts,
Media and Design. She also directs the Game User Experience and Design Research Lab. Dr. Seif El-Nasr
earned her Ph.D. degree from Northwestern University in Computer Science. Magys research focuses
on interactive narrative, enhancing game designs by developing tools and methods for evaluating and
adapting game experiences. Her work is internationally known and cited in several game industry books,
including Programming Believable Characters for Computer Games (Game Development Series) and Real-time
Cinematography for Games. In addition, she has received several best paper awards for her work. Magy
worked collaboratively with Electronic Arts, Bardel Entertainment, and Pixel Ante.
MICHAEL NIXON
Simon Fraser University, School of Interactive Arts + Technology
http://www.siat.sfu.ca/graduate-students/profle/michael-nixon
[email protected]
Michael Nixon is a PhD Candidate at the School of Interactive Arts & Technology at Simon Fraser
University. He researches how to make characters in digital environments more believable through the use
of better cognitive models and non-verbal behavior within a social context. Michaels M.Sc. thesis describes
an investigation of the suitability of Delsartes system of movement as a framework for believable characters.
His dissertation research focuses on the use of social signals as cues in the creation of unique identities.
13
14
15
SECT I ON I
INTRODUCTION TO THE HISTORY
AND THEORY OF NVC FOR VWS
16
JOSHUA TANENBAUM, MICHAEL NIXON, & MAGY SEIF EL- NASR
17
3
BASICS OF NONVERBAL
COMMUNICATION IN THE PHYSICAL WORLD
By Joshua Tanenbaum, Michael Nixon, and Magy Seif El- Nasr
Research into nonverbal communication (NVC) has a broadly interdisciplinary history spanning
social science research, performing arts practice, and even popular culture and self-help manuals.
Te formal study of NVC has its roots in the Victorian Era. Charles Darwin is perhaps the frst scholar
to systematically study how we use our bodies to communicate in Te Expression of the Emotions in
Man and Animals (Darwin, 1874). An interest in analyzing movement arose during the Industrial
Revolution, and the mechanization of labor infuenced a scientifc, analytic approach to efciency in the
workplace based on the photographic study of movement (Moore, 2005). Te camera allowed artists and
scientists to capture and study deep nuances of motion, pose, and gait, as exemplifed by the photographic
sequences of Eadweard Muybridge of the late 19th century (Muybridge, 1979). Te early 20th century saw
a decline in scientifc interest in bodily communication, but the performing arts picked up the torch with
dance researchers like Rudolf Laban and developing sophisticated systems for the annotation and analysis
of human movement (Maletic, 1987; Stebbins, 1977). In the social sciences a new wave of systematic
research into nonverbal communication was kicked of by Ray Birdwhistells work on Kinesics in the
1950s and Edward Halls work on Proxemics in the 1960s, which in turn led to a surge of public interest
in body language with sensationalist works like Julius Fasts Body Language promising to teach
readers how to penetrate the personal secrets of strangers, friends and lovers by interpreting their body
movements, and how to make use of [these] powers (Fast, 1970). In spite of (or perhaps, because of ) the
rise of populist interest in body language, the last 40 years have seen the development of a number of
rigorously grounded models of nonverbal communication. In this chapter we provide a brief survey of some
of the foundational systems of NVC from the last century, spanning both the social science and dance
research communities.
1. THE FOUNDATIONS OF NONVERBAL
COMMUNICATION RESEARCH
Early work into Nonverbal Communication (NVC) can be broken into two broad categories: Proxemics
and Kinesics
1
. In this chapter we give a high-level overview of these categories: sufcient to provide some
grounding in the terminology and concepts discussed throughout this book.
1
A third core topic in NVC is Paralanguage, or the study of tone of voice, speech fuency, and non-language vocalizations and
sounds such as laughter, and grunting, as described by (Duncan, 1969). In virtual worlds research, the term paralanguage
has been used to describe textual expressions such as emoticons and acronyms (Joinson, 2003). In this book we will be
focusing primarily on aspects of NVC directly related to representations of the body, and will leave paralinguistic aspects of
NVC for future work.
18
CHAPTER 3 | BASICS OF NONVERBAL COMMUNICATION IN THE PHYSICAL WORLD
Tese zones of interpersonal space vary depending on a wide range of factors including the age, gender,
level of intimacy and cultural background of the interactants (Burgess, 1983). Burgess tested some of
Halls claims by observing groups of people in public spaces. He photographed crowds in a shopping mall,
and measured the spacing between people in groups. He identifed specifc patterns of distance for groups
of diferent ages, observing that teenage children stayed further apart than grade school children and
middle adults stayed further apart than young adults, but maintained closer distances to their companions
than senior adults (Burgess, 1983). It has been suggested that it is possible to build a predictive model
of proxemic behavior, however there is currently no clear consensus on whether this is achievable
(Eastman & Harper, 1971).
Figure 3- 1: Personal space in Halls Proxemics. (adapted from Hall, 1968)
For more extensive analysis of NVC we recommend (Duncan, 1969), which undertakes a survey of the
feld and an analysis of the methods and approaches in use during the rise of NVC research in the social
sciences. For a more recent survey of the state of the feld we suggest (Calero, 2005), which is written
to be broadly accessible (although it sufers from much of the same sensationalism as the Body Language
manuals of the 1970s).
PROXEMICS
Some of the earliest work on NVC in the social sciences was that of Edward T. Hall, who coined the
term proxemics in his 1966 book Te Hidden Dimension (Hall, 1966). Proxemics is the study of the
relationships between human bodies in space; it has been used to describe how people position themselves
in space relative to each other, and how diferent demographic factors like age and gender alter these spacing
behaviors. Halls proxemics outlines the notion of personal space, describing several zones of intimacy
around the body. He developed this into four personal reaction bubbles [Figure 3 1] including: Intimate,
Personal, Social, and Public (Hall, 1968).
JOSHUA TANENBAUM, MICHAEL NIXON, & MAGY SEIF EL- NASR
19
Proxemic behaviors are only semi-conscious, arising from social mediation, cultural infuences, and the
level of intimacy of the participants. Because most people are unaware that they are spacing themselves
out according to these factors, they provide a valuable mechanism for analyzing groups of people in both
physical and virtual worlds. Perhaps more importantly, proxemic behaviors do not require sophisticated
puppeteering interfaces or complex technological afordances in order for them to be reproduced in a
virtual world: any form of avatar embodiment no matter how minimal afords rudimentary proxemic
spacing behaviors.
EQUILIBRIUM THEORY AND GAZE
In addition to the arrangement of bodies in space, proxemics is concerned with the orientation of those
bodies to each other: particularly where gaze is concerned. One place where gaze and proximity converge
is in equilibrium theory. First proposed and explored by Argyle and Dean in 1965, equilibrium theory
deals with the relationship between mutual gaze and proxemic distance. In essence, equilibrium theory
proposes that proxemic spacing and mutual gaze may both be used to indicate intimacy, and that people
reach equilibrium comprised of a comfortable distance, and comfortable meeting of gaze that varies
with their interpersonal comfort. If either of these factors is varied if gaze is prolonged, or interpersonal
distance is lessened the interactants often vary the other factor in order to preserve this equilibrium
(Argyle & Dean, 1965). For example, one of Argyle and Deans experiments determined that subjects
would stand closer to another person if that persons eyes were closed than they would if the persons
eyes were open. As with other proxemic spacing behaviors, equilibrium theory is subject to variances
along demographic lines such as age, gender, cultural background, and familiarity (Argyle & Dean, 1965).
KINESICS
Kinesics is the aspect of NVC that deals with posture and gesture those things that have been termed
body language. Ray Birdwhistell coined the term kinesics in his book Introduction to Kinesics (Birdwhistell,
1952). Situating his work in the (then popular) study of Structural Linguistics, Birdwhistell tried to fnd
the basic unit in movement comparable to the morpheme in linguistics. Unfortunately, Birdwhistell never
published a defnitive work on his system, and so much of his work remains inaccessible and riddled with
problems. In spite of his position as progenitor of the feld, Birdwhistells work on kinesics is of questionable
value to present-day scholars. In his critique and analysis of Birdwhistells writings, Stephen Jolly provides
a high-level evaluation of Birdwhistells work, ultimately concluding that:
Birdwhistells theory of kinesics is not an adequate theory for the explanation of body
motion as an interactional modality. Although his work marks an important beginning
in the study of nonverbal phenomena and represents a frst step toward a wider human
communicative science, it sufers from a number of faws which hamper its development
and invalidate its results. (Jolly, 2000).
Jolly identifes three core failings in Birdwhistells work. First, he identifes a lack of systematic order
coupled with inconsistent repetitiveness of views and their often unsubstantiated presentation that makes
the work difcult to assess (Jolly, 2000). He also evaluates kinesics alongside other systems of movement
analysis and notation from dance, ultimately concluding that Birdwhistells system is neither efcient nor
accurate. Finally, he criticizes it for its fundamental reliance on the principles of Structural Linguistics,
which he claims is ultimately unfounded.
Kinesics as a system for notating and understanding nonverbal communication may lack descriptive and
explanatory power, but it established the study of gesture and posture as legitimate areas of research, giving
rise to more useful approaches to the domain. Following Birdwhistells coining of the term kinesics, a
20
CHAPTER 3 | BASICS OF NONVERBAL COMMUNICATION IN THE PHYSICAL WORLD
number of researchers undertook to develop their own systems for evaluating nonverbal communication,
including Paul Ekman and Wallace Friesen whose framework is the basis for most contemporary systems
of NVC.
2. CONTEMPORARY SYSTEMS
OF NONVERBAL COMMUNICATION
EKMAN AND FRIESENS FRAMEWORK
Ekman and Friesen developed one of the most comprehensive descriptive systems for categorizing and
coding kinesic NVC. Teir Repertoire of Nonverbal Behavior addresses three fundamental issues in the
feld: a behaviors usage, its origin, and its coding (Ekman & Friesen, 1981).
Ekman and Friesen use the term usage to refer to the regular and consistent circumstances surrounding
the occurrence of a nonverbal act (Ekman & Friesen, 1981). Tis can be understood as the context
in which a nonverbal behavior occurs, such as a gesture coinciding with a verbal behavior. Central to
their understanding of usage is issues around awareness and intentionality: how conscious was the use of
a particular nonverbal act and how deliberate was the nonverbal behavior? Usage is also concerned with
the type of information that a nonverbal act may convey. Ekman and Friesen describe six categories of
information that may be conveyed via nonverbal acts: Idiosyncratic Information, Shared Information,
Encoded, Decoded, Informative, Communicative, and Interactive.
Te second portion of Ekman and Friesens framework, origin, deals with how people acquire nonverbal
behaviors. Tey describe three ways in which people learn behaviors. First, they argue that there is an
inherited neurological response to stimuli that is shared by all people; for example, the refexive jump
when startled by a sudden noise. A second source of nonverbal behaviors is the non-inherited (but shared)
experience of embodiment in the world. Tey give the culturally independent example of humans using
hands to convey food to the mouth (with or without implements). Te fnal origin of nonverbal behavior
is the specifc experiences of individuals within the world, as dictated by many factors, including (but not
limited to): culture, class, family, personality, and education(Ekman & Friesen, 1981).
Coding deals with the relationship between a nonverbal act and the meaning that it communicates. Ekman
and Friesen describe three principles of coding: Arbitrary, Iconic, and Intrinsic. I fnd it helpful to think
of these principles in terms of varying degrees of abstraction between the nonverbal act and the meaning
signifed. Arbitrarily coded acts bear no resemblance to the meaning that they signify, such as when
someone opens and closes their hand to signify a greeting. Iconically coded acts resemble the meaning
they signify in some way, such as when a person runs a fnger under his throat to signify having ones throat
cut. Intrinsically coded nonverbal acts have no separation between the nonverbal behavior and meaning
signifed such as when one person punches another to signify intent to do harm. Ekman and Friesen also
identify fve visual relationships between nonverbal acts and their meaning. Tese include:
1. Pictorial Relationships: Tese are iconically coded relationships where the nonverbal
movement illustrates an event object or person, such as when someone uses two hands
to show the size and shape of an object.
2. Spatial Relationships: Tese are also Iconic, but they use movement to indicate distance
between people, objects or ideas such as when one places hands close together to
indicate how close a car came to hitting a pedestrian.
JOSHUA TANENBAUM, MICHAEL NIXON, & MAGY SEIF EL- NASR
21
3. Rhythmic Relationships: Tese are Iconic relationships that use movement to accent or
describe the rate of some activity, such as tapping a foot or a fnger to mark time
in music.
4. Kinetic Relationships: Tese can be either iconic or intrinsically coded relationships in
which a nonverbal behavior executes all or part of an action where the performance and
the meaning overlap, such as when someone threatens another person with his fst
(iconic) or actually strikes that person (intrinsic).
5. Pointing Relationships: Tese are intrinsically coded relationships where some part of
the body (usually the fngers or hand) are used to point to something else.
In addition to their low-level descriptive schema for nonverbal behavior, Ekman and Friesen describe fve
diferent high-level categories of nonverbal behavior. Tese include Emblems, Illustrators, Regulators,
Afect Displays, and Adaptors.
a) Emblems, which have a direct dictionary defnition;
b) Illustrators, which help visualize a spoken concept;
c) Regulators, which direct conversation;
d) Afect displays, which show emotion; and
e) Adaptors, which are fragmented portions of sequences for caretaking, grooming,
and tool-use.
Tese categories, along with descriptions of a behaviors usage, origin, and coding, provide a thorough
framework for cataloguing NVC.
MCNEILLS GESTURAL CATEGORIES AND THINKING- FOR- SPEAKING
David McNeill provided nuance to this categorization by focusing solely on gesture as movements of the
arms and hands which are closely synchronized with the fow of speech (McNeill, 1992). In McNeills
view diferent motions take on varying degrees of signifcance depending on whether youre focusing on
personality and emotion or on speech and communication. McNeill and later Cassell (Cassel, 1998)
explored the use of communicative gestures by observing and analyzing many cases of people talking about
specifc subjects, such as real estate, etc. Tey categorized gestures into the following fve categories:
a) Iconic gestures: these represent some features of the subject that a person is speaking
about, such as space or shape;
b) Metaphoric gestures: these represent an abstract feature of the subject that a person
is speaking about, such as exchange or use;
c) Deictic gestures: these indicate or refer to some point in space;
d) Beat gestures: these are hand movements that occur to accent spoken words; and
e) Emblem gestures: these are gestural patterns that have specifc meanings within a given
culture, such as hello or ok.
McNeill proposes that gestures do not just refect our thoughts but that they have a direct impact on the
thinking process. He argues that language and gesture work together to constitute thought. McNeill writes:
Such an argument helps to explain why gestures occur in the frst place. Gestures occur,
according to this way of thinking, because they are part of the speakers ongoing thought
process. Without them thought would be altered or incomplete. Te argument also
explains why gestures get more complex when the thematic discontinuity from the context
is greater. Discontinuity implies the inauguration of a new dimension of thought; since
each aspect of the gesture is a possible departure from the preceding context, the gesture
can bring in new dimensions by adding complexity. (p. 245)
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CHAPTER 3 | BASICS OF NONVERBAL COMMUNICATION IN THE PHYSICAL WORLD
McNeills view positions gesture and thought in a dialectic relationship. He connects this to Lakof and
Johnsons (1980)
2
work on image schema and embodied metaphor.
Basically, metaphoric gestures permit thinking in terms of concrete objects and space
when meaning is abstract. While the human mind may prefer imagistic content, it also
has the crucial complementary metaphoric capacity to think of the abstract in terms of the
concrete, and this capacity we observe at work in metaphoric gestures. (p.263)
He also argues that gestures play a role in what Jerome Bruner (1986, 1990)
3
has described as the narrative
mode of thinking, which he regards as a distinct (and fundamental) mode of cognition that extends into
our perception of reality. McNeill adds to this, writing:
We can go a step further and conceive of gestures playing a role in thought in this
narrative mode. Particularly inasmuch as the gesture more directly than the speech, can
refect the minds own narrative structure, the breaking edge of our internal narrative may
be the gesture itself; the words follow. (p.266)
In a more recent article McNeill and Duncan assess gesture and speech together from a perspective of
thinking for speaking: a theory related to the strong Whorfan hypothesis that language shapes habitual
thought patterns, thus determining what an individual is capable of thinking. Tinking-for-speaking takes
a less relativistic approach to language and thought, theorizing that speakers organize their thinking to
meet the demands of linguistic encoding on-line, during acts of speaking (McNeill & Duncan, 2000).
Using this milder form of linguistic relativity, the authors contend that language and gesture comprise a
form of external and embodied cognition.
Drawing on Vygotsky and Heidegger they argue that gestures are material carriers of thinking: that gestures
(and words) are forms of thinking and being in the world which provide windows into the inseparable
cognitive and embodied processes they enact. Tey propose that gestures are used to materialize or
concretize thought, and that the greater the felt departure of the thought from the immediate context,
the more likely its materialization in a gesture, because of this contribution to being (McNeill & Duncan,
2000). Tis perspective is one of the most philosophically rich approaches to NVC, and its implications for
embodied cognition are especially signifcant when transposed into a virtual worlds context.
VINCIARELLIS SOCIAL SIGNALING FRAMEWORK
Recently, animators and computer scientists have grown interested in how to classify, categorize, and
identify social signaling behaviors in digitally mediated contexts. Vinciarelli et al. discuss the feld of
Social Signal Processing (SSP) as a broad reaching project that aims to analyzes social behavior in both
human-human and human-computer interactions (Vinciarelli, Pantic, Bourlard, & Pentland, 2008). Tey
describe social signals as: complex aggregates of behavioral cues accounting for our attitudes towards
other human (and virtual) participants in the current social context. Social signals include phenomena
such as attention, empathy, politeness, firting, and (dis)agreement , and are conveyed through multiple
behavioral cues including posture, facial expression, voice quality, gestures, etc. (Vinciarelli et al., 2008)
Vinciarellis system of SSP incorporates those elements of proxemics, kinesics, and paralanguage that
lend themselves to computational analysis. Tey identify fve codes for behavioral cues, and discuss their
communicative function as shown in Figure 3 2. Te codes that they identify are those that lend themselves
to automatic signal recognition using a computational system.
2
Lakof, G., and Johnson, M. 1980. Metaphors we live by. Chicago: University of Chicago Press.
3
Bruner, J. 1986. Actual Minds, possible worlds. Cambridge, MA: Harvard University Press
Bruner, J. 1990. Acts of meaning. Cambridge, MA: Harvard University Press
JOSHUA TANENBAUM, MICHAEL NIXON, & MAGY SEIF EL- NASR
Figure 3- 2: Codes, cues, and functions wit hin Vinciarelli et als framework (2008)
Table 3- 1: Social cues and signals from
Vinciarelli et al. (2008)
23
Tese categories of behavioral cues can be used to
communicate a number of common social signals
including emotion, personality, status, dominance,
persuasion, regulation, and rapport, as shown in
[Table 3-1].
Tese contemporary systems of classifying and
analyzing Nonverbal Communication and Social
Signaling Processing provide some leverage on
the challenges of communication in virtual
environments and animation that the authors in
this book grapple with.
3. MOVEMENT
ANALYSIS SYSTEMS
FROM THEATER
AND DANCE
As we have suggested above, the other feld that
has rigorously explored bodily movements and
expression is the Performing Arts. Some of
these, such as the Delsartes system of movement
and vocal expression and Labans dance notation,
predate the pioneering work of Hall and
Birdwhistell. Recent research into animation has
given these systems new life and new relevance
to the study of communication in virtual worlds.
SOCIAL
CUES E
M
O
T
I
O
N
P
E
R
S
O
N
A
L
I
T
Y
S
T
A
T
U
S
D
O
M
I
N
A
N
C
E
P
E
R
S
U
A
S
I
O
N
R
E
G
U
L
A
T
I
O
N
R
A
P
P
O
R
T
PHYSICAL APPEARANCE
Height
Attractiveness
Body Shape
GESTURE AND POSTURE
Hand Gesture
Posture
Walking
FACE AND EYES BEHAVIOR
Facial Expressions
Gaze Behavior
Focus of Attention
VOCAL BEHAVIOR
Prosody
Turn Taking
Vocalizations
Silence
SPACE AND ENVIRONMENT
Distance
Seating Arrangement
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CHAPTER 3 | BASICS OF NONVERBAL COMMUNICATION IN THE PHYSICAL WORLD
LABAN MOVEMENT ANALYSIS
Laban Movement Analysis (LMA) is a framework for describing human movement and expression
(Maletic, 1987). It is an expansion of Labans original theories, which are spread across a number of books
that he wrote between 1920 and 1984 including some never translated from their original German.
While Labans practice and writings form the basis for this framework, it is a synthesis of his work and later
adaptations of it, including the work of (Bartenief, 1980), (Lamb & Watson, 1987), (Kestenberg, 1979) and
Bainbridge-Cohen (Eddy, 2009). Besides his movement theories, Laban also developed a complex notation
system similar to a musical score for recording movement. Labans observations cover the following general
principles (Moore & Yamamoto, 1988):
1. Movement is a process of change: it is a fuid, dynamic transiency of simultaneous
change in spatial positioning, body activation, and energy usage
(Moore & Yamamoto, 1988)
2. Te change is patterned and orderly: due to the anatomical structure of our body,
the sequences that movements follow are natural and logical.
3. Human movement is intentional: people move to satisfy a need, and therefore actions are
guided and purposeful. As a result, intentions are made clear through our movement.
4. Te basic elements of human motion may be articulated and studied: Laban states that
there is a compositional alphabet of movement.
5. Movement must be approached at multiple levels if it is to be properly understood: in order
to capture the dynamic processes of movement, observers must indicate the various
components as well as how they are combined and sequenced.
Tese general principles are manifest in fve categories of movement that comprise the full spectrum of
LMAs movement parameters: Body, Efort, Shape, Space and Phrasing. Te Body category is concerned
with which body parts move and how movement starts and spreads throughout the body. Space describes
the size occupied by gesture and the spatial pathways it follows. Shape describes changes in the body. Efort
involves the qualities of movement and the energy used by it. Phrasing indicates the transitions that take
place between movements.
Te Efort category has become the most widely used due to its direct applicability and practice within
theatre. Efort represents a broad parameter space that includes Flow, Weight, Space, and Time, and indicates
how intent infuences the quality of gestures (Dell, 1970). Tese four parameters form a continuum of
opposing polarities, as seen in Table 3-2. Each motion either indulges in the quality or fghts against it
(Badler, Allbeck, Zhao, & Byun, 2002).
Table 3- 2: Labans Ef fort Parameters (Bishko, 1992)
PARAMETER POLARITIES MEANING
Flow Free/Bound
Feeling, Progression, How
Free is external and releases energy
Bound is contained and inward.
Weight Light/Strong
Sensing, Intention, What
Moving with lightness is delicate, sensitive, and easy
Moving with strength is bold, forceful, and determined.
Space Flexible/Direct
Thinking, Attention, Where
Flexibility means being open and broadly aware of spatial possibilities.
Directness is focused and specifc, paying attention to a singular spatial possibility.
Time Sustained/Sudden
Intuition, Decision, When
Sustained movement is continuous, linger, or indulgent.
Sudden movement is unexpected, isolated, or surprising.
JOSHUA TANENBAUM, MICHAEL NIXON, & MAGY SEIF EL- NASR
25
Space refers to the spatial directions movements follow, and Laban views it as the most signifcant element
(Maletic, 1987). Movement can be reduced to basic directions relative to ones orientation in space. Laban
visualizes these possibilities in terms of an icosahedron containing an octahedron that diagrammed the
six dimensional directions and a cube diagramming the eight diagonal directions, as shown in Figure 3-3.
Laban terms this overall reach space the kinesphere (shown in Figure 3-4), and describes movement as
geometrical shapes which connect points, including straight, curved, rounded, and twisted ones. He
also describes the nature of the transitions that limbs take throughout this space. As the body moves, it
constructs trace-forms within its kinesphere. Tese can be linear (straight), planar (curved), or even form
volumes (three-dimensional twists or spirals).
Figure 3- 3: Lef t: The cube; Right: The octahedron (Maletic, 1987)
Figure 3- 4: The kinesphere (Bartenief f, 1980)
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CHAPTER 3 | BASICS OF NONVERBAL COMMUNICATION IN THE PHYSICAL WORLD
Body describes which body parts are in motion. Tis can be divided into two broad categories: gestures
and postures. Gestures are actions confned to a part of the body, although diferent parts of the body can
make diferent gestures simultaneously. Tis ability greatly contributes to human expression and function.
On the other hand, postures are positioned assumed by, or involving, the whole body. Description of these
actions includes where in the body they start and how body part involvement is sequenced.
Shape is closely involved in the bodys movement through space, and is often used as an integrating
factor for combining the categories. Tis category was mostly developed after Labans death by Warren
Lamb. Essentially, movement can be described by the shape that the body takes on, as well as the way the
body moves through space (Dell, 1970). Tis includes shape forms such wall-like, ball-like, and pin-
like. Shape qualities are used to describe the way the body is changing: either Opening (growing larger,
extending) or Closing (growing smaller). When spatial orientation is introduced, more specifc terms are
used rising, sinking, spreading, enclosing, advancing, and retreating. Tere are also modes of Shape
change: Shape Flow where the form results from changes within body parts, Directional where the form
results from a clear path through the environment, and Shaping/Carving where the form results from the
body actively and three-dimensionally interacting with the environment.
Phrasing describes the qualitative rhythm of movement and how we sequence and layer movements.
LMA considers a movement phrase to be a complete idea or theme, represented by movement. A phrase is
frst prepared, then acted out, then recovered from. Peoples unique characteristics are expressed through
how they construct rhythmic patterns of movement phrases and preferences towards the other four main
categories described by LMA. Phrasing is especially concerned with the transitions of Efort qualities
during movement, and can be classifed in the following ways (Bishko, 1992):
Even: continuous, unchanging
Increasing: from lesser to greater intensity
Decreasing: from greater to lesser intensity
Accented: series of accents
Vibratory: series of sudden, repetitive movements
Resilient: series of rebounding, resilient movements
Labans principles have been turned into a broadly useful framework for describing movement, especially
in the feld of dance. However, they have also been used within a variety of observational frameworks for
nonverbal behaviour, including work efciency, theatre, and physical therapy. Te LMA system provides a
thorough vocabulary for talking about the movements people make and framing ones conclusions. Before
use, one should be careful to constrain what elements of LMA are being used, however. Since Labans works
spanned several decades and some werent translated from German, some on what principles are most
useful. As a result, his successors developed his principles in diferent directions and emphasized certain
aspects depending on their interests. Nonetheless, by being selective and precise, one obtains a powerful
tool in LMA.
DELSARTE
Franois Delsarte was a singer and actor that lived from 1811 to 1871, mainly in Paris, France. After having
his voice ruined by bad singing coaches (Shawn, 1954), he turned to teaching. In order to train actors well,
Delsarte performed systematic observations of human action and interaction. Based on this, he created a
system of expression: an artistic aesthetic system that describes the link between meaning and motion.
Delsartes system inspired dancers who changed the state of their art around the turn of the 20th century,
and introduced a completely new technique and vocabulary that ushered in a new era of modern dance
(Shawn, 1954). Tough couched in a language and terminology from the 1800s that strikes a 21st
JOSHUA TANENBAUM, MICHAEL NIXON, & MAGY SEIF EL- NASR
27
century reader as perhaps quaint and metaphysical, this technique structurally describes how attitude and
personality are conveyed by body postures and gestures (Marsella, Carnicke, Gratch, Okhmatovskaia, &
Rizzo, 2006). Since Delsartes work has inspired generations of dancers and has infuenced other artistic
systems, it provides a useful starting point in the study of meaningful movement.
Delsarte grounded his work in systematic observations and found that there are three forms of expression
for gesture (Stebbins, 1977):
1. Te habitual bearing of the agent
2. Te emotional attitudes of the agent
3. Te passing infections of the agent
Tese forms roughly correspond to personality traits, emotions, and conversational gesticulations. Delsarte
ties meaning in his system back to some combination of these forms. He also based several laws on them:
the doctrine of special organs, the three great orders of movement, and the nine laws of motion. Delsartes
system divides the body into zones, which he further subdivided into three parts, the mental, moral,
and vital subsections (Stebbins, 1977). His doctrine of special organs indicates that these zones become
signifcant points of arrival or departure for a meaning. For example, the head zone is associated with
mental or intellectual meaning, and modifes gestures that start or end near the head accordingly.
Delsartes primary law is that of correspondence, because he believed that each gesture is expressive of
something. Tis forms the foundation for connecting emotions and traits to motion within his system.
Delsarte also provides several principles of motion, including the meaning of certain zones of the body, and
the meaning of diferent directions of movement. Each part of the body corresponds to a diferent meaning,
and actions are coloured by the zones in which they start and fnish.
Motions away from the centre (e.g. the body) are termed excentric and have relation to the exterior world.
Motions towards the centre are termed concentric and have relation to the interior. Balanced motion
is normal and moderates between the two. Te system also includes a variety of laws indicating the
meaning of parallel motion and successions of movements along the body. Finally, it also describes nine
possible poses per body zone (combinations of excentric, normal, and concentric) and their meaning.
Figure 3-5 depicts each of the nine pose combinations. In it, the excentric grand division is shown in the left
column, demonstrating the head turned away from the object of its emotion. Te right column shows the
concentric grand division, with the head turned towards the object. Te top row shows the excentric sub-
division, with the head raised. Te bottom row shows the concentric sub-division, with the head lowered.
Te middle column and row show the normal grand and sub-division, respectively.
Te three orders of movement identifed by Delsarte are Oppositions, Parallelisms, and Successions.
Oppositions occur when two body parts move in opposite directions simultaneously, indicating strength.
Parallelisms occur when two body parts move in the same direction simultaneously and indicate weakness,
or possibly stylized movement such as dance. Successions occur when movement passes through the body
from an origin through each connecting part in turn. True successions begin at the centre, work outwards,
and indicate good and true motivations. Reverse successions begin at the extremity, work inwards, and
indicate evil and false motivations (Shawn, 1954).
Te nine laws of motion are attitude, force, motion (expansion and contraction), sequence, direction, form,
velocity, reaction, and extension. Tese laws further modify what each movement means.
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CHAPTER 3 | BASICS OF NONVERBAL COMMUNICATION IN THE PHYSICAL WORLD
Figure 3- 5: Delsartes nine- fold poses for t he head (Shawn, 1954)
Table 3- 3 : Delsartes nine laws (Shawn, 1954)
LAW MEANING
Attitude
The vertical direction of a motion affects the meaning. Positive assertion rises, negative falls. Upwards, or forward motion
is constructive or positive. Actions that move down or backwards are destructive or negative.
Force Conscious strength assumes weak attitudes. Conscious weakness assumes strong attitudes.
Motion (expansion
& contraction)
Excitement expands, thought contracts, love and affection moderate
Sequence
Thought leads to facial expression leads to the attitude of the body leads to gesture leads to speech. This is the proper sequence of
events and true successions demonstrate them.
Direction
Movement in heights and depths (up and down) are intellectual. Movement in lengths (front and back) are passional (emotional).
Movement in breadths (side to side) are volitional (demonstrate the will). Diagonals are conficted.
Form Straight movement is vital. Circular movement is mental. Spiral movement is moral.
Velocity The rhythm and tempo of the movement is proportionate to the mass (including emotion) to be moved.
Reaction Everything surprising makes the body recoil. Degree should be proportionate to the degree of emotion.
Extension
The extension of the gesture is in proportion to the surrender of the will in emotion. Extension beyond the body achieved by holding
the body at its culmination, with held breath.
JOSHUA TANENBAUM, MICHAEL NIXON, & MAGY SEIF EL- NASR
29
Delsartes system has been the basis and inspiration for artists, but has not been rigorously and thoroughly
validated across the entire body. His work on the attitudes of the hand has been studied (Marsella et al.,
2006) through the use of participant observation. Results showed that people interpret the animation of
an un-textured hand according to Delsartes mapping remarkably consistently. Te impact of Delsartes
system on the artistic expression of animators (Nixon, 2009) has also been examined and indicates that
animators working under the direction of his system produce characters that are somewhat more likely
to express similar emotions than when relying on their personal style. Furthermore, these expressions are
somewhat more likely to convey the intended emotion to viewers. Tese explorations of Delartes work show
that it has some potential for guiding the development of nonverbal animation in virtual environments;
however, there is still work to be done formalizing and validating this approach if it is to be successful,
particularly in regards to how it links psychological states and movement.
BOGART AND LANDAUS VIEWPOINTS
Viewpoints is a framework of motion and performance that was developed in dance by choreographer
Mary Overlie and later transposed into theatrical practice. Although originally conceived of as a six-part
framework (Comprised of Space, Shape, Time, Emotion, Movement, and Story) various practitioners and
collaborators have expanded it into a series of viewpoints that govern the composition of both motion and
vocalization in performance. Te Viewpoints Book, by Anne Bogart and Tina Landau is perhaps the most
coherent guide to Viewpoints in theatre practice today (Bogart & Landau, 2005).
Bogart and Landau propose nine physical viewpoints divided into the categories of Time and Space. Tey
provide several defnitions of Viewpoints, writing:
Viewpoints is a philosophy translated into a technique for (1) training performers;
(2) building ensemble; and (3) creating movement for the stage.
Viewpoints is a set of names given to certain principles of movement through time
and space; these names constitute a language for talking about what happens onstage.
Viewpoints is points of awareness that a performer or creator makes use of while
working. (Bogart & Landau, 2005)
Viewpoints thus can be used as tool for creating theatrical compositions and also as a lens for evaluating
motion in any performative context. Te nine physical viewpoints described by Bogart and Landau include:
Table 3- 3 : Delsartes nine laws (Shawn, 1954)
(cont. on next page)
VIEWPOINTS OF TIME
TEMPO
The rate of speed at which a movement occurs; how fast or slow something happens onstage.
DURATION
How long a movement or sequence of movements continues. Duration, in terms of Viewpoints work, specifcally relates to how long a group of people
working together stay inside a certain section of movement before it changes.
KINESTHETIC RESPONSE
A spontaneous reaction to motion which occurs outside you; the timing in which you respond to the external events of movement or sound; the impulsive
movement that occurs from a stimulation of the senses. An example: someone claps in front of your eyes and you blink in response; or someone slams a
door and you impulsively stand up from your chair.
REPETITION
The repeating of something onstage. Repetition includes (1) Internal Repetition (repeating a movement within your own body);
(2) External Repetition (repeating the shape, tempo, gesture, etc. of something outside your own body).
30
CHAPTER 3 | BASICS OF NONVERBAL COMMUNICATION IN THE PHYSICAL WORLD
Viewpoints has much in common with the NVC systems of Ekman and Friesen, and with Halls proxemics.
Viewpoints of space can be mapped to proximal relationships, and to kinesic gestures and postures. Unlike
Labans movement analysis, viewpoints is not primarily concerned with the communicative motivations
behind the motions described. Instead, viewpoints is interested in decomposing movements into salient,
and readily understood sub-movements, which are amenable to conscious control and modifcation.
Unlike Birdwhistells micro-kinesics, which attempted to isolate meaning in tiny moments of movement,
Viewpoints is concerned with only those movements which may be apprehended by a viewer without the
aid of slow-motion or frame-by-frame replay.
4. CHAPTER REVIEW
In this chapter we have discussed a range of theories, systems, and perspectives on nonverbal communication
and bodily expression. Rooted in the embodied experience of being in the world, it should come as no
surprise that there are many points of overlap and agreement between these systems, even when spread
across multiple disciplines with distinctly diferent goals. One need not understand all of these systems in
detail in order to begin exploring the potential of NVC for virtual worlds; however a passing familiarity
with their principles can deepen a designers process and sharpen a theorists insight into how we use avatar
bodies to communicate.
5. BIBLIOGRAPHY
Argyle, M., & Dean, J. (1965). Eye-Contact, Distance and Afliation. Sociometry, 28, 289 - 304.
Badler, N., Allbeck, J., Zhao, L., & Byun, M. (2002). Representing and Parameterizing Agent Behaviors,
Geneva.
Bartenief, I. (1980). Body Movement: Coping with the Enviornment. New York: Routledge.
VIEWPOINTS OF SPACE
SHAPE
The contour or outline the body (or bodies) makes in space. All Shape can be broken down into either (1) lines; (2) curves; (3) a combination of lines and
curves In addition, Shape can either be (1) stationary; (2) moving through space. Lastly Shape can be made in one of three forms: (1) the body in space; (2)
the body in relationship to architecture making a shape; (3) the body in relationship to other bodies making a shape.
GESTURE
A movement involving a part or parts of the body; Gesture is Shape with a beginning, middle and endGesture is broken down into:
1. BEHAVIORAL GESTURE. Belongs to the concrete, physical world of human behavior as we observe itscratching, pointing,
waving, sniffng, bowing, saluting. A Behavioral Gesture can give information about character, time period, physical health,
circumstance, weather, clothes, etc[it] can be further broken downin terms of Public Gesture and Private Gesture.
2. EXPRESSIVE GESTURE. Expresses an inner state, an emotion, a desire, an idea, or a value. It is abstract and symbolic rather
than representational.
ARCHITECTURE
The physical environment in which you are working and how awareness of it affects movementArchitecture is broken down into:
1. SOLID MASS. Walls, foors, ceilings, furniture, windows, doors, etc.
2. TEXTURE. Whether the solid mass is wood, or metal, or fabric. [etc.]
3. LIGHT. The sources of light in the room, the shadows we make in relationship to these sources, etc.
4. COLOR. Creating movement off of colors in the space
5. SOUND. Sound created by and from the architecture.
SPATIAL RELATIONSHIP
The distance between things onstage, especially (1) one body to another; (2) one body (or bodies) to a group of bodies; (3) the body to the architecture.
TOPOGRAPHY
The landscape, the foor pattern, the design we create in movement through spacestaging or designing for performance always involves choices about the size
and shape of the space we work in.
JOSHUA TANENBAUM, MICHAEL NIXON, & MAGY SEIF EL- NASR
31
Birdwhistell, R. L. (1952). Introduction to Kinesics: an annotation system for analysis of body motion
and gesture. Louisville, KY: Louisville University Press.
Bishko, L. (1992). Relationships between Laban Movement Analysis and Computer Animation.
Bogart, A., & Landau, T. (2005). Te Viewpoints Book: A Practical Guide to Viewpoints and Composition.
New York: Teatre Communications Group.
Burgess, J. W. (1983). Developmental Trends in Proxemic Spacing Behavior Between Surrounding
Companions and Strangers in Casual Groups. Journal of Nonverbal Behavior, 7(3), 158 - 1694.
Calero, H. H. (2005). Te Power of Non-Verbal Communication: What You Do is More Important than
What You Say (First ed.): Silver Lake Publishing.
Cassel, J. (1998). A Framework for Gesture Generation and Interpretation. In R. Cipolla & A. Pentland
(Eds.), Computer Vision in Human-Machine Interaction (pp. 191-215). New York: Cambridge
University Press.
Darwin, C. (1874). Te expression of the emotions in man and animals: D. Appleton and Company.
Dell, C. (1970). a primer for movement description using efort-shape and supplementary concepts. New York:
Dance Notation Bureau, Inc.
Duncan, S. (1969). Nonverbal Communication. Psychological Bulletin, 72(2), 118 - 137.
Eastman, C. M., & Harper, J. (1971). A Study of Proxemic Behavior: Toward a Predictive Model.
Environment and Behavior, 3(4), 418-437.
Eddy, M. (2009). A brief history of somatic practices and dance: historical development of the feld of
somatic education and its relationship to dance. Journal of Dance and Somatic Practices, 1(1), 5-27.
Ekman, P., & Friesen, W. V. (1981). Te Repertoire of Nonverbal Behavior: Categories, Origins, Usage,
and Coding. In T. A. Sebeok, J. Umiker-Sebeok & A. Kendon (Eds.), Nonverbal Communication,
Interaction, and Gesture. Te Hague: Mouton Publishers.
Fast, J. (1970). Body Language. New York, N.Y.: Neirenberg.
Hall, E. T. (1966). Te Hidden Dimension: Anchor Books.
Hall, E. T. (1968). Proxemics. Current Anthropology, 9(2/3), 83-108.
Joinson, A. N. (2003). Understanding the Psychology of Internet Behavior. New York: Palgrave Macmillan.
Jolly, S. (2000). Understanding Body Language: Birdwhistells Teory of Kinesics. Corporate
Communications: An International Journal, 5(3), 133 - 139.
Kestenberg, J. S. (1979). Te role of movement patterns in development (Vol. 1). New York: Dance Notation
Bureau Press.
Lamb, W., & Watson, E. (1987). Body code: Te meaning in movement: Princeton Book Company.
Maletic, V. (1987). Body - Space - Expression: Te Development of Rudolf Labans Movement and Dance
Concepts. Berlin: Walter de Gruyter & Co.
Marsella, S., Carnicke, S. M., Gratch, J., Okhmatovskaia, A., & Rizzo, A. (2006). An exploration of
Delsartes structural acting system, Marina del Rey, California.
McNeill, D. (1992). Hand and mind: what gestures reveal about thought: University of Chicago Press.
McNeill, D., & Duncan, S. (2000). Growth points in thinking-for-speaking. In D. McNeill (Ed.),
Language and Gesture (pp. 162-185). Cambridge: Cambrige University Press.
Moore, C.-L. (2005). Movement and Making Decisions: Te Body-mind Connection in the Workplace:
Dance & Movement Press.
Moore, C.-L., & Yamamoto, K. (1988). Beyond Words: Movement Observation and Analysis. New York:
Gordon and Breach.
Muybridge, E. (1979). Muybridges Complete Human and Animal Locomotion: All 781 Plates from the
1887 Animal Locomotion (Vol. 1-3): Dover Publications.
Nixon, M. (2009). Enhancing Believability: Evaluating the Application of Delsartes Aesthetic System to the
Design of Virtual Humans. Simon Fraser University.
Shawn, T. (1954). Every Little Movement. Brooklyn, New York: Dance Horizons.
Stebbins, G. (1977). Delsarte System of Expression. Brooklyn: Dance Horizons.
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4
BASICS OF NONVERBAL
COMMUNICATION IN VIRTUAL WORLDS
By Joshua Tanenbaum, Michael Nixon, and Magy Seif El- Nasr
Te research space for digitally mediated nonverbal communication is quite broad, encompassing research
into animation, computer mediated communication, virtual reality, virtual worlds, massively multiplayer
online games, and embodied cognition. As a consequence, much of the relevant work to studies of NVC
in virtual worlds lies outside the disciplinary core of virtual worlds research. In this chapter we will
frst look at research NVC research that doesnt directly engage with virtual worlds, but which does have
signifcant implications for the feld. We will then look at how research in virtual worlds is currently
engaging with issues of nonverbal communication. We also include a discussion of the recent work that
deals more broadly with social interactions in virtual worlds and massively multi-player online role playing
games (MMORPGS)
1. STUDIES OF NVC IN DIGITAL
ENVIRONMENTS AND VIRTUAL REALITY
NVC IN DIGITAL ENVIRONMENTS
A number of important studies have been performed that do not ft under the of Virtual Worlds research.
One of the foundational papers on creating realistic nonverbal actions for actors in virtual worlds was
Ken Perlin and Athomas Goldbergs paper on Improv: a scripting system and architecture for animating
virtual agents (Perlin & Goldberg, 1996). Although it did not specifcally engage the literature on NVC,
the Improv system laid the groundwork for much of the future work in virtual world development,
creating systems that created procedurally generated animations for virtual characters and directed them
in autonomous behaviors.
One common thread of investigation for studies of NVC in virtual worlds was aimed at gauging human
reactions to diferent degrees of realism in nonverbal cues given by virtual characters. Katherine Isbister
and Cliford Nass performed preliminary work on the relationship between verbal and nonverbal cues.
Tey asked human participants to evaluate interactions with animated virtual characters that exhibited
difering levels of extroversion and introversion (Isbister & Nass, 2000). Tey determined that participants
preferred characters where the verbal and non-verbal cues were internally consistent. Similarly, van Es
et al. performed a study, in which participants were asked to interact with one of three diferent talking
heads, each of which exhibited diferent eye gaze behaviors (van Es, Heylen, van Dijk, & Nijholt, 2002).
Unsurprisingly, their results indicated that participants regarded agents with more natural gaze behavior
more positively than agents with random gaze behavior.
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CHAPTER 4 | BASICS OF NONVERBAL COMMUNICATION IN VIRTUAL WORLDS
Another active area of inquiry has looked at social behaviors in textually mediated spaces. Walther et al.
tested whether or not the medium of communication in this case face-to-face vs text chat impacted
the creation of subjectively experienced afnity, and the communication of afect between participants,
concluding that there was no measurable diference between the communication channels (Walther, Loh, &
Granka, 2005). Amy Bruckman wrote about gender switching and gender identity in MUDs (Bruckman,
1993). Sherry Turkle discussed the sociological systems of MUDs, through a lens of postmodernism
(Turkle, 1995). Richard Bartle developed a typology of players in Multi User Dungeons/Dimensions
(MUDs) (Bartle, 1996). Julian Dibbell wrote about his time in the textual world of Lambda Moo, and
most famously on the impact of a virtual sexual assault on the members of the online community (Dibbell,
1998). Tis body of work provides a valuable historical context for our study of Nonverbal Communication
in Virtual Worlds, however, the lack of any sort of non-textual avatar body makes the vast majority of NVC
frameworks inapplicable to these spaces. For this reason, we have restricted the remainder of this chapter
to work that operates within graphical spaces.
VIRTUAL WORLDS VS. VIRTUAL REALITY
Virtual Reality (VR) and Virtual Worlds (VWs) have much in common, but are separated by their
assumptions about embodiment and proprioception. Embodiment is a broad term that can refer to a
whole range of phenomena. Tim Rohrer divides embodiment into twelve distinct dimensions, based on a
survey of how embodiment has been approached within cognitive science (Rohrer, 2007). Two of Rohers
dimensions are of particular relevance to work in VR and VWs:
Phenomenology: Tis dimension of embodiment deals with our conscious awareness
of our own bodies, and their role in mediating our experience of the world. Rohrer
distinguishes between conscious phenomenology and the notion of the cognitive
unconscious from cognitive psychology which deals with the autonomic reactions
of the body. In Virtual Reality research, this is commonly the form of embodiment
under discussion.
Perspective: Embodiment can be taken to refer to a particular vantage point, or point-
of-view, from which an embodied perspective is taken. Perspectives imply bodily
orientations, which arise from a situatedness within the world. In Virtual Worlds,
embodiment is often a function of the perspective by which an interactor orients
herself to the world, often as mediated by an avatar body of some sort.
In Virtual Reality, ones sense of being embodied in the experience is often considered to overlap consistently
with ones phenomenological sense of embodiment: the virtual body and the physical body of the interactor
overlap. Research in Virtual Reality is often located within a laboratory environment, utilizing controlled
experimental methods. Due to the infrastructure needed for most VR experiences, these experiments are
done with individual interactants, or small local groups. Participants are often placed in a head mounted
display that attempts to simulate the visual experience being bodily present within the virtual space. In
these conditions, the participants sense of embodiment is assumed to be focused on her own body, and its
overlapping virtual representations.
In Virtual Worlds, which are primarily mediated via a monitor, keyboard, and mouse, embodiment
becomes more about the players ability to imagine her perspective into the virtual space via an avatar
5
.
5
Early work on avatar embodiment in virtual worlds was primarily concerned with the creation of rudimentary avatar bodies
for players to inhabit, as is the case in (Bowers, Pycock, & OBrien, 1996) and (Benford, Bowers, Fahlen, Greenhalgh,
& Snowdon, 1997). More recently, T.L. Taylor has written about the afordances of two dimensional avatars in Te
Dreamscape (Taylor, 2002). Taylor breaks her analysis in two categories: Social Life and Avatar Identity. Social life discusses
issues around presence, communication, afliation, socialization, and sexuality; avatar identity deals with issues around
customization, personal expression, avatar autonomy, and social experimentation.
JOSHUA TANENBAUM, MICHAEL NIXON, & MAGY SEIF EL- NASR
35
Proprioception is the perception of the physical state of the body. Up until recently, this was used primarily
to refer only our perception of our own bodily state, however recent work in the neurological representation
of movement in the brain, and the discovery of mirror neurons has been used to argue for proprioception
as an aesthetic sense that includes our perception of others bodies on motion (Montero, 2006). Tis sense
of projected embodiment helps explain how players experience the bodies of their avatars in virtual worlds.
Research within existing commercial (or open source) Virtual Worlds does not lend itself to the same
experimental controls as research in VR. Instead, many of the studies of NVC in virtual worlds take the
form of ethnographic studies, or virtual travelogues. Some notable exceptions to these exist, in which
experimental procedures have been undertaken with and without the knowledge of the participants of the
virtual world under study. In some cases, researchers have developed their own in-house virtual world, in
which they can enact experimental controls by modifying the design of the world as needed. In all of these
cases, one important factor is the quantity of people simultaneously interacting within the world. Unlike
VR research, which tends to focus on individuals, virtual worlds research often must contend with hundreds
of simultaneous interactors in an ever shifting population. In virtual worlds research, the participants and
researchers pilot or puppet an avatar on a screen, alternating between third and frst-person perspectives.
Te sense of embodiment felt in this case is assumed to be a virtual embodiment, in which the body of the
interactor disappears, and the proprioceptive sense is mapped onto the avatar body instead.
STUDIES OF NVC IN VIRTUAL REALITY
Some of the earliest work in social signaling in digitally mediated environments takes place in virtual
reality systems, within laboratory settings. While there is very little work that directly relates to Nonverbal
Communication in VR, the few studies that do exist are very important, and establish a critical precedent
for looking at NVC in mediated environments. In particular, the work of Bailenson et al. has investigated
proxemic spacing behavior and mutual gaze in VR settings.
In (Bailenson, Blascovich, Beall, & Loomis, 2001) a series of controlled experiments were devised to
determine the impact of realistic gaze behavior on participants interacting with a virtual agent. Participants
were placed in a virtual space (via head-mounted display) and told to inspect the details of a virtual agent.
Tree diferent agent conditions were tested: a photorealistic agent, a fat shaded agent, and a non-human
pillar. Te two human agent conditions were varied for diferent levels of gaze behavior [Figure 4-1].
To interact with the agents, participants were allowed to move freely through a physical room, while
being tracked by cameras. Teir results showed that participants were more likely to respect the personal
space of the agent as the realism conditions increased [Figure 4-2]. Teir results also showed that female
participants were more likely to regulate their proxemic behavior than male participants.
In a follow up study, Bailensons group refned their experimental design. In (Bailenson, Blascovich, Beall,
& Loomis, 2003) two agents were used: one male and one female. Te gaze conditions were simplifed to
a low-realism condition and a high-realism condition, and a new variable of perception of agency was
introduced in which participants were led to believe that the virtual agent was actually an avatar under
human control in some cases. Tis new study determined that perception of agency
6
, along with realistic
gaze was actually a key factor in how participants perceived personal space around the virtual human.
6
A later study by Shilbach et al. indicated that there is a measurable neural correlate between perception of social entailment
and perception of communicative intent. Using fMRI to measure neural activity, researchers placed participants in a virtual
social situation in which facial expression and gaze behavior was varied to either indicate specifc communicative intent, or to
shift arbitrarily (Schilbach et al., 2006). Participants interacting with the non-arbitrary conditions evidenced neural activity
associated with social communication.
36
CHAPTER 4 | BASICS OF NONVERBAL COMMUNICATION IN VIRTUAL WORLDS
Figure 4- 1: Gaze behavior conditions in (Bailenson, et al., 2001).
Reprinted by permission of MIT Press Journals.
Figure 4 2: Results for Female participants interacting wit h virtual agents in
(Bailenson, et al., 2001). In t his overhead view dotted lines indicate t he rout taken
t hrough t he room by participants, while t he * indicates t he location of t he agent.
Reprinted by permission of MIT Press Journals.
JOSHUA TANENBAUM, MICHAEL NIXON, & MAGY SEIF EL- NASR
37
Teir results indicated that within VR, proxemic spacing behaviors and gaze operate almost identically to
how they operate in the physical world.
2. STUDIES OF NVC IN VIRTUAL WORLDS
In 1998 the Joint European Commission and National Science Foundation Strategy Group met to discuss
the key research challenges and opportunities in information technology, including human-centered
computing, online communities, and virtual environments (J. R. Brown et al., 1999). Teir initial report
included a call for more study of virtual worlds, a recommendation that signaled a growing interest and
concern with these growing social spaces. In the last 15 years we have seen an explosion of research in how
people communicate within graphically mediated virtual environments, and an ever evolving landscape of
virtual worlds in which to conduct this research.
In his 2006 article on Te Demographics, Motivations, and Derived Experiences of Users of Massively
Multi-User Online Graphical Environments Nick Yee builds a case for social interactions in virtual worlds
being more intense than those that occur in the physical world, due to the particular way in which they are
mediated (Yee, 2006). Citing (Walther, 1996) he writes that:
one of the reasons why hyperpersonal interactions interactions that are more
intimate, more intense, and more salient because of the communication channel occur
in computer-mediated communication (CMC) is because participants can reallocate
cognitive resources typically used to maintain socially acceptable nonverbal gestures in
face-to-face interactions and focus on the structure and content of the message itself. Te
message itself then comes across as more personal and articulate. Indeed, in virtual worlds
where we do not have to constantly worry about how we look and behave, we would be
able to dedicate more cognitive resources to the message itself. (Yee, 2006)
Tis is interesting, in that is suggests that the narrower communication channels in virtual worlds
serve to flter out communicative noise from conversations. Within current virtual environments,
kinesic nonverbal communication requires the same degree of active monitoring and attention as verbal
communication, such that it also fts within this privileged-narrow channel. A consequence of this is that
there is more opportunity for participants in a conversation to construct idealized versions of themselves,
by presenting carefully curated visuals, behaviors, and utterances. Te inclusion of more nuanced NVC
mechanisms in virtual worlds especially autonomic and subconscious NVC such as posture and status
has the potential to disrupt communication, or at least render it less amenable to dissemblance.
EARLY WORK ON KINESICS IN VIRTUAL WORLDS
In one of the earliest works on NVC in virtual worlds, Guye-Vuilleme et al. developed a simple button-
based GUI for pupetteering avatars in a shared virtual environment (Guye-Vuillieme, Capin, Pandzic,
Magnenat, & Talmann, 1999). In their review of NVC in the social sciences, they cite (Corraze, 1980)
and usefully establish three categories of information that can be conveyed:
1. Information about the afective state of the sender
2. Information about his/her identity
3. Information about the external world
38
CHAPTER 4 | BASICS OF NONVERBAL COMMUNICATION IN VIRTUAL WORLDS
To communicate this information,(Corraze, 1980) identifes three main channels:
1. Te body and its moves
2. Te artefacts linked to the body or to the environment
3. Te distribution of the individuals in space
We see some precedence for item #2 on the second list in the later Kinesic work of Michael Argyle.
In his Bodily Communication he describes six broad areas for which NVC is used: for expressing emotion,
for communicating interpersonal attitudes, for expressing personality, for augmenting speech, as a form
of social ritual or ceremony, and as a social form of persuasion (Argyle, 1975). Interestingly, Argyles
framing of NVC is not limited to just the body in space, and its movements; he also includes visual
elements like hair, physique, and clothing, arguing that appearance is an important sphere for nonverbal
communication (Argyle, 1975).
Guye-Vuilleme et al. go on to describe their prototype shared virtual environment VLNET (Virtual Life
Network), which they modifed to support kinesic NVC. Teir initial experiment gave precedence to afect
displays, as represented in facial expressions and postures, and to emblems in the form of specifc triggered
gestures. Tey developed a button based control panel interface that allowed participants to trigger and
control several gestural parameters [Figure 4-3]. To evaluate this interface, an informal experiment was
run to determine if participants using the VLNET framework and tools could replicate their real world
relationships with each other within the digital environment. Participants were placed in the environment
with no tasks to perform, and invited to interact (or not) freely. Tey observed that participants of varying
degrees of real life intimacy exhibited varying interactional distances in the virtual world, consistent with
fndings in proxemics. Tey also observed that participants were more likely to use a wide range of gestures,
while postures were often selected at the beginning of the interaction, and left alone for the duration of
the exchange. Tis is in keeping with Ekmans framework of NVC, and appears to be a function of the
participants awareness and intentionality in regards to these diferent modes of communication.
Interestingly, the VLNET system was confgured so that participants experienced the world from a frst
person perspective only. Participants expressed a desire to be able to see the body of their avatar during
the study, but Guye-Vuillieme et al. feared that this would take away from the users sense of immersion
Figure 4- 3: The NVC application interface from (Guye- Vuillieme et al., 1999).
Wit h kind permission from Springer Science and Business Media.
JOSHUA TANENBAUM, MICHAEL NIXON, & MAGY SEIF EL- NASR
39
in the world. Te near ubiquity of third person views in virtual worlds today, and research into virtual
embodiment and the importance of the avatar as discussed by (Benford et al., 1997) and (Bowers et al.,
1996) prior to Guye-Vuilliemes work strongly contradicts this claim. Later work, such as that of (Schroeder,
2002), (Taylor, 2002), and (Morie & Verhulsdonck, 2008) all deals with the extreme importance of the
visible avatar body to users of virtual worlds.
THE IMPACT OF DESIGN AND AFFORDANCES OF VIRTUAL WORLDS
Guye-Vuilleme et al. developed a prototype virtual world to study NVC; at the same time Barbara Becker
and Gloria Mark were investigating social signaling behaviors across three existing virtual worlds: Active
Worlds, Onlive Traveler, and Lambda MOO (Becker & Mark, 1998). Teir paper on social conventions in
collaborative virtual environments is one of the frst extensive comparative ethnographic studies of virtual
worlds. Tey identifed a number of social conventions in the physical world that also were present within
the virtual worlds under study. Tese included greeting behavior; leave-taking; group formation; privacy
indication; nonverbal expression; social positioning and intimacy; and sanctions of unwanted behavior.
Teir analysis of the frequency of use, and the efectiveness of these behaviors indicated that one of crucial
factors in supporting social conventions in virtual worlds was the technological afordances of the world
itself. It should come as no surprise to us that this is the case: the afordances of the interface, the design
and animation of the avatars, and the physical rules governing how avatars occupy space all have profound
implications on what nonverbal behaviors people will favor.
Te relationship between afordances, design, and observed communication is the subject of much of the
literature surrounding virtual worlds. In 2002 Cheng et al. published an article describing their experience
developing and deploying virtual worlds for Microsoft (Cheng, Farnham, & Stone, 2002). Teir paper
reported on lessons learned from seven years of building graphical virtual environments, including
Microsoft V-Chat and the Microsoft Virtual Worlds Platform. It is rare to fnd scholarly articles discussing
the design of a commercial game or software system from the perspective of the developer
7
, and this paper
provides a helpful bit of insight into the design process of virtual worlds, and in particular to role that NVC
plays in this process. Te article identifes nine design lessons to foster sustainable dynamic communities,
which the authors classify into three areas [Table 4-1]. Teir research methods consisted of a combination
of qualitative and quantitative approaches including informal observations of people in the graphical
environments, interviews and surveys, analysis of log data, and experimental studies. Tese evaluation
processes fed into the ongoing revision of the virtual world platforms in an iterative design process.
7
One of the most comprehensive guides to the design of virtual worlds comes from Richard Bartle, who developed the frst
MUD. It is recommended reading for anyone interested in the practice of world design (Bartle, 2004).
Table 4- 1: Design lessons for fostering sustainable, dynamic communities (Cheng et al., 2002).
GENERAL AREA SPECIFIC DESIGN LESSONS
Individuals
1. Provide persistent identity to encourage responsible behavior, individual accountability, and the development of lasting relationships.
2. Support custom profle information that addresses the privacy concerns of individuals.
3. Encourage individuals to invest in their self-representation by supporting custom end user graphical representations.
Social Dynamics
4. Support the ability for groups to form and then self-regulate.
5. Frequent and repeated interactions promote cooperative behavior. Help people coordinate fnding and meeting those they care
about to increase the likelihood of positive interactions.
6. Make community spaces more compelling by supporting the development of reputation and status.
Context,
Environments and
User Interface
The rhythm and tempo of the movement is proportionate to the mass (including emotion) to be moved.
7. End users and world builders preferred 3D, non-abstract environments with a third person view.
9. Different communities have different needs and require different user interfaces.
40
CHAPTER 4 | BASICS OF NONVERBAL COMMUNICATION IN VIRTUAL WORLDS
Items #7 and #8 on this list are of particular interest to any study of NVC in virtual world, in that they
deal with the design and usage of avatars, gestures, and environments. Of NVC in virtual worlds, Cheng
et al. write:
We found that people did use the 3D space for non-verbal communication. Tey used
their ability to position in the 3D environment to stand near and to look at the person
with whom they were talking. Furthermore, because they were able to communicate the
direction of their attention non-verbally, they were less likely to address their chat messages
with user names than if the communicated only though text chat. (Cheng et al., 2002)
Following their analysis and observations, they concluded that the use of NVC allowed people
to express emotions, and communicate interest and attention, but that it often interfered with verbal,
text communication.
In their longitudinal ethnography of Tere.com, Brown and Bell identifed interactions with objects within
the environment as a crucial component of collaborative social actions; the presence of interactive objects
within the space provided a structure for social collaboration (B. Brown & Bell, 2004). More recently,
in 2006 Williams et al. wrote about the social life of guilds in World of Warcraft (Wiliams et al., 2006).
Using a combination of interviews and a social network census administered via a survey they identifed
a number of social norms in MMORPGs. Teir analysis identifes the game mechanics of World of
Warcraft as the key moderator of these social outcomes by encouraging certain types of interactions and
discouraging others (Wiliams et al., 2006). Taken alongside the writing of Cheng et al. we fnd a persuasive
argument for carefully integrating an analysis of the technological afordances and design parameters of a
given virtual world into any model of NVC for virtual worlds. To put this in context with previous work in
NVC, one of the origins of nonverbal behaviors identifed by Ekman and Friesen is the physical experience
of embodiment within the world (Ekman & Friesen, 1981). In the same way that our bodies shape the
ways in which we can communicate non-verbally, the avatar bodies, interface mechanisms, and procedural
systems (such as game rules, and the underlying logic of the simulated environment) designed into virtual
worlds greatly constrain, shape, and aford particular types of nonverbal behavior that are idiosyncratic to
each world.
EMPIRICAL STUDIES OF PROXEMICS IN VIRTUAL WORLDS
Yee and Bailenson (and collaborators) extended their individual earlier work into Second Life to study the
import of NVC within an active virtual world. In their 2007 article Te Unbearable Likeness of Being
Digital: Te Persistance of Nonverbal Social Norms in Online Virtual Environments they developed a script
that allowed them to measure the proximal distances and gaze orientations of the 16 avatars closest
to the researcher in a virtual 200 meter radius, and to track whether or not the observed avatars were
talking to each-other or not (Yee, Bailenson, Urbanek, Chang, & Merget, 2007). Teir measurements of
interpersonal distance (IPD) and mutual gaze allowed them to calculate whether or not equilibrium theory
and proxemics could be used to account for player behavior in Second Life. Tey concluded that our social
interactions in online virtual environments, such as Second Life are governed by the same social norms as
social interactions in the physical world (Yee et al., 2007).
In a very similar study, Friedman et al. developed a set of social bots that traversed Second Life seeking
out other avatars and engaging in pre-programmed social behavior(Friedman, Steed, & Slater, 2007).
Tese automated research instruments measured the proximal responses of other avatars in two diferent
experiments. In the frst experiment, rather than measuring group interactions, like (Yee et al., 2007), they
focused on avatars in dyadic interactions that were isolated from other groups of players. Teir data allowed
them to claim that users tend to keep their avatars in non-arbitrary proximity from the other avatars they
JOSHUA TANENBAUM, MICHAEL NIXON, & MAGY SEIF EL- NASR
41
are interacting with, however they challenged Yee et als claim that proxemic spacing behavior translated
directly from the physical world to the virtual one. In their second experiment, they programmed their
bots to initiate an interaction with a user in Second Life, and then move into an uncomfortable close
interaction distance of 1.2 meters. Te bot then observed the response of the user for 10 seconds and
reported the results. Many of the subjects approached in the way retreated from the bot, which allowed
them to determine that interactors in Second Life have an awareness of personal space (Friedman et al.,
2007).
Some of the most recent work in NVC for virtual worlds has attempted to use proxemics to guide the
behaviors of autonomous agents and NPCs in simulated worlds. Laga and Amaoka described an agent
control system that incorporated the rules of interpersonal distance and gaze to manage the proxemic
spacing of groups of virtual agents (Laga & Amaoka, 2009). Teir system claims to be able to achieve more
natural movement within groups that obey the rules of personal space and gaze described in proxemics.
3. CHAPTER REVIEW
Tere is still much work to be done in the space of nonverbal communication in virtual worlds.
In this chapter we have reviewed some of the most signifcant research within the feld, across a number
of disciplines.
One thing that unifes most of the observational and experimental work in virtual worlds is an emphasis on
proxemics and gaze rather than kinesics and gesture. Tis is unsurprising, since positioning avatars in these
systems is a fundamental and transparent interaction: one which requires little additional UI afordances
beyond the entry level interactions. Contemporary virtual worlds more naturally aford unconscious
proxemic behaviors, whereas the literacies required for more sophisticated kinesic communication are often
much more advanced. While a case might be made for the ease of gathering data about IPD and Gaze
in virtual worlds, as opposed to gathering data about the use of kinesic communications, we see many
opportunities to broaden studies in virtual worlds to include analysis of appearance, gesture, posture, and
even facial expression. We regard the lack of this work as a signifcant gap in current research around NVC
in virtual worlds, and an important direction for future research.
4. BIBLIOGRAPHY
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Bailenson, J. N., Blascovich, J., Beall, A. C., & Loomis, J. M. (2001). Equilibrium Teory Revisited:
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Bailenson, J. N., Blascovich, J., Beall, A. C., & Loomis, J. M. (2003). Interpersonal Distance in
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Bartle, R. A. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. Te Journal of Virtual
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Benford, S., Bowers, J., Fahlen, L. E., Greenhalgh, C., & Snowdon, D. (1997). Embodiments, avatars,
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Brown, B., & Bell, M. (2004, November 6 - 10). CSCW at Play: Tere as a Collaborative Virtual
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(2006). Being with virtual others: Neural correlates of social interaction. Neuropsychologia,
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Wiliams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. (2006). From Tree House to
Barracks: Te Social Life of Guilds in World of Warcraft. Games and Culture, 1(4), 338 - 361.
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Multi-User Online Graphical Environments. Presence, 15(3), 309-329.
Yee, N., Bailenson, J. N., Urbanek, M., Chang, F., & Merget, D. (2007). Te Unbearable Likeness
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CyberPsychology & Behavior, 10(1), 115 - 121.
44
45
SECT I ON I I
IDENTITY AND COMMUNICATION
IN VIRTUAL WORLDS
46
LESLIE BISHKO
47
5
OUR EMPATHIC EXPERIENCE
OF BELIEVABLE CHARACTERS
By Leslie Bishko
Editors Note: Tis chapter is the frst part of a larger
piece on Empathy and Laban Movement Analysis for
animated characters. We have broken it into three
smaller chapters throughout the book, but it may be
read as part of a single work. Te other two parts can
be found in Chapters 11 and 13. Tese chapters are
supplemented by series of video fgures, which can be
found online at:
http://www.etc.cmu.edu/etcpress/NVCVideos/
1.
INTRODUCTION
Historically, the concept of empathy has been linked
with our perception of other beings as minded
creatures (Stueber, 2008). Empathy is rooted in
a process of embodiment, whereby we experience
others by attuning our movement to theirs. In the
context of virtual worlds, empathy is central to the
experience of immersion in an environment as well
as the process of interacting and communicating
with others present in the environment. Terefore,
the qualities of character movement in virtual
worlds are essential to the experience of immersive
being in a world.
While qualities of character movement in virtual
worlds continue to advance, core believability
issues still exist. Te bar is continuously raised
by the standards of feature-flm production,
which strives towards a realist aesthetic due to the
proliferation of visual efects that integrates digital
LESLIE BISHKO
ON HER METHODS
As an artist and animator, it is my
practice to cultivate my empathic sense
of movement and what it communicates.
It is my art form and the aesthetic/
perceptual lens of my daily life: observing
and internalizing the nuances
of movement.
I am not a game player my voice is an
outsiders voice, in that sense, an observer
reporting on what I see, and somewhat
oblivious to why things are the way they
are in games.
My perspective as an observer comes
from the animation process, which is
the process of creating movement
through my felt sense of relationship
and communication in the real world.
An animator creates with movement
the way a painter creates with color.
Laban Movement Analysis is the glue
between the continuity of my real
world movement experience and the
discontinuous process of creating
animation frame by frame.
(continued on next page)
48
CHAPTER 5 | OUR EMPATHIC EXPERIENCE OF BELIEVABLE CHARACTERS
character animation with live action performances.
In virtual worlds, the trend towards realism is
complicated by the mechanisms of user-controlled
character behaviors. Te user has the innate
expectation that the characters are an extension of
her body; that they can respond to her intention,
and therefore move intuitively, according to her
thoughts. When this expectation is not met in
a satisfactory way, the quality of a users level of
engagement in a virtual world is diminished.
Tis chapter explores character believability issues
in depth by focusing on empathy, embodiment,
and meaningful movement. Drawing on classical
animation principles (Johnston & Tomas, 1981),
acting theory (Hooks, 2003), and Laban Movement
Analysis (Bishko, 2007; Hackney, 1998; Laban,
2011; Moore, 1988), believability issues are defned
and discussed in terms of authenticity, the interplay
of function (biomechanics) and expression in
movement, and movement characteristics that we
perceive as intentional versus behavioral.
As human beings, the development of our
ability to express ourselves occurs in a reciprocal
relationship with the development of functional
body mechanics. Te intent to reach for an
object stimulates an infants motor patterning,
which evolves into crawling and walking.
At the same time, our bodies are the vehicle of
our expression; the motor patterning manifested
by distinct physiologies makes our expression
uniquely our own.
In our physical world, we cultivate these functional
and expressive capabilities in relationship to gravity.
Yet, in virtual worlds, we construct gravity by how
we animate, capture, generate or calculate qualities
of movement. Hence, the absence of gravity in
virtual worlds creates the core issue of believability.
Its lack lies at the root of functional movement
problems that afect the appearance of neurological
coordination in characters. Issues such as weight
shifts, sliding feet, rapid change of orientation,
physical intersections, lack of integrated body
connectivity, and lack of complete movement
phrases are common. With poor functional
capability, expression is compromised. Classical
animation principles address these issues, but they
remain to be solved when it comes to features of
real-time interaction. Where procedural solutions
I learn about patterns in communication
through the constant process of
observation and description. I look for
my own empathic response and describe
it metaphorically.
How I know this is valuable:
When people begin learning LMA,
they are instantly drawn to it because it is
truthful to how they express themselves in
their own bodies. LMA provides access
to intrinsic knowledge they already have,
but never had a language for. Learning
the language of movement makes
movement concrete, less ephemeral,
and opens our minds to its symbolism.
Te methodology of Laban Movement
Analysis is essentially to observe
movement, describe it in terms of LMA
parameters, discern patterns and salient
features and make meaning from our
observations. Tis chapter emphasizes
an introduction of the terminology of
LMA while I employ the methodology
of observation, description and
interpretation throughout, by example.
LEARNING LABAN
METHOD ANALYSIS
Reading this text will provide a general,
working knowledge of LMA. To really
know the system, it is recommended
that you embody it through movement
practice. LMA is taught in dance and
theater programs, within universities as
introductory courses, and through several
certifying bodies in an intensive format
that is considered equivalent to graduate
level study. See the Appendix at the end
of this chapter for a list of resources for
studying LMA.
LESLIE BISHKO
49
exist, there are additional factors that have us perceive movement as behavioral, rather than as movement
we engage with empathically through its representation of intent.
A key distinction regarding expressive movement is the diference between intentional and behavioral
movement. Intentional movement communicates a characters emotions and engages our empathy, whereas
behavioral movement refects reactive or survival refexes that project motivated action, yet feel empty or
automatic. An example of this is how a characters gaze and kinetic sequencing of body movement can
be coded to procedurally follow a moving target. Te element of this that cant be coded is what the
character thinks while tracking a target, or how he feels about his circumstances, or even why he is tracking
to begin with.
Artifcial intelligence solutions aim to have the potential to successfully integrate function and expression.
Complex rules and conditions are embedded into run-time scenarios as a construction of character intention,
which is further mediated by the end user. Barriers to believability from this perspective lie collectively in
the design of the interactive experience, the efectiveness of how the AI interfaces with the movement assets,
and in the qualities of the movement assets themselves.
Tis chapter explores these issues through animation and acting principles, and the methodology of Laban
Movement Analysis (LMA), an established framework for observing, describing, and interpreting movement
and what it communicates. LMA describes movement parameters through fve general categories:
1. Body: posture, gesture, and patterns of coordination
2. Efort: intention manifested as qualities of movement
3. Shape: the changing form of the body in relationship to others
4. Space: the structural language of how movement forms in space
5. Phrasing: units of movement language.
LMA, as a theory of movement, ofers practical and innovative solutions towards designing authentic,
intentional, believable, expressive and characterized movement in virtual worlds that is perceived as
meaningful through the process of empathic attunement. By using the movement framework that LMA
provides, we can create character movement with deliberate attention to what makes movement authentic,
intentional and believable.
Tis chapter will show you how and why LMA solves the issue of believability. It is the frst publication
of the full LMA system that is targeted for the art and industry of digital animation. My purpose is to
describe to you the LMA system in a way you can apply it.
Examples of character movement from keyframe animation, interactive games, and real-time virtual worlds
are discussed in LMA terms, both to introduce LMA concepts and illustrate believability factors from
an LMA perspective. LMA provides a depth of understanding about movement that can be efectively
employed to address the believability issues articulated in this chapter. Te concepts introduced ofer
a framework for designing functional and expressive motion, through all aspects of production, which
collectively feed into the user experience of the characters presence within a virtual world.
Movement is the vehicle of communication and interaction in virtual worlds, yet it is an underdeveloped area
when we consider the levels of sophistication that are possible. Tis chapter proposes that LMA provides a
valuable conceptual framework for furthering the efectiveness of movement communication. At the same
time, it articulates what intentional movement looks like, and how we are empathically engaged by it.
LMAs strength and value towards this goal is that it is an open framework for observing communication, as
opposed to a closed formula that limits the interpretation of movement to literal defnitions. Te implication
of creating virtual-world experiences through an LMA perspective is a groundbreaking approach that will
make truly engaged experiences possible.
50
CHAPTER 5 | OUR EMPATHIC EXPERIENCE OF BELIEVABLE CHARACTERS
2. EMPATHY, AUTHENTICITY, AND BELIEVABILITY
In this section, my purpose is to explore the role of movement and how it creates empathic engagement.
We experience this engagement with characters in virtual and interactive environments in three main ways:
as player characters, through which we experience a videogame as a predefned character;
as observers of characters, whom we watch and/or interact with; and
as avatars, through which we form our own virtual-world identity and persona.
As player characters or avatars, the perception of agency (or ones own intent), in controlling character
movement is not the same as observational perceptions of character movement. Tis section briefy discusses
empathy relating to controller input, while focusing mainly on observed qualities of character movement.
EMPATHY
Te word empathy is a translation from the German Einfhlung, meaning to feel into (empathy,
2011). Defned both as feeling what others feel, and projecting ones own feelings onto objects or other
beings, empathy is a concept that impacts a variety of theoretical contexts, such as aesthetics, psychology,
philosophy, and neuroscience (Stueber, 2008).
In neuroscience, the recent discovery of mirror neurons identifes empathy as the physiological mechanism
for how we perceive others, learn through imitation, develop language, and communicate (Rizzolatti &
Craighero, 2004). Mirror neurons in the pre-motor cortex of the brain fre when we take action and when
we watch anothers actions. Furthermore, the mirror neurons are coded to respond not just to action, but
also to intentions (Morrison, 2004). In other words, observing anothers action engenders a physiological
response as if one had the intention and performed the action him or herself. It is also the mechanism
through which we understand what we see; as we observe, we experience it ourselves, and comprehend it
through our own experience.
Te neuroscience model involves the perception of movement. It leads us directly to the notion that how
we move as human beings, and consequently, how characters move in virtual worlds, creates engagement
and communication through the mechanism of empathy. In her book Making Connections: Total Body
Integration Trough Bartenief Fundamentals, Peggy Hackney leads readers to experience how we perceive
others and diferentiate ourselves from them by empathically attuning through the sensation of breath. For
example, when people relate to each other intimately in a close hug, or in a relaxed state of being physically
close, the rhythm of breath will naturally synchronize, or attune. It is an intimate form of connecting and
relatinga state of being present to another through presence of the self (Hackney, 1998, pp. 58-60).
In Beyond Words: Movement Observation and Analysis, Carol-Lynne Moore describes empathic attunement
through movement observation:
Te easiest way to experience kinesthetic empathy is to attend to how you use your own
body while watching an exciting sports event or a tense mystery program. Most involved
fans fnd themselves muscularly participating in the event, that is, making motions like
those being observed, only smaller and more subtle. Tese participative movements of
kinesthetic empathy, drawing on imitation and movement memory, can be a valuable
extension of visual perception in the understanding of human movement (Moore, 1988).
Tese descriptions of empathic experience point out that we communicate and perceive the meaning
of others communication through our own movement
LESLIE BISHKO
51
EMPATHY AND CHARACTERIZATION
Te mechanism of empathy also creates the
condition in which we perceive and identify
with characters. Ed Hooks, author of Acting for
Animators, stresses that we experience characters
through their emotions, not through their
thoughts. Our perception of their emotions is felt
empathically via how they move. Te goal of the
animator is to expose emotion through the illusion
of movement on screen (Hooks, 2003). How
characters move in virtual worlds has everything
to do with how we perceive them as a) believable
characters, which appear to have body mechanics
that approximate laws of physics that are congruent
with their anatomy and their environment, and b)
authentic characters, whose movement style forms
a specifc characterization that we experience as
expressive and unique. Authentic characters move
in a way that is congruent with who they are, while
immersed in circumstances within a narrative
scene or interactive environment.
FUNCTION, EXPRESSION,
AND BELIEVABILITY
Combining function and expression in
character movement is the heart of the
creative process in animation storytelling.
Te collective creative process of the entire
production team contributes to consistently
believable characters. Te director relies
on the teams creative contributions,
yet functions as the integrating force
that brings story, characters, and action
together. For example, in the 2008 flm
Kung Fu Panda, fve animal characters
embody the fghting characteristics on
which the tradition of Shaolin Kung Fu is
based. Te animals each move and fght
in a stylized way that is designed to refect
the physical and instinctual characteristics
of their species. Tis element of the animal
characters also provides physical comedy,
as in the scene where the smallest, and
presumably the weakest, a praying mantis,
is left to hold up a rope bridge that the
others are fghting on.
Te terms function and expression are important themes within the LMA system. LMA views movement
as an integration of functional and expressive elements. Function can be thought of as the biomechanics
of the body, or our movement potential as viewed through the laws of physics. Expression represents how
our intention communicates itself through movement. Neurologically, our intent to attain objectives and
express ourselves organizes the functional motor patterning of the body, while our functional abilities
support and characterize how we express ourselves through movement (Bartenief, 1980; Hackney, 1998).
Functional believability refers to character movement that has a high degree of biomechanical accuracy.
Elements of believable motion include the following:
Te range of joint motion falls within normal ranges for human performance.
Weight shifts, dynamic alignment, and distribution of weight in motion create
a believable illusion of gravity. (Hooghwinkel, 2012)
Timing of rotations of individual joints, and subtlety of degrees of rotation, adequately
mimic the refnement of human motion.
Expressive believability is about creating readable intent through how the character acts; this involves
designing believable gestures and facial animation. But more importantly, it means being clear about
the characters intent, and portraying that intent consistently throughout the animation. Expressive
believability gets into the realm of movement stylization, caricature, and stereotype and partially depends
on story, script, and the visual design of the character.
Character believability depends on the empathic perception of both functional and expressive believability.
We are integrated and whole in our psycho/physical perceptual processes. Tus, we experience animation
empathically, by default (Hooghwinkel, 2012). It is the qualities of the empathic engagement that we
52
CHAPTER 5 | OUR EMPATHIC EXPERIENCE OF BELIEVABLE CHARACTERS
respond to in our evaluation of the experience. Trough empathy, we know that the movement we
perceive doesnt feel right. Terefore, in observing virtual characters, we have a hard-wired perceptual
mechanism for detecting functional and expressive faws in the movement.
INTENTION, BEHAVIOR, AND AUTHENTICITY
Where function and expression are believable in character movement, we can study the next layer:
authenticity. An authentic character performance is one in which a characters movement expression is
congruent with the character as a whole: it reveals how a particular individual copes with circumstances
within the narrative or interactive environment. When presented with well-crafted, authentic character
performances, not only do we believe in the illusion of a virtual being, we believe there is an actual,
specifc being. We willingly suspend disbelief and forget that we are observing an animated illusion. In
mainstream flm or video game entertainment, creators of animated characters generally strive for this level
of believability and interpretation.
Intentional movement contains the elements of function and expression, taking them to the level where
character movement appears authentically motivated. Every action refects the characters thought,
emotion, and choice of action in the moment. Tere is a congruence of movement style with the gestalt of
the character.
Perhaps movement that is not intentional best exemplifes this. For me, the exaggerated animation style in
the 2005 flm Madagascar simply felt like too much movement. Each action was played to the fullest, having
the impact of an exclamation mark. Te characters felt hyperactive. I found it exhausting to watch because
I was attuned empathically to function/expression, but could not relate to a felt sense of the characters
motivation. Tere was functional and expressive believability, however, the degree of exaggeration created
a lack of clear intention. Te faw was in the characterization; the movement didnt match the characters.
About twenty minutes into the flm, the story and characters had developed, and I had become accustomed
to the movement style, all of which made the rest of the flm more watchable.
Related to this example, but distinctly diferent, is the idea of behavioral movement. I once visited an
aquarium and became mesmerized by a seal swimming in great loops through her tank. Her speed was
fast by my standards; yet it seemed casual and easily paced for an active seal enjoying the dynamics of her
own energy in motion. After studying her a while, I gradually sensed that this looping pattern was behavior
without intention; that no impulses were satisfed by it. What had frst impressed me as playful, patterned
motion now occurred to me as automatic, and listless, as if this was all she could do with herself in this
confned space.
Te concept of behavioral movement in procedural animation became clear to me in 2007, at a presentation
given by Electronic Arts about their procedural character animation research and tool development
(Armstrong, 2007). Trough procedurally blended motion capture, a character interactively followed a
target with his gaze. As the target approached the limits of visual range, the characters position and
orientation would seamlessly adjust. A sophisticated range of adjustments was demonstrated as the target
challenged the character through a full set of spatial possibilities. A commendable technical achievement,
the movement was beautiful to watch and seamlessly believable. However, as I attuned to the movement,
I gradually became uncomfortable. At frst, the character appeared to have intent: to follow and adjust to
the target. But in time, I realized that I was watching procedural behavior, not characterization of intent.
While the movement was stunningly, humanly realistic, the lack of character intent gave the impression
that the character was a robot. Ed Hooks, author of Acting for Animators (2003), writes, An action without
a thought is impossible, and an action without an objective is just a mechanical thing, moving body parts.
(Hooks, 2003, p. 5)
LESLIE BISHKO
53
Software engineer, dancer and Laban Movement Analyst Sandra Hooghwinkel observes that rule-
based movement can have the appearance of intention by virtue of acting within a rule-space context
(Hooghwinkel, 2012). For example, a character programmed to pursue proximity to other characters will
appear to have the intent of physical closeness. What distinguishes it from intentional movement is whether
it feels authentic. If nothing has motivated the character to pursue closeness, and if the goal of closeness is
not ever satisfed by having achieved it, the movement lacks authenticity and appears as behavioral.
Te following quote underscores this distinction between behavior and intention. In discussing the
biological evidence of empathy found within mirror neurons, Morrison describes what triggers these
neurons to fre:
Of particular importance is that these neurons fre only during the initiation or
observation of actions, not just movement. For example, they fre in response to observing
another monkey grasp an object, but not to observing simple opening and closing of the
hand. Tey also do not fre to grasping by non-living objects such as a mechanical hand
(Rizzolatti et al., 2001). Tis suggests they code for a particular relationship in motor
terms between subject and object. In other words, they are coding for intention, and not
just for movement. (Gallese & Goldman, 1998, in (Morrison, 2004))
Examples of intentional and behavioral animation crop up everywhere in flms and interactive games.
In keyframe animation, lack of phrasing, or functional movement problems can look unskilled and not
believable. Where animation is working well functionally, issues of characterization (such as the over-
exaggerated style in Madagascar) can crop up in ways that seem more behavioral.
In the case of interactive games and real-time puppeteering, so much of the action is navigating the
environment. We see the same walk and run cycles without variation, and because this is most of what the
character gets to do, their movement barely attracts our attention. Idle animation sequences are another
example of behavioral movement. Te repetition makes characters appear nervous or agitated, while actions
such as looking around seem arbitrary and without stimulus [Video Figures 14]. Te economies of game
production necessitate the repeated use of cycles and movement clips. Te repetition, as with the confned
seal, occurs to us as behaviors without intent.
8
Intentional movement is the mechanism for our empathic experience of a character. It is the vehicle through
which we believe that the character is a conscious being, and perceive what the character is communicating.
We can consider that intentional movement appears authentic, whereas behavioral movement generally
seems more inauthentic. Both types of movement certainly have their place, so distinguishing them is
valuable for this discussion. Tey are both believable on some level.
CHARACTERISTICS OF INTENTIONAL MOVEMENT:
Tere is a clear objective. Te movement communicates an idea, or information.
We know what motivates the character.
Te movement consists of complete phrases, including preparation > action >
recuperation > transition. Phrases are units of communication in movement,
rhythmically organized by the breath. Te Breath patterning within a movement
phrase signals aliveness and emotion. (Ventrella, 2011) We engage empathically
through the rhythm of breath.
8
Ubisoft is circumventing this with procedural animation layered on top of motion clips. A tiny adjustment of the controller
means the character tilts his or her head slightly, pushes a foot out slightly further, extends an arm to counterbalance, etc.
See Jay Whites sidebar on Procedural Pose Modifcation in Chapter 13, section 1.3.
54
CHAPTER 5 | OUR EMPATHIC EXPERIENCE OF BELIEVABLE CHARACTERS
Tere is a direct and reciprocal relationship to environmental factors (including other
characters). Te mover is responding to environmental stimuli, and the mover has an
impact in the environment.
CHARACTERISTICS OF BEHAVIORAL MOVEMENT:
Movement that has no clear purpose or motivation
Movement that appears repetitive, mechanical or automatic
Repeated actions or repeated responses to environmental stimuli, e.g. a character in a
dark space shields his eyes from a light source, and does so repeatedly. In real life, our
eyes gradually adjust to the darkness, so shielding the eyes from light would diminish
over time.
Is mostly reactive to environmental stimuli, as opposed to taking action that has an
impact in the environment
Movement based on survival instincts such as the following:
o maintaining verticality
o self protection: protecting vulnerable body parts
o avoiding contact
o avoiding impact
o avoiding or pursuing proximity (Ventrella, 2011)
Movement created via procedural, physics-based and cyclical animation methods
are generally behavioral. Tese methods for creating motion excel at supporting
behavioral action because they are based on conditions and rules.
Story context provides a general methodology for choosing when characters need to communicate intention
or behavior. Context brings focus and clarity to what needs to be communicated. Te established
practice in production is to foreground lead characters that have dialogue with intentional movement,
while assigning behavioral movement using procedural, physics-based, and cycled animation methods to
background characters. Story, character-based, or general aesthetic guidelines for procedural behaviors can
prevent the behavior from attracting the viewers attention to its lack of intent.
Te challenges of overcoming barriers to intentional, authentic movement are unique to animated virtual
characters. Live actor performances beneft from being inherently embodied; live actors can access qualities
of authentic characterization directly through their body. In contrast, virtual character performances are
constructions of bodies in motion. Intent is an illusion created through character movement. Tis is why
authenticity is a delicate pursuit. Te empathic experience of authenticity carries a sense of truthfulness. It
has immediacy, presence, and innate comprehension.
3. EMPATHY, INTERACTION AND METAPHOR
My discussion in this chapter focuses on observed character movement, but interaction cant be ignored.
Tis section briefy looks at the projection of intention in interaction. It concludes with an example of an
embodied interface, which allows me to introduce the important concept of mapping and metaphor.
In videogame play, our emotions are elicited through empathic attunement with the player character,
through fulflling the characters objectives, and through the immersive qualities of the environment. Using
a game controller to control a characters movement engages a kinesthetic sense that ones own intention
is creating the intentional action of a character in a virtual world. Situated in the context of the game, we
project our intent, not our own personality or personal objectives, onto the character.
LESLIE BISHKO
55
Te interface to a virtual world, both in the context of driving character activity and immersion in the
world, is a metaphorical mapping of movement information to a control device via a conceptual framework.
With her immersive virtual-reality piece, Osmose (1995), artist Char Davies created a profound example
of an embodied interface mapped to an embodied conceptual framework. She uses the metaphor of scuba
diving to map breath control to virtual-world embodiment:
In contrast to manually based interface techniques such as joysticks and trackballs,
Osmose incorporates the intuitive processes of breathing and balance as the primary
means of navigating within the virtual world. By breathing in, the immersant is able
to foat upward, by breathing out, to fall, and by subtlety altering the bodys centre
of balance, to change direction, a method inspired by the scuba diving practice of
buoyancy control.
Whereas in conventional VR, the body is often reduced to little more than a probing hand
and roving eye, immersion in Osmose depends on the bodys most essential living act, that
of breathnot only to navigate, but more importantlyto attain a particular state-of-
being within the virtual world. (Davies, 2012)
Davies reports that people who experience Osmose have had profound personal, even transformational
experiences. By connecting people with their breath, and allowing breath to become the means of agency,
Davies has created an interface that connects inner feelings to the outer environment.
What kinds of experiences are possible through kinesthetic mappings for motion-based control devices?
Tey provide direct physical experience; therefore, empathy operates diferently. Would something like a
full-body puppeteering interface deliver something as profound as Osmose? I believe that Osmose succeeds
due to metaphor. Osmose creates the possibility of meaning through providing an embodied interface to a
virtual world. Te immersant fnds their own meaning in the experience.
LMA articulates the elements of embodied kinesthetic experience. In theory, when integrated with an
intuitive control device, it can ofer both direct and metaphoric mappings of control device motion to
motion in virtual worlds. LMA movement parameters remain true under varying contexts. As a result,
LMA solves the problem of literal mappings. Tis aspect of the system must be understood in order to
embark on procedural representations of LMA.
Tere is . . . no simple one-to-one correspondence between a movement and what it
signifes, or between a meaning and the movement and what it signifes, or between a
meaning and the movement chosen to encode it (Moore, 1988).
4. SUMMARY
We need believability and authenticity to create fully embodied character performances that engage the
viewer/player and communicate meaningfully. Te more we attend to character movement, the more
mastery we can achieve over the nuances of empathic experience. Elements of narrative and environmental
circumstances will always engage us conceptually. For a believable experience, we need to focus on empathy
and physical attunement with characters.
In Chapter 11 I will undertake a discussion of the Principles of Animation, and Laban Movement Analysis.
We can apply these movement frameworks to create believable, authentic character movement. In Chapter
13 I will describe observations of character movement and discuss qualities of empathic engagement.
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CHAPTER 5 | OUR EMPATHIC EXPERIENCE OF BELIEVABLE CHARACTERS
5. BIBLIOGRAPHY
Armstrong, E. (2007, August 9). Improving Real-Time Motion. Spor(T) . San Diego, California,
USA: ACM SIGGRAPH Conference.
Bartenief, I. a. (1980). Body Movement: Coping with the Environment. New York: Gordon and Breach
Science Publishers.
Bishko, L. (2007, December 9). Te Uses and Abuses of Cartoon Style in Animation.
Retrieved February 3, 2011, from Animation Studies Online Journal:
http://journal.animationstudies.org/leslie-bishko-the-uses-and-abuses-of-cartoon-style-in-animation/
Davies, C. (2012). Osmose. Retrieved May 5, 2011, from Immersence: http://www.immersence.com
empathy. (2011, February 3). Retrieved February 3, 2011, from Collins English Dictionary -
Complete & Unabridged 10th Edition: http://dictionary.reference.com/browse/empathy
Hackney, P. (1998). Making Connections: total body integration through Bartenief Fundamentals.
Amsterdam: Gordon and Breach.
Hooghwinkel, S. (2012, December 31). Personal communication. Vancouver, British Columbia, Canada.
Hooks, E. (2003). Acting for Animators: A Complete Guide to Performance Animation
(Revised Edition ed.). Heinemann Drama.
Johnston, O., & Tomas, F. (1981). Disney Animation; Te Illusion of Life (1st Edition ed.).
New York: Abbeville.
Laban, R. (2011). Te Mastery of Movement (Edition 4 ed.). (L. Ullmann, Ed.)
Hampshire: Dance Books.
Moore, C.-L. (1988). Beyond Words: Movement Observation and Analysis. London: Gordon and Breach.
Morrison, J. (2004). Understanding Others by Understanding the Self: Neurobiological Models of
Empathy and their Relevance to Personality Disorders. Te Canadian Child and Adolescent
Psychiatry Review , 13 (3), 68-73.
Rizzolatti, G., & Craighero, L. (2004). Te Mirror-Neuron System. Annual Review of Neuroscience ,
27, 169-192.
Stueber, K. (2008, August 29). Empathy. (E. N. Zalta, Editor) Retrieved May 15, 2011, from
Te Stanford Encyclopedia of Philosophy: http://plato.stanford.edu/archives/fall2008/entries/empathy/
Ventrella, J. (2011, January 20). Personal communication. Vancouver, British Columbia, Canada.
6. LABAN MOVEMENT ANALYSIS RESOURCES
CERTIFICATION PROGRAMS IN LABAN MOVEMENT ANALYSIS
EUROLAB (Germany)
http://www.laban-eurolab.org/
Integrated Movement Studies (Utah, California)
http://www.imsmovement.com/
Laban/Bartenief Institute of Movement Studies
(New York, Maryland, Massachusetts, Tennessee, Koolskamp (Belgium),
Toronto, Edinburgh)
http://www.limsonline.org/
Laban International
http://www.labaninternational.org/
Columbia College Chicago
Te Department of Dance/Movement Terapy & Counseling
http://www.colum.edu/Admissions/Graduate/programs/dance-movement-therapy-and-
counseling/graduate-laban-certifcate-in-movement-analysis.php
LESLIE BISHKO
57
http://www.colum.edu/Academics/DMTC/movement_pattern_analysis_
consultant_certifcate/
INTRODUCTORY WORKSHOPS: PREREQUISITES FOR LMA CERTIFICATION
United States
Integrated Movement Studies
http://www.imsmovement.com/index.php/workshops-classes/
Laban/Bartenief Institute of Movement Studies
http://www.limsonline.org/introductory-workshops
Moving On Center
http://www.movingoncenter.org/Workshops.htm
Canada
Nadine Saxton
http://www.nadinesaxton.com/workshops/laben-movement-analysis/
Helen Walkley
http://www.helenwalkley.com/teaching.html
United Kingdom
Moving Forth
http://movingforth.org/training/laban-movement-analysisbartenief-fundamentals/
Italy
Academia DellArte
http://www.adalife.it/2012/10/18/professional-laban-training-at-ada/
Germany/Austria
EUROLAB
http://laban-eurolab.org/index.php?option=com_content&view=category&layout=bl
og&id=7&Itemid=35&lang=en
UNIVERSITY/COLLEGE PROGRAMS THAT OFFER LMA CLASSES
Source: http://www.movementhasmeaning.com
United States
Brigham Young University (Provo, Utah)
http://cfacweb.byu.edu/departments/dance
SUNY Brockport (Brockport, New York)
http://www.brockport.edu/dance/
SUNY Potsdam (Potsdam, New York)
http://www.potsdam.edu/academics/AAS/Teatre/index.cfm
University of Utah (Salt Lake City, Utah)
http://www.dance.utah.edu/
Utah Valley University (Orem, Utah)
http://www.uvu.edu/dance/
Ohio State University (Columbus, Ohio)
http://dance.osu.edu/
Hobart William Smith College (Geneva, New York)
http://www.hws.edu/academics/dance/
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CHAPTER 5 | OUR EMPATHIC EXPERIENCE OF BELIEVABLE CHARACTERS
University of Virginia (Charlottesville, Virginia)
http://www.virginia.edu/drama/danceminor.htm
University of Maryland (College Park, Maryland)
http://tdps.umd.edu/
University of California, Irvine (Irvine, California)
http://dance.arts.uci.edu/
Glendale Community College (Glendale, Arizona)
http://www.gccaz.edu/performingarts/12049.htm
University of Wisconsin (Madison, Wisconsin)
http://www.dance.wisc.edu/dance/default.asp
Towson University
http://www.towson.edu/theatre/
Canada
Simon Fraser University (Vancouver, British Columbia)
http://cgi.sfu.ca/~scahome/?q=dance
York University (Toronto, Ontario)
http://dance.fnearts.yorku.ca
United Kingdom
Trinity Laban Conservetoire of Music & Dance (London, England)
http://www.trinitylaban.ac.uk
Te Laban Guild for Movement and Dance
(non-university professional courses, workshops and ongoing community classes)
http://www.labanguild.org.uk
Queen Margaret University (Edinburgh, Scotland)
http://www.qmu.ac.uk/mcpa/default.htm
Italy
Academia DellArte
http://www.adalife.it/2012/10/18/professional-laban-training-at-ada/
RELATED PRACTICES IN DEVELOPMENTAL MOVEMENT PATTERNING & PSYCHOLOGY
Amazing Babies Moving
http://www.amazingbabiesmoving.com
Body Mind Centering
http://www.bmc-nc.com
Bobath Centre
http://www.bobath.org.uk
Kestenberg Movement Profle
http://www.kestenbergmovementprofle.org/index.html
NOTATION
Dance Notation Bureau
http://www.dancenotation.org
International Council of Kinetography Laban
http://www.ickl.org
LESLIE BISHKO
59
ONLINE DISCUSSION
CMAPlus Listserve
https://listserv.cc.denison.edu/sympa/info/cmalist/
GENERAL LABAN RESOURCES
Motus Humanus
http://www.motushumanus.org
Laban Analyses
http://www.laban-analyses.org/
Movement Has Meaning
http://movementhasmeaning.com
Te LMA Efort Bank
http://www.lmaefortbank.com
DNB Teory Bulletin Board
http://dnbtheorybb.blogspot.ca
Te Laban Project
http://www.labanproject.com
LABAN PRACTITIONER DIRECTORIES
Laban/Bartenief Institute for Movement Studies
http://www.limsonline.org/services-certifed-movement-analysts
Movement Has Meaning
http://movementhasmeaning.com/locate-a-practitioner/#all
Laban British Columbia
http://labanbc.wordpress.com/
ACTING RESOURCES
Ed Hooks
http://www.edhooks.com/
Keith Johnstone
http://www.keithjohnstone.com
60
JEFFREY VENTRELLA
61
6
VIRTUAL GAZE: THE COMMUNICATIVE
ENERGY BETWEEN AVATAR FACES
By Jeffrey Ventrella
1.
INTRODUCTION
Gazing (making eye contact, fxating on another
persons eyes, and optionally aiming your face
and body towards that person) is an important
component of body language. Since gaze serves
many well-established communicative purposes
in society, it can be encoded into a succinct
representation. Tis allows the equivalent of the
physical act to be invoked remotely and virtually,
without requiring a physical human head and eyes.
I refer to this as virtual gaze.
Gaze is so powerful that even the idea of it, as
uttered using commands in text-based virtual
worlds, can create visceral responses. Michele
White, who studies the ways in which technology
renders and regulates users, points out that in text-
based virtual worlds, the commands that allow a
player to watch, scope, peep, gawk, etc. can
be disturbing to the gazee, especially if she is being
continually looked at by other players (White
2001). In animated virtual worlds, gaze becomes
spatial, sensory, and dynamic, and so it has even
more expressive and communicative efect. In this
paper, let us use the term virtual gaze specifcally
in reference to human-like avatars in 3D virtual
worlds that can rotate their eyeballs, heads, and/
or bodies, so as to aim towards other avatars, as a
form of nonverbal communication.
JEFFREY VENTRELLA
ON HIS METHODS
Since I am more of a developer/designer
than a researcher, I would describe my
method as a kind of design research.
What I am concerned with are the
problems of how we (inventors, designers,
and programmers) solve problems of
engineering tools for creativity, and media
for afective communication.
Here is an interesting phenomenon I
have noticed about us developers of
virtual worlds: many of us (not all) are
indiferent to the livelihoods of the people
who populate our worlds - we are more
interested in building them than living
in them. Tis has some positive, and
some negative consequences. On the
positive side, we can be more agnostic
and objective about some things. On the
negative side, we may be out of touch
with what drives people to use our virtual
worlds and to spend so much of their lives
in them, what they want, and why.
(continued on next page)
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CHAPTER 6 | VIRTUAL GAZE: THE COMMUNICATIVE ENERGY BETWEEN AVATAR FACES
Te procedural animation technique of making a
virtual character aim its body, face and/or eyes at
a position in a scene, has been explored since the
early days in the history of virtual human craft.
Badler and others have researched eye contact
and other behaviors for virtual agents (Lee, et al
2002) (Chopra-Khullar, et al. 2001). In many gaze
systems, including SmartBody (Tiebaux, et al,
2009), gaze is manifested not only in the rotation of
an avatars head, but in the neck, and several joints
of the spine. Te various ways to look at a gaze
target are then adjustable to a fne degree. Gaze,
in this case, need not be a term that applies to the
eyes or head only. One can represent gaze with the
whole body, the upper body, the head, the eyes, or
any combination, to create many subtle variations
of attention or annotation. Te avatars in Tere.
com employed multiple levels of gaze. In Figure
6-1, two Tere.com avatars are gazing at each other
in a chat prop (a location in the world where
special UI is made available for chatting, social
signaling, and camera behaviors that respond to
body language). Tese avatars are gazing with their
whole bodies.
In some cases (in my case) being in-
world can be uncomfortable even
painful, because the limitations and
compromises that were made are difcult
to ignore - they are bad memories. Co-
founding a virtual world company means
remembering what dreams had been
dashed, and what features were canceled,
often for the sake of achieving business
goals, rather than implementing good
design. In this case, studying peoples
uses and behaviors of a virtual world that
I helped make would be problematic, as
I cannot fully engage in the experiential
world of the users, their ambitions,
and their livelihoods. To me, the man
behind the curtain is within full view,
warts and all. For this reason, the papers
I have written for this book, as well as
the chapters of Virtual Body Language,
where some of the material comes from,
are told from the standpoint of a
designer/engineer.
Figure 6- 1: Avatar body/head/eye gaze in There.com
JEFFREY VENTRELLA
63
Lance and Marcella (2010) have researched the problem of gaze, attempting to map the gaze shifting of
a virtual human to particular emotional states, in order to build better models for virtual gaze. Morency
(2008) has built systems to detect user head rotation and eye tracking to provide inputs for engaging with
embodied conversational agents (ECAs). Gratch, et al. (2006), Bailenson (2005), and others experiment
with virtual rapport the efects of positive interactions between humans and avatars with behaviors,
such as mimicking, eye contact, nodding, etc.
Tese experiments shed light on how humans interact nonverbally. However, there are conceptual problems
when considering these techniques for practical uses. Having avatars generate nonverbal cues that are
not necessarily in line with the users original body language puts us in murky territory, especially with
regards to authenticity. Steptoe et al. (2010) study how avatars reveal whether users are lying by using eye
contact, blinking, and pupil size. Tese features are read from the users faces. All very interesting research,
but when commentators and bloggers start referring to an avatar that lies (Ani, 2010) they are being
careless with language. Avatars are incapable of lying because they are illusions caused by changing pixel
colors on a computer screen determined by running software. My conclusion is this: the only way an
avatar can be said to reveal its users true emotional self is if the user is speaking through voice chat, and
wearing a full-body motion-capture suit, with every minute nonverbal motion (including pupil size) being
projected onto the avatar. Furthermore, the avatar must be viewable at a high pixel resolution and at a high
animation frame-rate. In this case, one could argue that we are no longer talking about avatars: avatars
are semi-autonomous by nature. Any other variation of control (that is, almost all kinds of avatar control) are
mediated to some extent, and are therefore subject to sending artifcial nonverbal signals, whether intended
or not. In this case (i.e., in most cases) we cannot speak unambiguously of lying or truth-telling.
Lets assume, then, for the purposes of this chapter, that you are not so concerned with whether your avatar
is expressing your true emotions or intentions. Lets assume that your avatar has some degree of autonomy,
and that you are interested in controlling your avatar in order to communicate to others in creative ways.
Tere is a touch of theatre: you may want to project nonverbal behavior that does not necessarily correspond
with what you are feeling at any given moment. Expressing and communicating are the operative
words. Tis is not the same as being monitored by a lie-detector.
As cinematic language makes its way increasingly into computer games and virtual worlds, the true power
of gaze will reach its potential. But, considering the sheer power of virtual gaze, and the availability of
software techniques to enable it, I believe that virtual gaze is underutilized in social virtual worlds it
should be more advanced than it currently is. In this paper, I explore some possible reasons why such an
important component of natural body language is not well-represented in virtual worlds, and I also propose
a framework for thinking about the nature of virtual gaze, and the technical and user-interaction problems
with implementing it.
2. CONCEPTS
Puppeteering refers to the act of controlling an inanimate object or a virtual character in real-time, to
create the illusion of life. It could be your hand, a sock, a ragdoll, or a high-tech marionette. It could also
be a virtual character in a game or virtual world. One can easily imagine the term puppeteering to refer
to moving a body part (like what happens when you pull a marionette string to lift the puppets hand).
But rotating an avatars eyes and head to look at another avatar is special: it has a particular efect that
extends out beyond the body of the avatar. It projects an implied line of sight onto the thing being gazed
at (the gazee). Te efect is a psychical energy vector that connects gazer with gazee. You could think of
this vector in one of two ways: (1) as originating from the gazee (photons are bouncing of of the face of
the gazee and landing on the retinas of the gazer), or (2) as originating from the gazer (the gazer sends a
nonverbal signal to the gazee). Tis direction (gazer to gazee) is the one I am most interested in: it is a form
of silent communication.
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CHAPTER 6 | VIRTUAL GAZE: THE COMMUNICATIVE ENERGY BETWEEN AVATAR FACES
Figure 6- 2: Gaze vectors originating from peoples eyes,
and landing on what t hey are looking at.
Figure 6- 3: Two gaze vectors fused as a result of mutual eye- contact.
JEFFREY VENTRELLA
65
Eye contact established between two people can have a powerful efect. Sometimes gaze accompanies
feelings of love; sometimes it accompanies feelings of being threatened or overpowered. Sometimes a
split-second glance can be the telltale signal that clinches the answer to a convoluted emotional question
infuenced by the context in which the gaze act is done. Tis energy I refer to is illustrated in
Figure 6-2. It shows imaginary beams of light originating from peoples eyes, and landing on the things
they are looking at.
Te purpose of showing these imaginary beams is to make a point: the space between peoples faces is
continually being charged with psychical energy, especially when they are using natural language. If youve
spent as much time as I have watching and thinking about this psychical energy (several years developing
avatar gaze algorithms and writing about it), you can certainly feel its power especially in a room with
several people in conversation. Lets keep these images in mind as we explore the ways in which gaze can
manifest in virtual worlds.
SEMIOTIC SACCADES
Te rapid changes in eye rotation are referred to as saccadic eye movement, or simply, saccades. As the eyes
take snapshots of the environment quickly jumping from focal point to focal point, the brain builds up
a stable model of the environment, even though the images landing on the retina are jumping around
like shots in a wild music video. Many birds dont have the same eye-orbiting talents that we have, and so
they have to use their heads to take these snapshots for visual fxationa behavior called head bobbing.
Tese bird-saccades are timed with their struts, famously demonstrated by chickens and enthusiastic funk
musicians. Tis strut allows the birds head to be stationary for a brief moment between thrusts, so that the
brain can take a picture. Its not unlike spotting: the head-shifting technique used by ballet dancers when
they are rapidly spinning in place.
Saccades evolved for building stable models of the world via snapshots. Saccades are important for us
primates: since we have high foveal acuity (a high density of photoreceptor cells in the region of the fovea)
we aim precisely at points in the environment to resolve details. But the evolution of saccades might have
been intertwined with social adaptation as well. In the context of this chapter, what is interesting about
saccadic behavior is not just its utility for taking in reality, but how this behavior has become a part
of natural language. Its not just used for input; it is used for output as well. Te eyes of many social
mammals have evolved distinct visual featureswith clarity and utility reaching a high level in humans.
Consider the following sentence that you might read in a novel: Immediately after Mary told Bob what
had happened, she made a split-second glance over to Franksilently alluding to his involvement. Recent
scientifc research is helping to validate the notion that variations in saccades and fxation can be used for
communication and annotation, as well as for establishing joint attention (Mller et al. 2009).
THE PUPPETEERING PROBLEM
Designing user-interaction schemes for making avatars walk, fy, or strike dance moves in 3D virtual
worlds and games is already difcult: but when you consider the problem of how to generate nonverbal
communication, it becomes much more complex. I am talking about controlling an avatar using any
technology other than fully immersive virtual reality (VR) with total-body motion-capture (in this case
there is no puppeteering since the user efectively IS the avatar). Full-on VR with total-body motion-
capture is great for research, education, and art. But it is bloody expensive, and it does not permit casual,
asynchronous usage. I am referring instead to typical avatar-based worlds using common, everyday input
devices, such as keyboards, mice, touch screens, Wii devices, and the Kinect, all of which to varying
degrees allow some subset of human movement to be translated to a virtual body for natural body
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CHAPTER 6 | VIRTUAL GAZE: THE COMMUNICATIVE ENERGY BETWEEN AVATAR FACES
language expression. Because of the necessary mediation of these technologies, there are mappings that
need to be made from physical body to virtual body. Te puppeteering problem also refers to text input and
voice input as a vehicle for controlling an avatars nonverbal behavior verbally. I include all of these forms
of input because I want to look at the puppeteering problem in the most general way.
Controlling avatar gaze vectors for nonverbal efect is problematic for several reasons. One reason is that
virtual worlds are typically experienced in third-person, which is a form of virtual astral projection: you
do not occupy the same space as your avatar and so it is not always straightforward to specify directions
relative to your body. Tis problem is alleviated somewhat with frst-person view, in which your view onto
the world is synonymous with your avatars gaze. (One could argue that when you cannot see your own
avatar setting its gaze, you lose some cinematic immersion). Another problem with virtual gaze is how to
specify what your avatar is looking at, and whether and how to set smooth-tracking so as to keep the gaze
fxed on the gazee even if it is moving. Tese user-interaction problems may be partially responsible for the
lack of gaze behavior in avatars in virtual worlds: its just a hard design problem to solve. Tis is especially
true if you want to build an avatar control system that allows the high-frequency signaling of saccades.
Another theory as to why avatars lack gaze behavior (or any nonverbal communication) is because virtual
worlds evolved largely out of computer game technology. Computer games have perfected the art of blowing
things up, leveling up, navigation, and, more recently, building stuf (i.e., Second Life). Expressing yourself
within a virtual body is a rather new occupation, in the scope of the computer game history. But virtual
worlds may fnally be starting to grow out of this adolescent stage.
3. TECHNIQUES
For developing avatars for social virtual worlds, it is best to allow eye rotation to be independent of head
rotation. So, an avatar could throw a shifty side-glance with no head motion, or it could gaze with the
entire head for an efect that everyone in the room notices. Te speed at which an avatar rotates the eyes
and head to look at something could be adjustablea parameter roughly associated with alertness, or
attention (or perhaps cafeine). So, if an avatar were tracking a humming bird darting through the air, a
low-alertness setting would create a rather drunken meandering of the head and eyes in attempt to follow
the birds trajectory, while a high alertness setting would result in quick head/eye motions, keeping a tight
aim on the bird the whole time. Te same kind of tight alertness response is used in frst-person shooters
(the camera is very tight: responsive to mouse movement) so that the player can take aim quickly.
JUMPING TO A MOVING TARGET AND TRACKING IT
Your visual system uses saccades as you watch a crowd of people walking by, darting your focus among the
many faces. If an attractive prospect walks by and catches your eye, you switch from saccades to smooth-
tracking (or smooth pursuit). Tis kind of eye behavior is what happens when you watch a distant bird arc
across the sky. Smooth tracking uses a very diferent eye-brain control system than saccadic motion.
In virtual worlds and 3D games, one way to create smooth tracking is to establish a virtual link between
the gazers eyes and the mobile object to be pursued. In a prototype I developed for Tere.com, I had a
mode where circles could be overlaid onto the heads of all the avatars in the scene (including the users).
Tis is illustrated in Figure 6-4.
JEFFREY VENTRELLA
67
Te circles provided afordance to the user: they were selectable regions where the mouse cursor could be
clicked-on to trigger a gaze shift, causing your avatar to rotate its head (and/or eyeballs) to fxate on that
avatars head. Once chosen, this gaze shift would stay fxed even as both avatars moved about in the world.
In this illustration, the users avatar is shown at left (the black woman). Selecting ones own avatar head
circle cancels the gaze that may have been established on another avatar.
We explored some variations of the user interface, including having head circles appear only when the
users mouse cursor hovers over the avatars heads. We did not test the efects of these visual overlays,
however. Te implications of this kind of interaction, and the various visual afordances, would make for
an interesting study for the design of social virtual worlds.
A thought experiment is illustrated in Figure 6-5. Te user of the dog avatar rolls the mouse cursor over the
cat at the left. Once the circle over the cat avatar has been selected, the dog avatar will begin to smooth-track
that cat. (One can imagine this as the initial act leading up to a chase scene).
Figure 6- 4: Circles overlaid on avatar heads serving as selectable gaze targets
Figure 6- 5: Circles overlaid on avatar heads serving as selectable gaze targets
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CHAPTER 6 | VIRTUAL GAZE: THE COMMUNICATIVE ENERGY BETWEEN AVATAR FACES
Figure 6-6 shows another example. Imagine yourself sitting on a park bench reading a book. A person
walks by and your gaze shifts to the persons face. You continue to track that person for a while, and then
your gaze returns to the book. Two salient events have occurred: a gaze-shift to the person, and a gaze-shift
back to the book.
Figure 6- 6: Setting your avatar gaze to a passerbys face, tracking it,
and t hen setting it back to t he previous target
JEFFREY VENTRELLA
69
In a virtual world, these two events could be specifed by two messages sent up to the server that specify the
identifer of a gaze target (the passerby), followed by a time-out, or else a specifc message to set the gaze
back to the book, or some other, new gaze target. Everything that happens in-between those two events
does not require any internet messaging, as long as the frst message specifes to track the gaze target
wherever it moves.
All the tracking can be done on the client-side, and that is because the location of the two faces
(the gazer and the gazee) are cached on the local client; they are instantiated in every users view of the world
whose avatar happens to be logged-in at that location, and can potentially see the gazing avatar. All the
expensive 3D vector math can be computed locally. If I happen to be controlling the avatar that just walked
by, I will see that you have set your gaze on me and tracked me for a while. And the reason I can see this
is that your avatar (as instantiated on my client) received the gaze message, and my client started running
the tracking behavior.
It is not only for technical reasons that a behavior like eye-tracking should happen automatically in
an avatar: there really is no need for the user to continually control this tracking behavior as long as the
high-level goal is to keep looking at the passerby. Now, what about the decision to look at the passerby
in the frst place? Should that be automated? Like most channels of virtual body language, that would be
served best by ofering multiple levels of control, each useful at diferent times and for diferent purposes.
Te hardest level of gaze to design, and the easiest to use, is automatic gaze: the avatar system decides when
the avatar should shift its gaze, and to whom or what. Ideally, a large set of controls should be tweakable
as part of the avatar customization interface, to modulate these automatic behaviorssort of like
personality flters.
On the opposite extreme, a manual gaze system would be useful for times when the user wants to puppeteer
gaze using a short leash: I want to look at younow.
A virtual world in which users could choose other avatars to gaze at with ease, and to switch that gaze as
easily as clicking on the heads of nearby avatars, would become charged with nonverbal energy. Te idea
of clicking on the heads of avatars is synonymous with directing your attention to various elements on a
web site. By clicking on an avatar head, you are saying that you want to look at that avatar (that is, you the
user, as well as you the avatar). Te gaze of you the user is not broadcast into the world, but your avatars
gaze is. In some cases your avatars gaze may represent your physical gaze, and in some cases it would not.
Te point is that having this level of puppetry would enrich the semiotic landscape.
If the gazee-avatar reciprocates to the gazer-avatars gaze, then you have established a natural, wordless
social link between avatars (and by implication, between the physical users as well). Tis could be all
thats needed (as in two people who simply want to acknowledge each other using eye-contact). Or it
could be used as a queue to start a verbal conversation. By allowing this behavior to be operated manually,
the social utility of gaze would be entirely up to the users, and they might in fact develop their own
nonverbal conventions, forming their own semiosis, without the avatar system imposing a code of behavior.
Te downside is of course that it requires extra controls, and more attention from the user.
4. THE SOCIAL COORDINATE SYSTEM
Human saccades shoot psychical beams with a complex rhythm and symmetry, like visual music playing
over the dynamics of verbal communication. Smooth-tracking eyes perform violin sweeps and clarinet
glissandos. A virtual world where avatars cannot look at each other is a world without psychical energy;
it has no musical soundtrack, as demonstrated by the avatars in the virtual world Kataspace [Figure 6-7].
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CHAPTER 6 | VIRTUAL GAZE: THE COMMUNICATIVE ENERGY BETWEEN AVATAR FACES
In most virtual worlds it is not easy for users to set the gaze of avatars at will. In Second Life, well-crafted
portraits of fashionable residents are often depicted looking of into empty space, which reinforces a kind
of persona we often see expressed in these worlds: aloofness and serene ennui. Might this kind of persona
ultimately be a symptom of a design defcit rather than a conscious artistic decision?
When a character animator is composing an animation in a standalone application, the geometry is defned
in terms of the characters local coordinate system. For instance, the characters x-axis extends from the left
to the right of the body. In most systems, the y-axis extends vertically: toe-to-head, and the z-axis extends
from back-to-front. A joint rotation is typically specifed in relation to the joints parent. An elbow is rotated
of the shoulder. An animator may use built-in tools for inverse-kinematics (the technique of adjusting joint
rotations to cause an end-efector to move to a particular location such as calculating wrist, elbow, and
shoulder rotations to cause an avatars hand to touch the shoulder of another avatar) or forward dynamics
(simulating Newtonian physics for momentum, forces of gravity, friction, etc.) to create special efects
and indeed these procedural animation systems require the temporary use of a coordinate system in a
higher frame of reference. But, once the animation is completed, and a fle is exported, all joint rotations
are normalized to the local coordinate system of the character. It is essentially a record of body movement
without a homewithout an environmental contextfoating in Einsteinian relativistic space.
When this foating animation fle is imported into a virtual world and starts running on an avatar in
realtime, procedural techniques take charge and help ground the animation in the context of the world.
Inverse kinematics in particular is used to modify the leg joints of the animation and adjust them to
conform to an uneven terrain as the avatar ambulates through the world. Tis set of events could never be
anticipated during the initial act of animating. Forward dynamics can also be applied to fexible parts of
the avatar (hair, tails, etc.) causing them to sag naturally with gravity or shift from wind or collisions with
other objects. Te same goes with enabling avatar heads to swivel so as to face each other, or for avatars to
hold hands, or to pet a dog, as illustrated in Figure 6-8.
Figure 6- 7: Setting your avatar gaze to a passerbys face, tracking it,
and t hen setting it back to t he previous target
JEFFREY VENTRELLA
71
Tese activities ground an avatars motion in the world from moment to moment. We human users (the
meat puppets who control avatar puppets) function in the same way: neuroscientists have discovered cells
in the brain that they call place cells and grid cells. Tese cells ground our sense of where we are in the
world; they are linked to the hippocampus, and help us incorporate our body schema with the environment
(OKeefe and Dostrovsky 1971)(Hafting et al. 2005). Place cells and grid cells are part of a broad system for
dynamic representation of self-location. Tey can be thought of as the brains way of coordinating personal
space with the global coordinate system. Mirror neurons have their own way of connecting up personal
spaces. According to Blakeslee and Blakeslee, they create shared manifolds of space: Watch a fast pass in
hockey, listen to a piano duet, or watch two people dance the tango. Mirror neurons help people coordinate
joint actions swiftly and accurately, providing a kind of we-centric space for doing things together (2007).
Te local coordinate systemby itselfis lonely. Te global coordinate systemthe frame of reference
which all avatars occupy, and which allows all the various lonely coordinate systems of the world to
transform to each otheris social. Te mathematics of social gaze might be described as a we-centric
connective glue that infuses the social into the personal. Efective virtual body language requires seamless
translation between the lonely coordinate system and the social coordinate system. Mathematically-
speaking, that means having software interfaces to transform the local geometry of the body to the global
geometry of the world. Inverse-kinematics is one of many techniques to make this happen, and it is also
how avatar heads swivel to look at each other in the global coordinate system; in the social coordinate system.
Instead of manipulating an arm bone or a thigh bone, we are manipulating a gaze vector. Tis gaze vector
is in global space, as illustrated in Figure 6-9.
Figure 6- 8: (top) Avatars holding hands; (bottom) an avatar petting a dog
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CHAPTER 6 | VIRTUAL GAZE: THE COMMUNICATIVE ENERGY BETWEEN AVATAR FACES
Figure 6-9: Local gaze vectors must be transformed to the global (social) coordinate system
Figure 6-10: The intimacam
view vector
JEFFREY VENTRELLA
73
INTIMACAM
Speaking of mathematics, there is a fairly simple bit of math that can be brought to bear on avatar body
language, with strong emotional efect. I call it intimacam it is a camera behavior that responds to
two avatars that are gazing at each other in close proximity. A particular chat prop that was designed by
game designer Chuck Clanton and myself was called the Loveseat (Clanton, 2003). Tis is illustrated in
Figure 6-10.
When a users avatar was placed into the Loveseat, we provided various UI elements for invoking body
language such as eye gaze, head gaze, full body gaze, and facial expressions. If the avatar faces were both
aimed at each other (indicating that there may be some romantic interest) the camera would situate itself to
aim perpendicular to the mutual gaze vector of the avatars, causing one avatar head to appear at left, and
the other avatar head to appear at right. As the avatar faces drew closer, the camera likewise drew closer.
Refer to the global coordinate skeletal head joint positions of the two avatars as A and B. Te midpoint
between A and B is called C. Take the cross product of the vector AB with the global up direction to
determine a perpendicular vector V. Tat vector V is used to determine the cameras orientation and
distance to C. Te length of V is thus proportional to the length of AB. A few tweakers were thrown in to
take into account the cameras feld of view.
Te cinematic efect we strove to achieve was one of increasing intimacy, as the three elements (left avatar
head, right avatar head, and camera/voyeur) drew closer. When (or if ) the kiss happened, the camera
would be moved-in to its absolute closest: the two avatar heads would be taking up the entire view. Similar
techniques like this were prototyped, infuenced by Chucks ideas on using cinematic techniques in games,
as described in (Isbister, 2006). Camera close-ups are being used increasingly in 3D computer games that
involve complex characters with social interactions, such as Rockstar Games LA Noire. In this game, the
ability to read eye contact to determine if a character is lying is an important aspect of gameplay.
5. CLOSING THOUGHTS
Although much research has been applied to the problems and techniques for virtual gaze, popular virtual
worlds have not taken full advantage of this research. Users do not have the amount of gaze control
that one should expect in a socially-focused virtual world, where simulated embodiment and proxemics
constitute a large proportion of social currency. Take Second Life for example. In this virtual world, it is
not straightforward for a user to aim his or her avatar head or eyes at another avatar. Changes in the look
at target often happen unpredictably, based on automated algorithms and invisible often mysterious
timing mechanisms. Tere is no clear, direct, discoverable way to puppeteer your avatar to look at an
arbitrary location in the world, or an arbitrary avatars face.
Virtual gaze is a tricky bit of body language indeed. On the one hand, it is a cool feature for a virtual
world to puppeteer your avatar automatically making it look up when his/her name has been uttered in
a chat, or to make it smile when you type a :) into your chat window. But, these behaviors steal autonomy
away from you: while your avatar performs your body language for you, it sometimes may not be your
original intention. Consider the avatars in Blue Mars: they will sometimes turn around and look directly
at the camera at the useryou! Tis behavior apparently creeps-out some people (Au, 2010). And no
surprise: when you the user are yanked into the world (via a gaze vector self-puppeteered by your own
avatar), your sense of immersion gets scrambled. Te cinematic efect is intense, but what did the Blue Mars
people have in mind? It is possible that they were just playing with a cool efect, without taking into full
consideration the media efects. Figure 6-11 shows an image from a blog post by Ironyca (2010): an avatar
gazes back at its user.
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CHAPTER 6 | VIRTUAL GAZE: THE COMMUNICATIVE ENERGY BETWEEN AVATAR FACES
My conclusion regarding gaze is this: as in real life, I should always have the option to look at whomever
I want, whenever I want. If I want my avatar to look at me (for whatever strange psychological reason),
that should be an option. I should also be able to turn that of (of seems like a good default to me). I
should be able to override any of my avatars autonomic nervous system behaviors to generate deliberate
purposeful body language. Should all my avatars body language be deliberate? Should every action be
the result of conscious control on my part? Of course not: avatars are semi-autonomous puppets by
nature, by design. Te issue is just how autonomous, and under which situations they should be automatic
vs. user-puppeteered. Tat is the big question. It makes sense to leave in place the lowest-level autonomic
systems, such as blinking, and the moving hold technique of character animation to avoid absolute
robotic stillness, as well as various techniques such as Perlin noise. Tis subject of balancing autonomic
avatar behavior with deliberate puppeteering is covered in detail in Virtual Body Language (Ventrella, 2011).
Tis chapter presents the topic of avatar gaze as a powerful form of nonverbal communication, which has
not yet seen its full potential in virtual worlds. Te reasons are partly cultural (the ancestor medium of
computer games is traditionally indiferent to self-expression), and partly technical (puppeteering gaze is
not straightforward, given the standard ergonomics of virtual world interfaces, especially with third-person
views).
Once these human-computer-interface tools have been worked out along with the normal evolution of
user behavior that ultimately modifes design choices this channel of nonverbal communication will
become very expressive. In real life, my wife only needs to make one quick glance at me, and I know that it
is time to take out the trash. Ordepending on the timing, or the situationit may mean something else
entirely: something that is more fun than taking out the trash. Tis simple bit of body language is powerful
indeed, and once the puppeteering problem has been worked out, it will enliven virtual worlds, further
validating them as a communication medium of embodiment.
Figure 6-11: I think my avatar might have a crush on me!
JEFFREY VENTRELLA
75
6. BIBLIOGRAPHY
Ani. Avatars with real eye movements can spot liars in the virtual world. 2010.
Web site: http://science.gaeatimes.com/2010/04/09/avatars-with-real-eye-movements-can-spot-
liars-in-the-virtual-world-10358/
Au, Hamlet. Blue World Notes: Why Your Blue Mars Avatar Seems to Look You in the Eye.
Blog site: http://blog.bluemars.com/2010_11_01_archive.html. 2010
Bailenson, J., et al. 2005. Te independent and interactive efects of embodied-agent appearance
and behavior on self-report, cognitive, and behavioral markers of copresence in immersive virtual
environments. Presence: Teleoperators and Virtual Environments. Volume 14, Issue 4. MIT Press.
Blakeslee, S., and Blakeslee, M. 2007. Te Body Has a Mind of its Own. Random House.
Chopra-Khullar, Sonu., Badler, N. Where to look? Automating attending behaviors of virtual human
characters. /Autonomous Agents and Multi-agent Systems/ 4(1/2), 2001, pp. 9-23.
Clanton, C., Ventrella, J. 2003. Avatar-centric Communication in Tere. Presentation at the People,
Computers and Design seminar, Stanford University.
http://hci.stanford.edu/courses/cs547/abstracts/02-03/030404-clanton.html.
Gratch, J., Okhmatovskaia, A., Lamothe, F., Marsella, S., Morales, M., van der Werf, R. J., and
Louis-Philippe Morency. 2006 Virtual Rapport, 6th International Conference on Intelligent
Virtual Agents (IVA06).
Hafting T., Fyhn M., Molden S., Moser M. B., Moser E. I. 2005. Microstructure of a spatial map
in the entorhinal cortex. Nature. Aug 11, 2005.
Ironyca. WoW meets Blue Mars about the Avatar Gaze. 2010.
Blog: http://ironyca.wordpress.com/2010/09/26/wow-meets-blue-mars-about-the-avatar-gaze/
Isbister, K. 2006. Better Game Characters by Design: A Psychological Approach. Elsevier.
Lance, B., and Marcella, S. 2010. Glances, glares, and glowering: how should a virtual human express
emotion through gaze? Autonomous Agents and Multi-Agent Systems, Volume 20,
number 1. Springer.
Lee, S. P. Badler, J., Badler, N. Eyes Alive. SIGGRAPH 2002: 637-644
Morency, L., P., Whitehill, J. and Movellan, J. 2008. Generalized Adaptive View-based Appearance
Model: Integrated Framework for Monocular Head Pose Estimation, 8th International
Conference on Automatic Face and Gesture Recognition (FG 2008).
Mller, R., Pannasch, S., Velichkovsky, B. M. 2009. Comparing eye movements for perception and
communication: Changes in visual fxation durations and saccadic amplitudes. Perception 38
ECVP Abstract Supplement, page 23.
OKeefe, J., and Dostrovsky, J. 1971. Te hippocampus as a spatial map. Preliminary evidence from unit
activity in the freely-moving rat in Brain Research Volume 34, pages 171-175.
Steptoe, W., et al. Lie tracking: social presence, truth and deception in avatar-mediated
telecommunication. CHI 10 Proceedings of the 28th international conference on Human factors
in computing systems. 2010.
Tiebaux, M., Lance, B., Marsella, S. 2009. Real-Time Expressive Gaze Animation for Virtual Humans.
International Conference on Autonomous Agents and Multiagent Systems. (www.ifaamas.org).
Ventrella, J. Virtual Body Langage. ETC Press, 2011.
White, M. Visual Pleasure in Textual Places: Gazing in multi-user object-oriented worlds.
Information, Communication & Society. Volume 2, Issue 4. December, 2001. Pages 496-520.
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7
AVATAR APPEARANCE AS PRIMA
FACIE NON-VERBAL COMMUNICATION
By Jacquelyn Ford Morie
Te Gods will not speak to us face to face until we ourselves have a face.
-C. S. Lewis
1. INTRODUCTION
Who are we when we are online in virtual worlds? Tat is a fundamental question one that begs to
know what constitutes our identity in the beginnings of the 21st Century. Other questions follow
intuitively: How do we communicate in these new spaces of social experience? What are the new norms for
virtual interaction?
What diferentiates virtual worlds from other forms of computer-mediated communication is that in these
spaces we possess a form of embodiment. We have a representation that stands for our self in these worlds,
and with which we navigate space, interact with objects and communicate with others. Tis representation
known as an avatar presents our self to others in the virtual world. We can make it move, we can take it
hither and yon, we can shape it and dress it and give it a voice. We can put on a very diferent appearance,
changing it like a new outft from our wardrobe to suit certain situations or moods.
Yet, these avatars are not as complete or exquisitely functioned as are our physical bodies. Tey cannot yet
transmit the richness of physical expression we as humans have employed for millennia to share what we are
thinking and feeling with another, often whether we want to or not. Tey give us only a means of partial
communication, allowing us to use our real voice, but otherwise limiting us to the impoverished capabilities
of avatar facial expressions, behaviors, and appearance. And yet, in this last aspect appearance we do
have a myriad of options to explore that transcend the limitations of physical reality.
Tere may be a day in the future when we can more fully connect our muscle and bone body, our senses
and neuronal circuits, our unknown and psychological selves, including dreams and wishes, to our avataric
representations and behaviors. But until we are fnally connected via the proverbial jack that integrates
our physiology with our avatar body, enabling us to more directly transfer non-verbal interaction to our
avatars, we must fnd other means to enable understanding. Our avatars appearance, as a malleable form,
can become a transcendent means for compensation. We can design it, change it, and have it represent a
secretly held part of our psyche. We can hide in it, revel in it, and express with it. It can become all the
facets of the self we live, want to live, or are afraid to live. It is a multifaceted projection of our self, and can
even embody parts of our psyche we may have never known before virtual worlds.
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CHAPTER 7 | AVATAR APPEARANCE AS PRIMA FACIE NON- VERBAL COMMUNICATION
Many facets of avatars beg research and explication. In this chapter I explore one form of Non-Verbal
Communication (NVC) that avatars allow us: the ability of communication by means of our avatars
constructed appearance. Te avatar as our projected self is what we let others see in a virtual world. Just
as we are aware that we present ourselves diferently in various situations in everyday life, so that we
conform to specifc expectations of a social situation, we are just as aware that an avatar is a means for
us to present a face to our compatriots in the virtual world. What others experience of us, through our
avatars, includes our appearance, how we move, how we chat and communicate via voice, where we live
and how we defne our interests and social groups. But many of these aspects of our avatars, especially
communication and movement, do not have as rich a palette of expression as we have in the physical world.
Because of this, I contend that it is the appearance of the avatar that provides our largest channel of non-
verbal communication.
TRADITIONAL COMMUNICATION: VC AND NVC
To set a common stage for understanding I frst present the modes of communication we have
developed over millennia in our every days lives, and compare these to what is available to us as avatars in
virtual worlds.
Te defnition of the word communication I use is from Shannon and Weavers (1949: 95), which includes
all of the procedures by which one mind may afect another. Broadly, the term communication is divided
into two large subsets: Verbal (VC) and Non-Verbal (NVC). Verbal Communication includes any modality
that uses symbolic interaction. Tis includes spoken language; signs that stand for or represent verbal
meaning, such as writing; signs that we see as a command or request (no smoking, no turn on red); and
even sign language. According to Adam Kendon, noted for developing the semiotics of gesture, NVC is
by contrast, generally considered to refer to communication as it is efected through behavior whose
communicative signifcance cannot be achieved in any other way (Kendon, 1981:3).
Non-verbal communication also encompasses Non-verbal behaviors (NVBs), as well as ones outward
appearance. Some behaviors ft neatly into the realm of NVC, such as a facial expression of disgust, or
even more innate physiological signals such as the startle response.
9
Many NVBs are learned in childhood
or from ones cultural milleau. Most of the emphasis here will be on the visual aspects of NVC, but some
attention to NVBs will also be included.
Tere is an open research question concerning whether verbal and nonverbal communication can, in fact,
be separated cleanly from one another (See, cf. Jones & LeBaron, 2002; Kendon, 1977), but I will assume
a line of demarcation between them for arguments sake.
Various estimates place the contribution of non-verbal language at anywhere from 65-90 percent of
human communication channels. For instance, Birdwhistell and other early researchers of non-verbal
communication note that, despite our predilection for language and words, the real contribution of
verbal communication seems to be quite small. His fndings resulted in an oft-cited rule that 7% of
communication used words; 38% was about tonality, and the remaining 55% involved our physiology
(Birdwhistell, 1970). Philpott, stated that only about 31% of what is expressed during communication
is due to verbal communication (Philpot, 1983: 158). Te remaining amount encompasses those things
whose communicative signifcance cannot be achieved in any other way.
9
Te startle response is an unconsciously elicited physiological response to a surprising occurance.
JACQUELYN FORD MORIE
79
If this estimate is correct, then the higher percentage attributed to NVC must encompass deeper and more
expansive modalities than one might think. How exactly do we communicate this NV percentage? Since
sociologist Erving Gofmans infuential book, Te Presentation of the Self in Everyday Life was published
(1973), researchers in dieverse disciplines have defned a variety of specifc non-verbal communication cues
or code systems. Tese code systems include kinesics (posture, gesture, stance and bodily movement),
oculesics (eye behavior), physical appearance (including body, face, hair and clothes), proxemics (our
comfort with interpersonal distances), haptics (the role touch plays), objectics (everything we surround
ourselves with, including personal artifacts), chronemics (temporal elements), olfactrics (messages odors
convey) and vocalics (other attributes of speech besides actual words). (Kendon, 1977; Burgoon and
Hoobler, 2002)
VC and NVC are not cleanly separated within our brain functions, with many areas dependent on or
triggering other areas, according to the latest psychological and neurological fndings (Haxby and
Gobbini, 2011; Nestor et al., 2011). Likewise the various code systems of NVC listed above are also highly
intertwined. Tis chapter is primarily concerned with two NVC code systems: physical appearance and
personal objectics. Physical appearance includes those characteristics such as our genetic physical makeup
(height, weight, eye color, shape of mouth, etc), as well as the clothes we wear, and the overall style we
present via hair, nails, shoes, and grooming. Objectics can augment the message of personal appearance by
helping to reinforce status and power through clothes and other items with which we surround ourselves
the Armani suit, the Gucci handbag, the hunting rife or the sport utility vehicle we drive all serve to
send a message about who we are, what we like and our relative social status. Unlike in the physical world,
where we are typically limited by the high monetary cost and difculty transcending social structures that
contribute to our presentation of self, in the virtual world these aspects can be a pure fabrication. In the
virtual world, my avatar can drive a Ferrari, even if I cannot aford anything like that in the actual world.
Our general physical appearance has as much to do with conscious and unconscious decisions as it does
with our genetic makeup. No matter what form of visage we are given in life by virtue of our heredity,
we also tend to dress a certain way, usually appropriate to a situation; we wear our hair according to
predominate styles for our age group and culture, and we hold our posture and distance from others per
codifed social norms. Gofman sees appearance as crafted by a person (say, a middle aged man walking
down a public street) to convey intentional attributes, in this example perhaps: sobriety, innocent intent,
suitable aliveness to the situation, and general social competence. (Gofman, 1981:88) In crafting an
appearance a person externalizes a presumed inward state and renders himself easy to assess for any
onlookers who might otherwise judge him negatively. (ibid.: 89) In most circumstances a person will
perform honestly, with nothing to hide, but situations will exist where some masking of true feelings will
take place (Gofman, 1973: 64).
Gofman enumerates two primary parts of what he calls performance: the front and the personal front.
Te front comprises elements of an environment physical setting, furniture and accoutrements. Te
personal front includes those elements most closely identifed with the performer, such as race, or clothes.
He further divides the personal front into appearance and manner. He defnes appearance as the stimuli
which function at the time to tell us of the performers social statuses. Manner, by contrast, refers to
the clues (or NVBs), that speak to the interaction role the performer will expect to play in the coming
interaction. (ibid: 24)
I will henceforth use the term appearance to refer to both physical appearance (as defned by Gofman)
combined with objectics, which closely resembles Gofmans front. Some attention will be given to
Gofmans manner, as it afects initial impressions vis a vis avatar appearance.
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CHAPTER 7 | AVATAR APPEARANCE AS PRIMA FACIE NON- VERBAL COMMUNICATION
FIRST IMPRESSIONS
In the physical world, when we see another person, his or her appearance evokes an immediate reaction.
Tat primary gut-reaction to appearance informs us if we might want any form of interaction with this
person. Do we like the way they look? Are they too unlike us? Do they seem approachable? Does it look
like I can gain any advantage in trying to meet them? Like wise we are ourselves presenting cues that allow
them to answer the same questions about us.
Our frst perceptions are far from arbitrary; they have an evolutionary adaptive function (Zebrowitz,
2004). First impressions are made across several areas, but generally include a quick assessment of social
status, social warmth, honesty, general health, physical ftness and intelligence. We tend to hold more
attractive people in higher esteem, in what is called the Halo Efect (Dion, 1972; Cialdini, 2001). If
they look good, they must have positive traits, like intelligence. If they do not conform to our ideas of
attractiveness, then we will view them in a more negative light, according to concepts formulated from our
own experiences (Kelley, 1955). Tese personal constructs modulate the immediate responses to a persons
general appearance. (If someone looks like my mother and I had a good relationship with her, then her
overall appearance may infuence me diferently than it might someone else.)
Gibsons ecological approach to perception (1979) asserts that appearance provides clues adaptive
information about social interaction afordances. In his words: perceiving is for doing (Gibson 1979).
In essence, these clues are invitations for the range of socially acceptable actions. Expanding Gibsons work
to the broader arena of Social Cognition, Fiske and Taylor look at a range of areas that contribute to how
we judge others, from attention and memory to afect and motivation (Fiske and Taylor, 1991). People
tend to make acceptable judgments based on their perceptions, and by relating what they see to their own
experiences and most importantly, to their own goals (Fiske, 1992). We look at others, especially in groups,
and categorize them via characteristics that may have potential beneft for us, or with which we self-identify
(Rosch, 1978; Neisser, 1987). We may look for a leader in the group, who may be the one that most fully
embodies the prototype of that group (Abrams and Hogg, 1990). We may form opinions about whether
or not we conform well enough to this group to invest in it. We may look at the group through the lenses
of stereotypes, or overgeneralizations, which are all part of the quick assessment, streamlined, adaptive
survival behaviors (Zebrowitz, 1996; 2003).
We are aware, even if it is a subconscious awareness, that we are being judged in the same ways. Gofman
afrmed that humans carefully attend to the way they look in any given situation to best afect those with
whom they interact. He even defned it in theatrical terms, using a dramaturgical perspective for how one
chooses ones appearance with props to act or convey a coherent message about the self. Each situation
is a little play, in the overall continuous theater of our lives. We play the role we need to, and switch
between nuances of self for each that we may not even be consciously aware of. Work, play, parenting, job
interviews, and other facets of life all demand slightly diferent versions of our self. We construct these as
patterns of communication and as rituals of social exchange, as Catherine Bell describes:
Te limited and highly patterned nature of these interactions serves the purpose of creating
a self that can be constructed only with the cooperative help of some and the contrasting
foil provided by others. In efect, Gofman suggests, one constructs one identity, or
face, as a type of sacred object constituted by the ritual of social exchange. Te social
construction of self-images and their relations with other self-images generates a total
ritual order, he argues, that is a system of communication that deals not with facts but
with understandings and interpretations (Bell, 1997: 141).
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Gofman also notes that people will underplay those parts of themselves that are incompatible with an
idealized version of himself and his products and quotes William James as saying that a person has as
many diferent social selves as there are distinct groups of persona about whose opinion he cares (Gofman,
1973: 48).
Just as we require multiple social faces in the physical world, individuals in todays digitally connected
world need to develop and maintain multiple representations and go fuidly from one to another. A person
may belong to multiple social networks, and each one might require some form of avatar representation,
leading to many avatars in use concurrently, with each look adjusted to the purpose of the application in
which it is used. Ones Linked-In image may be professional. On FaceBook that image may indicate a more
leisured persona. In games a players look can reveal valuable cues about expertise and level. In Virtual
Worlds, like games, we see a full avatar representation, one that is broadly customizable by the user.
With the development of avataric representations in all forms of networked social and game media, we are
developing, by need, a newly emerging and complex layer of non-verbal cues that are rapidly becoming part
of our repertoire for communication. But we are doing so within the confnes of a software structure that
defnes our world and the afordances that shape what we can or cannot do therein. It is a diferent from
the physical world. Virtually, we have less of some aspects of NVC we have come to know over millennia
of being human, and in a few ways, we can be seen to have more. Tis situation means that our forms of
communication are evolving within the structures extant today.
WHATS MISSING IN THE VIRTUAL WORLD?
Creating ones avatar can provide a way to compensate or correct for perceived or imagined real-world
shortcomings we may have due to genetics, injury, or age. Being able to modify ones avatar to refect an
idealized self is a compelling method to correct discrepancies between the self we feel inside and our current
and actual physical self. But this process is not yet perfect.
Jonathan Gratch, virtual humans and emotions researcher at USCs Institute for Creative Technologies,
notes that while virtual worlds such as Second Life seek to create a portal whereby people can establish real
emotional relationships through media, these technological systems strip out much of the subtly of human
interpersonal communication.
Even though researchers such as Gratch are diligently working on the problem, it will
still be some time before we have truly emotionally resonant media. Where we can
both exhibit and perceive emotional signals of any complexity. P 375 though progress is
being made especially in osculetics, kinesics and speech prosody (vocalics). Such progress
adds to the persuasiveness of a virtual representation, it is still very much in the research
domain (Gratch, 2010: 370, 375).
What is currently available to us (and our avatars) is still very limited.
In terms of behaviors, an action or expression taken in a VW (with the exception of idle behaviors and
animation overrides) must be deliberate. Body codes that can be enacted naturally or with little thought in
the physical world must be performed rhetorically in the virtual one (Verhulsdonck and Morie, 2009). We
have some control over how we look, but less over how we exhibit behaviors or facial expressions. Yet, such
behaviors can impart key information about cultural, power, status, sexually proclivity and the like. To
show some of those same behaviors in the virtual world, I must specifcally choose which actions I want to
perform. Any context-specifc action though, such as laughing at a joke, or showing displeasure, or reacting
in surprise must be chosen from ones inventory or gesture library. Tis state of afairs exists because the
afordances we are given in a virtual world are the results of design decisions made by someone else.
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CHAPTER 7 | AVATAR APPEARANCE AS PRIMA FACIE NON- VERBAL COMMUNICATION
ROLE OF THE DESIGNER/CODER
T. L. Taylor notes that programmers and designers of virtual worlds who shape the underlying software
are key in deciding what opportunities a user has for making his or her avatar. She states that the code
on which the virtual world is built then acts as the material upon which an experience of embodiment
is built. (Taylor 2004: 261) In other words, each and every avatar has programmatic underpinnings that
shape and limit it. Limitations might have to do with bandwidth or data storage concerns, the game engine
that is used, and constraints designed to make life easier for the designers (Taylor describes one world where
everyone must be the same size to facilitate coding parameters of interaction like the height of doors and
seats. (ibid. :264)).
Tere are the decisions the designers make that afect out abilities in the virtual world, and there are just some
things that programmers cant get software to do, such as following our normal modes of communication,
because it is a non-trivial task. Tere is much work to be done, some of which includes difcult research
topics to really improve the state of communication afordances in virtual worlds.
Smiljana Antonijevi, in a fascinating 2008 study of avatar communication in Second Life done from an
ethnographic perspective, points to both missing cues as well as imposed ones. She notes there is little
meaningful distinction between what the user generates as opposed to what the software itself imposes.
She enumerates four primary non-verbal categories of communication in virtual worlds related primarily
to proxemics and kinesics. Tese are Predefned, User-defned, Blended and Missing. Predefned are those
provided by the software system itself, User-defned actions have been set up or bought by a user. Blended
refers to a combination of the two and missing is self-explanatory, but can change as new functionality is
introduced via the software. She found that the user-generated category is closest to what we expect from
NVC in the physical world. She states that blended and system-defned tend towards stereotypical and do
a fairly poor job of simulating our normal non-verbal behavioral actions (Antonijevi, 2008). For instance,
when we are communication with text chat in Second Life, our hands start typing on a keyboard. Likewise,
when we are away from keyboard or not paying attention to our avatar for a period of time, idle behaviors
are generated by Second Life that keep the representation from going dead or still. If we ignore the avatar
too long we drop forward in a stance that tells everyone we are not there, which is a very diferent type of
signaling than we have in our normal communication with other people.
In spite of this gap between our physical world and virtual world NVC modalities, there are things we
can control and chief among these is our appearance. Even here, the tools we have been provided will
infuence what we are able to create. Taylor says how infuential the avatar customization interface is
thusly: It contains within it the explicit imaginations about how participants not only will, but should, be
constructing identities and inhabiting that space. (Taylor, 2004: 265). And, it turns out, the appearance
we create is a really big deal.
2. WHY APPEARANCE IS SO IMPORTANT
Appearance matters. We know this implicitly, and we see its importance in social and ecological theories.
But why should this be so? What are the biological correlates that create and maintain this importance?
We evolved to make near instantaneous judgments when encountering an other to maximize our
chances for survival in the world. We are quick to determine our reaction via immediate perceptions,
most importantly sight, which has the largest carries the most information (up to 83% in some estimates)
of any of our senses. (Pease and Pease, 2004). Survival is important and thus quick determination of
whether someone poses a threat or not can be critical to living or dying. We react this way whether we
are consciously aware of it or not. Te old adage about not judging a book by its cover is contrary to our
JACQUELYN FORD MORIE
83
evolutionary adaptations to survival. In virtual worlds, though, the stakes are not yet that high. We will not
fail to survive and pass on our genes if we guess wrong in the VW. Yet we are still wired to judge quickly,
and we do so in the virtual world just as we do in the physical one.
INITIAL MEETINGS
A popular social encounter theory, Uncertainty Reduction (URT), was developed by communications
theorists Charles Berger and Richard Calabrese in the mid 1970s. It was inspired, in part by Shannon and
Weavers 1949 work in information theory, which noted that the motivation for communication behavior
is the need to reduce uncertainty.
Especially in initial encounters, there exists a high degree of uncertainty given that a
number of possible alternatives exist in the situation (Shannon & Weaver, 1949). But
individuals can use communication to reduce this uncertainty. Berger and Calabrese
(1975) maintained that communication behavior is one vehicle through which such
predictions and explanations are themselves formulated (: 101). Individuals have the
ability to decrease uncertainty by establishing predictable patterns of interaction. Because
of this, reducing uncertainty can help foster the development of relationships.
Reducing uncertainty is the frst step towards developing a relationship. Tis is true in the virtual as well
as the physical world. We try to fnd common ground when we meet a new person through a series of
disclosures. An initial meeting typically progresses through stages (Berger and Calbrese name three),
which take the encounter from the initial visual impression into verbal communication. Each of these steps
toward relationship development helps to reduce the uncertainty about the other. Berger and Calabrese,
while focused primarily on more verbal stages, also state that:
As nonverbal afliative expressiveness increases, uncertainty levels will decrease in an
initial interaction situation. In addition, decreases in uncertainty level will cause increases
in nonverbal afliative expressiveness.
Such theories have generally held up over the past 30 years as an approach to understanding another person
in an initial encounter. While Berger and Calabrese look to the combination of verbal and non-verbal
behaviors as complementary and connected processes in URT, there is no doubt that the use of visual
ascertainment (does this person look like me? How are they dressed? Does their demeanor seem suitable
for this occasion?) is a huge initial step in the process of reducing uncertainty about ones self, a potential
partner, and the relationship that might exist between them.
THE IMPORTANCE OF THE FACE
Facial recognition is one of our primary cues to social afordances as faces are the most expressive part of
our bodies. Darwin noted that humans have more facial musculature than most of the apes, with many of
these muscles fner and capable of more nuanced expression (Eckman 2006). We humans can form a vast
range of general and idiosyncratic expressions. While these expressions are connected to a smaller range of
emotional expressions, they vary little from culture to culture but more from person to person. How and
why we see the face as we do has a long evolutionary path, as knowing whether a person was good, bad,
or physically ft enough to be a mate were key pieces of information for doing well in the physical world
(Zebrowitz, 2008).
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Extensive work has been done on facial behaviors, or expressions (Eckman and others). It may be the most
well known of the NVB our physical body engages in. Te impression we derive from a face takes less than
100 milliseconds to form in our brain (Willis and Todorov, 2006). Research is also robust in the efects of
how the face as a whole looks to us, its basic appearance and whether we perceive it as pleasing or not. Why
is this? According to Zebrowitz and Mantepare (2008) Appearance matters because some facial qualities
are so useful in guiding adaptive behavior that even a trace of these qualities can create an impression.
It is highly likely, according to these same researchers, that a basic facial structure triggers some universal
mechanism. Tey note that the stronger clues concern those facial elements that indicate the individual
is not ft (e.g. exhibits signs of disease or ill health). Neurologically, it seems our brains are well wired to
recognize faces, and may respond more strongly (in a negative response) to maladaptive ones. Our brains
have signifcant areas devoted to seeing static and moving facial cues, and these are connected to regions
that perceive/recognize social meaning and emotional valence.
It is obvious why we tend to make generalizations about people we see. We are trying to fnd something
familiar, something that says this person is not a threat, this person is okay or maybe even someone
I want to be friends with. Te quickest way to do this is to have a template (stereotype) quickly available
that covers a host of similarities we consider safe. Tis frst precept is Does this person look like me? Te
most salient part of the body on which we make this determination is the face. Does this person look like
anyone I have good template for, or a bad one?
Facial perception, then, is of key important to the appearance we project in the physical world. Ecological
theory states the importance not only of static cues, but also those that incorporate movement, which is the
natural state of being alive. Te facial expressions defne by Eckman, et al. are parts of a continuum that is
more properly studied in valid living and behavioral contests.
As important as the face and facial expressions are in the physical world, their importance in the virtual
one is still open for discussion. One might logically assume that they are or should be as important. But
we do not have either the full range of facial expressions available to us, or the number of virtual facial
muscles that led Darwin to believe we could express more nuanced expressions than even our nearest
animal relatives the primates. Not only do most virtual worlds not provide access to a reasonable number
of parameters to create meaningful expressions, the way we must go about using any expression via our
avatar is by selecting that expression a conscious decision, unlike our more intuitive modes of expression
in everyday life (Verhulsdonck and Morie, 2009).
In spite of this, and the lack of nuanced expressions, our virtual faces are read as faces by our facial
recognition brain areas. However, because our brain is keenly attuned to them, we do not know how we are
responding to a face that may be lacking. We should be aware, in terms of NVC of facial expressions, the
virtual world is a pale substitute for the physical reality, especially in this regard, and that the limitations
inherent to the virtual may skew our ultimate perceptions.
Even if we had ways to create a more accurate range of human expression with our avatar (which is likely
as virtual worlds become more sophisticated) these would still need to be explicitly chosen. As yet, there is
no direct link between what the human is thinking or feeling and what their avatar can express. And yet,
if the behavioral range of facial actions is lacking in the virtual world, that ability we have for adjusting the
general appearance of our avatars face is quite broad even now, and can allow a person to have an avatar that
transcends perceived or actual physical limitations.
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BODIES, CLOTHING AND EMBELLISHMENTS
After faces, clothes are perhaps the next most important cue in humans generating frst impressions of other
human. Every culture in the world engages in embellishing the body with some form of decoration, from
clothing to jewelry to tattoos. (Entwistle, 2000)
Clothes protect, adorn and mediate our body in both physical and social contexts. Seldom neutral,
they are ordered and constrained within both society and situations. As humans we are born with
bodies, but we seldom engage in social situations without some form of covering or embellishment.
Joann Twigg says: Clothes mediate between the naked body and the social world, the self and society,
presenting a means whereby social expectations in relation to age act upon and are made manifest in the
body (Twigg, 2007: 285).
Dress conveys both propriety and our sexuality and is the means by which we conform to social standards
and codes, including moral ones. Entwistle maintains fashion is a huge part of how we form/create our
identity through its articulation of the body. She also notes how we react with unease and anxiety when
we fall outside the standards required within specifc social spaces. Twiggs describes how individuals
feel vulnerable and embarrassed if their dress lets them down, through laddered tights, drooping hems,
and other failures of appearance (ibid.: 295) Virtual world mores refect our everyday ones, with nudity
being forbidden in most areas, and ratings of PG and Mature setting standards even for the type of outfts
allowed in specifc spaces. Why should this system of propriety be in place in a graphic world? Quentin
Bell, in his 1976 work, On Human Finery, suggests that all humans possess a sartorial conscience, and
notes that humans try to conform to at least some modicum of proper dress in most situations so that
they circumvent social censure (Bell, 1976: 18-19). We can understand a reasonable transference of social
mores of a sexual or revealing nature, but another aspect of sartorial conscience has little concern for virtual
residents. For example, virtual clothes are not subject to the vicissitudes of everyday wear and never become
shabby with continued use. We dont have to worry about being caught with a stain on our jacket or tie, or
a rip in the seat of our pants. Likewise, stockings dont get runs (ladders) unless they are designed that way.
In this way, the virtual world is a more perfect incarnation of fashion.
Tselon (1992) contrasts Gofmans dramaturlogical approach towards our appearance with popular ideas
from Impression Management, a social psychology perspective that equates conscious management
of ones appearance as more insincere than spontaneous actions. In this regard, getting dressed for an
occasion would always seem to belie a certain amount of insincerity since it is not spontaneous. Tselon
argued that if putting on clothes were related to insincerity, there would be no reason for people to care
what they looked like when by themselves or with close family. Just because we think consciously about
how we appear to others and modify that look to expectations, it does not mean it is necessarily deceptive.
From his study done with forty British women, he concludes, siding more with Gofman, that appearance
is less about manipulating our look for deceptive purposes, but about presenting who we believe our self
to be. Tus, in spite of a theatrical approach to our appearance, it will nevertheless tend to indicate
where we are along several continuums, from social status (Breward, 2000), to gender (Entwistle, 2007).
(See Figure 7-1.)
Because we give out both conscious and unconscious messages by what we wear, we can use dressing to
explore diferent (and maybe deeply hidden) facets of ourselves. Te virtual world provides much more
fexibility to self-actualize foreground characteristics or internal feelings, or even try out something new,
which tends to refect something within us of which we have little conscious awareness. As Suler notes
in his article Identity Management in Cyberspace, How we decide to present ourselves in cyberspace isnt
always a purely conscious choice. Some aspects of identity are hidden below the surface. Covert wishes
and inclinations leak out in roundabout or disguised ways without our even knowing it (Suler, 2002: 457).
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3. ON LOOKING AT ONES SELF
Today we live in a physical world where image is vastly important. Not only do we see images all around
us, we are also aware that we present an image of our own to others. We are constantly reminded that we
need to work at making the best presentation of our self that we can, from the color of our hair, to the type
of deodorant we wear. Buy this, we are told, and it will make you more acceptable, better, or more loveable.
It will improve your image. Because of the ocean of images in which we exist, we are acutely aware of what
we present to others and how that might make them judge us, love us, and understand us. What we present
is not about who we really are.
Tere appears to be less of this coercion in the virtual world. In spite of social mores and a rampant
commercialism and software limitations, it is still more accepted to wear the self-representation you
want rather than one foisted on us by immersion in relentless media. In the virtual world, communities
of animal, robot and other non-human representations are accepted and thriving. It may be that much of
what we present in the virtual world is informed by a desire to play dress up in ways that are more open
or socially acceptable than people usually fnd in everyday life (Fron, et al. 2007).
Not only do we have more options for our appearance in the virtual world stage, we also have more options
for observation, especially of our self, than we do in the physical world. (Irani, Hayes and Dourish, 2008)
Most virtual worlds are presented to a user with an over the shoulder or view from behind that avatar. We
can often set the distance at which we want the camera to follow us, and sometimes even the focal length of
that camera, or how much of the feld around us is in view. Whatever your settings, your avatar is almost
constantly in view of your visual system.
10
We also have control of our location of looking, in the guise of a virtual camera that can be controlled,
moved around, zoomed in etc. Tis means we can turn the camera around so that we see our front side,
and some VWs have a setting that clicks you immediately into this mode. We also can use that camera to
10
We can also use a function that allows one to look through ones eyes, or a frst person view. It is only occasionally used as it
is actually somewhat harder to navigate vis this viewpoint.
Figure 7-1: Avatars in various forms of dress.
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view others surreptitiously, sometime far from where our avatar is located in virtual space. Tis leads to
a certain amount of voyeurism (camera hopping, looking, checking out profle information, moving your
camera to private areas, etc.) that is usually not obvious to the other person or people. Regardless, if we do
it to others, we are aware that they may use these same actions to view us.
In the physical world a frst meeting has observed codes, conventions and customs, some of which are based
on survival mechanisms and some of which are culturally inculcated. Te ritualistic meeting in a virtual
world can therefore be quite diferent. People may check out a new person in one of several ways: simply
looking at the avatar within the scene they are immersed in, zoom the camera up to and around them and/
or click on them to check out their profle information (which can be considered an extended part of the
avatars appearance). In my experience this non-verbal behavior typically precedes the efort to start talking
to someone. Tis looking can be considered another aspect of non-verbal communication that is provided
to others as an extension of ones appearance. Tis has not been given much study, however. Tere are
questions associated with these new modes of initial assessment of the other, such as its idiosyncratic nature,
unequal cues, mutual interpretability and social acceptability of those acts among people in that world.
What is particularly of interest here, though, is the ways in which these diferent modalities of looking
those that draw upon the conventions of the virtual world, those that draw upon the conventions of the
graphical user interface, and those that draw upon the conventions of a software engine are intertwined.
Tey cannot easily be separated. Interaction in the virtual world extends beyond the confnes of the
simulation window. Tere are direct correlations to how we have thus far learned to look at ourselves in
our original lives. We have some objectifcation, some projection, and some feedback loop between the
two. Because we have more visual awareness of the self we present in the virtual world, we may in fact have
a much more rapid feedback loop in play.
We frst come to the realization that our self can be an objectifed when we are children. Tis occurs,
according to Freudian psychiatrist Lacan and others, when we frst become aware that the image we are
seeing in the mirror is us. Tis precipitates a fundamental change in our relationship with, not only the
world around us, but also with our inner self. According to Lacan, this event may actually be the start of
our perception of Ego (Lacan, 1953). Before this realization we do not recognize, as Maurice Merleau-
Ponty notes, that there can be a viewpoint taken on our self. Trough the acquisition of the specular
image, the child notices that he is visible, for himself and for others (Merleau-Ponty 1964: 136).
Knowing that others can view him as he views himself in a mirror, sets in motions new thoughts about what
others may think of this person they see. Before this awareness, the focus for a young child is on his own
thoughts and how those around him relate to him. Te mirror expands and shatters the singular internal
viewpoint of self forever. Merleau-Ponty notes that with this recognition comes a growing realization that
others can not only look at him, but in some sense, also judge him as well. From this point on our minds
will wonder what others think of us. So we dress and present ourselves in ways that will stave of bad
judgments and elicit good ones.
With our avatars within a virtual world, we have a new means for viewing ourselves, unlike any other in
history, because the virtual world accommodates new forms of viewing. How others viewed us was limited
to our imagination, our assumptions of what people might think. In the virtual realm we may not know
exactly what they think, but we are surer of the appearance of the self we are presenting. We dont need a
mirror because our self is most always in view.
So now, as important as how others see and react to our appearance in the virtual world is how we see
ourselves. It is a wholly new form of Lacanian mirror recognition. Tis is a topic that begs continued
research and appraisal, but as Kathy Cleland notes in her dissertation:
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Responses to our image avatars may also change over time. Te uncertainty and existential
shock provoked by encountering an unfamiliar view of the self may give way to feelings
of fascination, delight and engagement as the image becomes more familiar; or the avatar
image may continue to provoke feelings of unease and alienation, particularly if it does
not match our own mental self-image or inexperienced as an uncanny and disconnected
other. (Cleland, 2008: 87)
In comparison, the previous technological revolution in how we see ourselves, photography, generated
not only wonder, but consternation. According to Roland Barthes, people typically react poorly to seeing
themselves in a photograph, as that frozen slice of space-time never quite matches what we imagine our self
to be.
Te photographic image is frequently a source of anxiety and disappointment rather than
a reassuring afrmation of the subjects idealised self-image. Even when the mediating
subjectivity of the photographer is removed, the objective mechanical image generated by
the inhuman eye of the camera is no better. As Barthes points out, the Photomat always
turns you into a criminal type (12). (Barthes, 1993: 12).
In comparison, control of the image is in our hands with avatars. We see what others see, which amounts
to more control. Tis control is part of the attraction of creating and maintaining ones avatar a vicarious
pleasure in making the avatar be what we want to present or feel inside. We are both subject AND object
and we are fully aware that we are an object, not only because we most often see ourselves in 3rd person
view but also because we are able to choose what our appearance is in more varied ways than in the
physical world. We cannot escape this digital mirror in current virtual worlds. It pervades and is the
substance of our interactions in the world. Yet, as much as people hate to see themselves in a photograph
we are more likely to be enamored of the look of our avatar (as evidenced by quotes in Kristen Shomakers
1000 Avatars books, 2011a, 2011b).
Why is this? An avatar look difers signifcantly from the sterile lens that captured us on the cameras flm.
We have more direct control and can alter the avatars manifestation to match our internal representation.
We can digitally primp and preen and decide exactly how we want to appear. We are aware of how
we will appear (at least in a visual sense) because we too, are seeing ourselves in 3rd person. Tis is a
phenomenological change over previous forms of picturing ourselves. And, we never look like a criminal,
unless that is what we are aiming for.
While our appearance is the strongest means were possess to communicate non-verbally to others, it should
be emphasized that, at the same time, it is also concurrently communicating non-verbally to our self too.
Te study that is cited as the classic one in this regard was done by Nick Yee and Jeremy Bailenson (2007).
In a phenomenon they termed the Proteus Efect, people whose avatars possessed particular traits in the
virtual world were found to carry over some of the efects of those traits to the physical world. In another
study, Fox and Bailenson found that participants who watched an avatar that bore their photographic
resemblance exercise vigorously in a virtual environment, would do more exercise over the subsequent 24
hours than if they had watched their avatar do no exercise, or watch an avatar that did not resemble them
do exercise (Fox and Bailenson, 2009).
In seeing our avatar, we are changed. Tese studies were an amazing frst step at understanding how avatars
afect us, even though they were not done within the parameters of a fully socially enabled virtual world.
In the future we have more to investigate, such as what might be the efect of long-term avatar habitation,
reasons for what we wear, how avatars achieve status in their domains and much more. We will next look
at some initial studies that have been done with avatars.
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4. SURVEYS AND HINTS OF MEANING
Tere have been several studies that cover various aspects of the relationship between a person and an avatar
they inhabit, even if that habitation is for the briefest of time. Most of these have been done looking only at
the avatar and their single user, or at most an avatar with one other, as in Bailensens work describe earlier.
An exhaustive search of studies done with avatars found few that focused on avatars in social settings.
Te studies that have been concluded are presented here, rather succinctly, as eforts informing a realm of
knowledge that needs much more research.
A 2010 survey done by Wagner James Au (Au, 2010) and reported in his long time Second Life blog, New
World Notes, showed that of 850 respondents, 22.8% had avatars that were human and resembled their
physical world self; 20.9% had human avatars that ft to some real life style or stereotype. Another 12.6%
were child avatars (adults that take on the VW appearance of a child). Mythological or whimsical themed
human-like avatars (e. g. fairies, vampires) weighed in at 14.4%. Fantastic non-humanoids accounted
for 5.2% (e. g. dragons).
Te category of tinies (diminutive avatars with their own culture, living spaces, furniture, clothes, etc.)
weighed in at 6.7%, 8.7% were cat-like Nekos (with some part of the appearance resembling a cat) and
4.9% were furries (various anthropomorphic animal costumes). Tere were also a few 3.3% - that ft
in none of these categories (an example of which might be a fruit-flled Jello mold avatar, or a simple
geometric shape).
In a study by Conrad et al. (2010) students were directed to use an avatar for a particular class-related task
in the VW. Of 208 surveys received from 283 participants 89.9% chose an avatar that 1) matched their
own gender, 2) resembled their physical self in some way (as was possible within the framework of a limited
number of choices given to them), and 3) gave their avatar a name that was the same of similar to their
real world one.
Conrad relates this to the avatar being an extension of the persons self within the virtual world.
Even though the relationship may not be a strong one (especially in the case of students who must use it
for a class purpose), he notes Tis vague relationship legitimizes and cements that association; in this way,
the user adopts as part of themselves a subjectivity which has been constructed externally, a self-image not
of the users own creation.
Conrad also states Tis stress upon the users absolute and essential control of the avatar, in denying the
existential infuence which the avatars form and performance may have upon the users own subjectivity,
may of course suggest a telling anxiety in relation to that notion (Conrad et al., 2010: 7).
Now if this amount of coupling happens in a person who has just been introduced to the concept of avatar
representation, these extrinsic characteristics, how much more cognitive connection occurs for long time
avatars those who have used the virtual world afordances to bond even more tightly with their avatar?
Martey and Consalvo (2010) induced a role-playing activity with 211 subjects to induce a quick form of
such bonds, ofering them free themed costumes during their experience. Tey found that social pressures
trumped all else (e.g. the experimenters expectations and encouragement, or personal tendencies), that is,
if the group members agreed or refused to wear the costumes, others went along.
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Messinger et al.s study (2009) looked at the relationship between people and how their avatar looked. Tey
found that people tended to manifest aspects of their real selves in their avatars, using both self-verifcation
(similarity) and self-enhancement (betterment) as operational motives. Most users give their avatars
characteristics they would like to have (e.g. more curves, a muscular physique, wild color hair, longer legs,
less body fat etc.) so that their virtual self is seen as more attractive in some ways. Tey also found that, to
some extent, most people felt less inhibited when performing with their avatar, even thought they tend to
use behaviors they normally would. Finally, this study found that if a person has created their avatar to be
more attractive, they would act more extroverted in the virtual world, with the largest diference being seen
by those who were low extroverts in the physical world.
One interesting outcome of this study was that it tended to disprove the assumption that people try to make
their avatars look as much like their real-world selves as possible. Most people said their avatar was a mix
of similar and unrecognizable features as compared to their real appearance (Messinger et al., 2009: 11).
Neustaedter and Fedorovskaya (2009) conducted a survey of twenty-two participants (half male and half
female) of the virtual world to see how they both constructed and related to their avatar appearance.
Tey identifed four types of avatars: Realistics, Ideals, Fantasies and Roleplayers. Realistics need a high
congruence between their virtual and real self appearances; Ideals could handle some disconnect between
the two, but often used their avatar to overcome perceived inadequacies in the physical world. Fantasies
keep their virtual and real selves separate, using their avatar as a costume or a masquerade they don to
play an ongoing persona. Unlike Fantasies, who tended to keep a consistent (unchanging) appearance,
Roleplayers, Neustaedters fnal category, tended to put on an avatar to fulfll diferent identity needs. For
the most part, however, the researchers found that though the potential for multiple identities is certainly
available, most people do not take advantage of it, opting instead for a more consistent identity (ibid.: 7).
While not a formal survey, per se, Kristen Shoemakers recent book, 1000 Avatars (http://1000avatars.
wordpress.com/), contains snapshots she took of 1000 avatars in the virtual world SL (fascinatingly enough,
all photographed from behind). A count of these avatars by type reveals that only 6.5% of the participating
avatars are non-human. In her second book, done several months later with photographs of another 1000
avatars, just over 22% are non-human. What caused this increase is a matter for speculation. It could
be that after seeing the results of the frst book, people felt more trusting of the photographers intent, or
wanted to be included as part of this project. Word of mouth could have reached to more fringe audiences
that might not have received or responded to the frst posting for volunteers, increasing the percentage of
uniquely designed non-human avatars.
Finally, a recent study done by University of Florida researchers (Black et al., 2009) looked at which
characteristics a user might change about an avatar (using Second Life avatar creation tools), given the
opportunity, under four circumstances: a story in which they were either a hero or a villain, or instructions
to create their ideal or their actual self. Tese four categories were assigned randomly to each of the 102
undergraduate participants (13 male, 89 female), none of whom had experience with Second Life. Te
subjects were then introduced to the avatar tools and were allowed technical help by the researchers, but
no aesthetic help. Te resulting avatars were analyzed along 12 aspects, from relatively invariant physical
world characteristics such as skin tone, musculature, and gender, to ones that we can change easily in the
real world like hair color, length and style, accessories and clothing.
Tey found that in all categories people created avatars that were visually similar to their physical selves,
determined, in part, by an initial photograph taken when the participant arrived. In general, subjects
signifcantly changed characteristics that were changeable in real life, and not the more enduring ones like
skin tone and body structure. Te one exception was gender specifc characteristics, which were enhanced.
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Less change was made to the hero and villain avatars than might have been expected. For the hero signifcant
changes were made to four aspects: eye color, gender characteristics, general appearance and clothing. For
the villain, only clothing, general appearance and hair style were changed with any signifcance. For the
ideal avatar, however, 7 characteristics showed signifcant change: accessories, clothing, eye color, gender
characteristics, general appearance, hair length and hair style. For the actual self category hair color was
also modifed along with the seven parameters changed in the ideal situation.
Tis study was valuable to show how someone might approach their frst avatar creation. Te story
vignettes that were presented did little to encourage much change from the starting avatar. Te situations
that addressed their ideal and actual selves elicited that largest change, perhaps showing that there is
more investment in how one portrays themselves as themselves, rather than within some fctional
and arbitrary role.
Tese studies suggest that the most common way people approach making an initial avatar (at least as
evidenced in these studies) is to make it look like a slightly idealized version of themselves. Tis most likely
does not indicate so much a change from a persons self image, but rather that the self-image a person has
may be idealized from an internal stance to begin with.
5. CREATING AN AVATAR
For those unfamiliar with the process of creating an avatar, this section will exemplify the process using
the fairly rich tools in Second Life as the chief example. Second Life has much the same functionality of
any social or game-based virtual world, allowing one to choose from a set of starting avatars. However
in games, a starting avatar may indicate status level or capabilities. In Second Life, the avatars look does
not do this and serves more as a springboard for Taylors explicit imaginations. Sliders are provided that
encompass over 200 parameters that can be adjusted, more than in most games or virtual worlds. Tere is
inherent limitation in these parameters, of course. Tey assume a humanoid skeletal framework on which
the 3D geometry sits. Tis is parameterized to ft within standard body shapes, heights, head size, etc. Tis
tends to set limits on the variety of human-avatar types one can design using these sliders.
As noted, virtual worlds typically provide a range of starting avatars, and tools to customize those avatars
after the initial choice. Some few permit no modifcations after sign up, but that is rare. Why do the
companies allow this? Is it to get people more engaged, giving them a way to form some sort of bond
with their avatar? Does it facilitate change and novelty so participants dont get bored? In any case, avatar
customization is an accepted part of most virtual worlds.
STARTING OUT
Default avatars have been ofered by Linden Lab since they started in 2003 and these choices have
gotten progressively more sophisticated over the years. (See Figure 7-2 and Figure 7-3.) Te original starting
avatar choices ofered by Linden Lab tended towards human or humanoid representations. Animals,
vampires, robots, and even vehicles (vehitars) are now given their own tabs in the pantheon of Linden
Lab avatar selections.
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Figure 7-2: Starting avatars offered by Linden Lab Second Life world circa 2007.
The first two were the original default avatars.
Figure 7-3: June 20, 2011 Starting avatar choices on the Second Life site.
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Once in-world one can choose to alter ones appearance, which brings up an interactive menu of various
parameters that can be changed, from facial shape to size of hands, to color of lips. Tese parameters are
changed by means of sliders, and cumulatively ofer about 200 confgurable areas. (See Figure 7-4.)
Linden Lab also ofers downloadable templates for users to be able to customize their skin (as well as to
make clothes), which allows for more creative expression than the in-world sliders. One can paint a detailed
skin for ones face, upper body and lower body (3 separate templates) that can then be uploaded into the
world as a texture to be wrapped onto the geometry of the avatars. (See Figures Figure 7-5 and Figure 7-6.)
Figure 7-4: Changing avatar appearance with sliders
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Figure 7-5: Two variations on the same basic head (skin) template. While the cheek tattoo
was placed within this 2D image, separate tattoo layers also can be used.
Figure 7-6: The two facial textures above mapped onto SL avatar head.
JACQUELYN FORD MORIE
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FOR SALE
If one does not want to remain with a starting avatar (which may carry the stigma of being a noobie),
or go to the extra efort to customize one, a thriving market for designer avatars ofered for sale has
emerged. On June 4, 2011, the Second Life Marketplace listed over 17,000 complete avatars for sale, divided
among Human female (2409), Human Male (1307), Human child (445), Sci Fi & Fantasy (4420), Furries
(2482) Animal (1411), and less than 1000 each for anime, monster and robot avatars. Te other category
numbered 1600 (lumped together) and included things like stick fgures, cartoon characters, toys, and even
vegetables and foods.
Avatar components (separating shape and skins, as shown in the fgures above) are ofered in even greater
numbers. One can fnd over 10,000 avatar shapes ofered, nearly 15,000 avatar skins, and another 4822 skin
and shape combinations.
11
A complete avatar body (skin and shape) can be found on the SL Marketplace
from one of the merchants or stores ofering virtual goods for sale. Te price for a complete well-designed
avatar ranges between $1000L and $5000L which might sound pricey if it was real world dollars, but at
the average exchange rate its value in real life (IRL) is between $4.00 and $16.00.
If you decide to be part of a group in the virtual world, the style of your avatar may need to conform to
group norms. For example, you can join a Steampunk group, or one that is devoted to role playing, such
as the Goreans. Another category often found in Second Life is the tiny a diminutive character that
often inhabits its own specially built place with small furniture and houses, and other accouterments sized
specifcally for them. Tey have their own groups (as so many other themed avatars types). Groups that
have formed around each category may range from one or two to hundreds. Tinies have over 500 groups
and Furries over 400, as noted in a recent search of the Second Life site for these groups.
BEING UNIQUE
If one does not want to ft into a group, there are many ways to create an avatar that is unique. As previously
noted, one can create a custom avatar by playing with sliders within the program, and accoutering your
form (tattoos, clothing, jewelry, hair, other appurtenances, etc.). You can transcend the inherent limitations
via clever tricks, such as reducing the skeleton to the smallest size, folding it up and/or making portions
invisible to portray a smaller character that a standard human one, such as a quadruped, a tiny, a butterfy
or a most abstract form. Tis is actually the design procedure for making a tiny, mentioned previously.
(See Figure 7-7)
A creator can even place transparent prims (basic 3D shapes) around an arm or a leg, to cause that appendage
to disappear. A genie could thus be made to foat above the ground, and a curling smoke texture (even
animated!) could be placed on the prims to look like the genies body ends in a wisp of smoke. An entire
default body shape could be masked in this way and overlaid with replacement shapes designed to create
a fantastic character, like a fying spaghetti monster, or a tiny wispy fairy light. Te range of personalized
avatar that can thus be made is literally endless.
11
https://marketplace.secondlife.com/products
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CHAPTER 7 | AVATAR APPEARANCE AS PRIMA FACIE NON- VERBAL COMMUNICATION
Figure 7-7: An avatar in two phases of transforming from a humanoid to a hedgehog shape.
Why choose something like this? What does it mean if I want to assume the persona of a hedgehog?
12
It might mean that I wish to be perceived as fun, or funny. I might want to try a diferent means of
locomotion (rolling instead of walking or running). I may want to be cute or identify with some aspects of
hedgehogness. Rather than being adopted to create a response in others, the reason may be more inwardly
directed. For example, it may be a means to walk in anothers shoes for a time. In a stunning example of
this, Micha Crdenas took on the persona of a dragon by living as this avatar for 365 hours to emphasize
the current requirement that a transgender candidate must live as their target gender for a period of time
before any surgery can take place (Crdenas, et al., 2009).
Many people, faced with the choice of creating an avatar, go with what they know best what they have
bonded to all their life their own body and their own face. I, myself, have made hundreds of avatars
for people, and over 90% of frst timers request that the avatar resemble them as much as possible given
the Second Life tools. Recalling the Neustader fndings, the Realistics are the largest group. For these
Realistics, having their own face would most likely be an important option.
12
It should be stated that I purchased this avatar, made by Daryth Kennedy, and did not create it myself.
JACQUELYN FORD MORIE
97
Mapping a photographic image of your own face onto the avatars form does seem to be the ultimate
personalization. Interestingly enough, Linden Lab does not ofer a service to do this (though they do ofer
a do-it-yourself tutorial originally posted in 2005).
13
One company, Cyberextruder, ofered facial photo mapping as a service from approximately 2007 to 2010.
From their website during this time, they advertised a service that took approximately 2 hours at $150 per
hour. Tey also set up services in-world on Avatar Island in Second Life.
14
Ultimately though the business
model proved unsustainable and currently their primary product ofering is supports facial recognition for
security.
Currently, Second Skin Labs ofers what they call a Portrait Service for your residual digital self image
where they show you how to take a series of take a high quality photos of yourself that they process and
return it as an avatar skin for around $400.
15
Te results are fairly convincing, to the extent they can be
with a geometric structure that may or may not be customizable to truly refect a persons facial shape.
Matching the photo texture map to the shape obviously takes a bit more work.
It would seem, however, that is there really was a large demand for this photographically congruent avatar
appearance, that many more companies would be ofering it. Tis seems to underscore the fascination with
creating a more idealized form with our digital self.
6. DISCUSSION
In relative terms we are still at the beginning of the age of virtual worlds. Even those who have inhabited
graphical avatars from the earliest days (e.g. Habitat, 1985) have been in a virtual form for less than 30
years. For Second Life that time period is less than ten years.
In the experiments described above people did not live as their character for any length of time. Just as in
the physical world we age and change, it is normal for one to alter ones appearance in the virtual world.
First of all, the avatar we start with is rarely the one we inhabit for long, as with such an avatar we are
perceived as being a newcomer to the world. Neustader calls this the Social stigma of being a default
avatar. Continuing to wear a starting avatar shape signals to everyone that you are a newbie and not all that
invested in the world or your self within it (Neustader and Fedorovskaya, 2009).
In the culture of Second Life there is strong peer pressure to refne ones appearance beyond the basics,
to express your commitment to the whole world. (Tere may be a community of avatars who all still
relish their newbie bodies, but I have not found it!). Newbie-looking avatars are often taken under the
wing of someone more entrenched in the world. An experienced avatar might take a newbie shopping,
ofer them better clothes, or help them fnd a hair style that appeals to them. Tis helps a newcomer
learn the possibilities for appearance, and as one gets more acclimated to living digitally, allows signifcant
change. As well, the software systems of virtual worlds gets updated and improved, which can lead to more
sophisticated looks. Tere is also expanding creativity on the part of skin, shape and clothes designers, who
are always perfecting their craft.
13
http://forums-archive.secondlife.com/109/e1/246059/1.html
14
www.cyberextruder.com
15
http://www.secondskinlabs.com/Portraits/aboutportraits.html
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In late 2011 Ars Avataria (run by Harper Bresford) launched a request for people to post pictures of how
their Second Life avatar had changed over time.
16
A quote from the Ars Avataria site states looking at the
evolved avatar is a very visual way to consider whats essential in someones expression of themselves as an
avatar, and what can be changed along the way.
Looking at a series of temporal snapshots of an avatar, it is easy to see that most people have evolved
their digital selves (some substantially) over time. Unlike physical life, we can improve visibly with age,
as there are no efects from the vicissitudes and ravages of time to our virtual body. In the vast majority,
however, it can be seen that there are central core elements that remains, so recognition is maintained.
(See Figure 7-8.)
What does this new ability to manipulate our selves through avatars, and what that is doing to us needs to
be explored in the coming years, as it is here to stay.
It is also true that people may have many avatars, either in diferent types of worlds or for diferent purposes
in one. We dont yet know the long term efects inhabiting multiple avatars might have on us. Sherry
Turkle, in Life on the Screen, her tome on identity in the Internet age, argues that today, multiple identities
are a basis for how we develop a sense of self (Turkle, 1995).
In its virtual reality, we self-fashion and self-create. What kinds of personae do we make? What relation
do these have to what we have traditionally thought of as the whole person? Are they experienced as an
expanded self or as separate from the self? Do our real-life selves learn lessons from our virtual personae?
Are these virtual personae fragments of a coherent real-life personality? (Turkle: 180).
Tis idea that there is no single fxed self or identity is one of the key tenets of postmodern theories of the
self. Stuart Hall summarizes this idea of the fragmented postmodern self as follows:
We can no longer conceive of the individual in terms of a whole, stable and completed Ego or autonomous,
rational self . Te self is conceptualised as more fragmented and incomplete, composed of multiple selves
or identities in relation to the diferent social worlds we inhabit, something with a history, produced, in
process. (Hall, 1996: 226).
16
http://www.fickr.com/photos/ruthlatour/6319678609/in/pool-1756997@N20/
Figure 7-8: The authors continually evolving avatar, ChingALing Bling, in Second Life
JACQUELYN FORD MORIE
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Avatars defnitely represent some part of ourselves, and who we are becoming in post modern times. Some
people may think that avatar use is a passing fad, but the numbers belie this assumption. Kzero, a British
research frm focusing on use of social technologies including virtual worlds, have followed the increasing
use of avatars by all ages in all virtual worlds over the past several years. Teir latest statistics report that
there are nearly 1.8 billion people playing in virtual worlds via an avatar form. (KZero, 2011) Even if we
decrease that number by admitting that many people have more than one avatar, the numbers are still
staggering. Even more astonishing is that just over 1 billion of these avatar inhabitants are between the ages
of 5 and 15. Children are growing up immersed in this new paradigm. Tey will never know a life where
they could not put on new avatars just as easily as we out on outfts.
Avatars should be considered a disruptive technology that both enables and demands new forms of
communication. What these forms are, whether they are based on our appearance, internal software
expressions, or being connected via brain signals, only by more research and use will we uncover, defne,
and give names to them.
Te virtual body is our means to experience not only new digital realms, but also to interact with others
in those spaces. We present the persona we wish others to see, within the means aforded by the virtual
world. Te correspondences to the physical world have been laid out above. Te virtual has every potential
to afect us in similar, profound ways.
As virtual reality philosopher Michael Heim comments when we put on our avatar, we also put of the
habitual self. We shed our form like a changeling. We lay aside the illusory fxity of being a hard ego
encapsulated in a shell of fesh (Heim, 1999: 12).
Experimentation with our numerous virtual social selves can be seen as part of a process of modern
personal growth and development. We suspect, but do not yet know for sure, that virtual worlds and
their afordances provide an impetus for corresponding changes in the individuals psyche and subjective
understanding of themselves. Where past generations have been more or less aware of our home, work and
play modes of being as being somewhat separate identities, todays youth are extremely aware that they have
diferent parts to play and these each may require distinct mindsets. My Habbo Hotel avatar exists in a
very diferent world than my Club Penguin one! Tese are the postmodern extensions to the self of old,
and we cannot be sure what this means for our future relationship to the world and to others around us.
7. CONCLUSION
Avatars are simulations, but they are ones that can externalize our inner feelings in a powerful, visual way.
It remains to be seen how avatars will ft into our lives in the coming years. Te evidence is emerging that
there may be something very powerful at work as they become a common part of who we are. Davey
Winder, in Being Virtual: Who you really are online, relates stories that reveal how being an avatar in a
virtual world has afected his life. After incurring devastating health issues and the subsequent breakup of
his marriage, his life was at a nadir. But his online experiences were able to provide the means for a more
positive outlook. Te realization that the identity I was developing online was someone I rather liked pre-
empted a remarkable change in my real world circumstances (Winder, 2008: 29). Tis kind of change
could help many people come to better terms with themselves. Tere may be staggering potential packed
in those 3D representations.
We have come a long way along the digital road of NVC, from the early days of emoticons to the full body
appearance of ones avatar in a virtual world. What does our increasing participation in virtual worlds
portend for our future selves? Could the disruptive technology of avatars become the vessels of how we
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communicate our accumulated self to subsequent generations? Ray Kurtzweil embraces a concept called
the singularity that mythical point in time where we will be able to save our brains our essence into
robots or their future ilk (Kurtzweil, 2005). I can foresee a day, rather, when we have fgured out how to
download our memories, thoughts and experiences into an avatar form that can live on after us. Tis may
not be our consciousness living on in full, but I believe, rather than a singularity in our future, we will
reach a multiplicity. Tis is when our multiple avatars representations have become so thoroughly us, and
we them, that our essence remains in their crucibles after our deaths.
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