Omega Point

A blog by Catherine Winters

18 Sep

Emotional cues in virtual spaces


While fre­quently used to great effect in prose, text is a noto­ri­ously poor medium for con­vey­ing the emo­tional meta­data humans rely on for face-to-face con­ver­sa­tion. How do we know exactly how to inter­pret some­one else’s words, stripped of their emo­tional con­text? What was intended as a sim­ple request for infor­ma­tion may be taken by one reader as a joke, while another may see it as a per­sonal attack.

The sys­tem used by many mod­ern inter­net users was pro­posed in the early 1980s by Scott Fahlman, a com­puter sci­en­tist with Carnegie Mel­lon Uni­ver­sity. He sug­gested that users employ a short series of char­ac­ters, evok­ing the iconic smi­ley face, to demon­strate that their words were to be taken lightheartedly: :-)

While at the time, the pro­posal was viewed by many as some­what tongue-in-cheek, the smi­ley quickly caught on, and is as rec­og­niz­able as the let­ters “www” today, demon­strat­ing its effec­tive­ness in clar­i­fy­ing human-to-human inter­ac­tion in text-based com­mu­ni­ca­tion. In the decades since, inter­net users have extended the orig­i­nal sys­tem by adopt­ing many other emoti­cons, con­vey­ing dis­plea­sure, sad­ness, dis­gust, exhaus­tion, and many oth­ers, insert­ing much-needed emo­tional con­text to their chat and email conversations.

Just as vir­tual envi­ron­ments like Sec­ond Life are fre­quently described as updated MUDs or cha­t­rooms, user inter­ac­tions within them can be sim­i­larly enhanced by the use of body lan­guage and ges­tures based on that of real-world humans. Con­sider the image of an avatar fac­ing another and smil­ing, look­ing away dis­in­ter­est­edly, or stand­ing with arms crossed; each con­veys a rad­i­cally dif­fer­ent mes­sage even when asso­ci­ated with the same text.

But what about cases in which we see avatars’ body lan­guage injected into our com­mu­ni­ca­tions with­out our explicit per­mis­sion? There have been count­less posts to the Sec­ond Life forums by newer users, angry and hurt by the dis­dain­ful, supe­rior man­ner of an estab­lished res­i­dent, and how they were delib­er­ately ignored.

These new users describe an inci­dent that usu­ally fol­lows a set pat­tern. They approached a Lin­den employee or an older res­i­dent, usu­ally a fairly high-profile con­tent cre­ator, and greeted them. The estab­lished res­i­dent turned to face them, looked down their nose, and turned back to what they were doing. In actual fact, this is a client-side avatar animation–when chat is “heard” on the client, avatars appear to turn their heads to face it with­out any input from the user con­trol­ling that avatar.

From the per­spec­tive of the Lin­den or long­time res­i­dent, they are unlikely to have even known any­one approached them, as they were busy doing some­thing else: pro­gram­ming, brows­ing the web, or work­ing on tex­tures, leav­ing behind a pup­pet with its strings cut.

This is an exam­ple of a “sub­con­scious” mes­sage injected to the com­mu­ni­ca­tions chan­nel. While no infor­ma­tion has delib­er­ately been con­veyed, to a human observer, a clear mes­sage has been sent. The body lan­guage of the avatar has effec­tively spo­ken for its user. Yet, to the recip­i­ent of this mes­sage, the avatar is the human. From their per­spec­tive, they’ve just been snubbed by some stand­off­ish per­son who clearly can’t be both­ered to even give them the time of day.

Next: Delib­er­ate sub­con­scious fil­ters and their implications.


Filed under: Communications, Second Life


9 Responses to “Emotional cues in virtual spaces”

  1. By Orlie Omegamu on Sep 18, 2006 | Reply

    That is funny, because the avatar turns to look at us so quickly, it should be fairly obvi­ous that it is an auto­matic reac­tion. Per­haps some users expe­ri­ence enough lag that it seems to be more of a thought­ful act, as though the other avatar saw our chat mes­sage, and then decided, hmmm, this per­son I want to ignore is talk­ing to me, let me press a key that makes me look at them, so that they know I am ignor­ing them. More likely , though, we are just used to respond­ing emo­tion­ally to the body lan­guage, and some of us stop there, with­out think­ing of the tech­ni­cal under­pin­nings of SL.

  2. By Mera on Sep 18, 2006 | Reply

    So is there a solu­tion? Do we force our­selves into busy mode as an indi­ca­tor to oth­ers? I don’t expect the new per­son to pick up on the visual cues right away, so I can’t blame them for the way they feel. I will say that I typ­i­cally lock on to an object with my cam­era. This pre­vents me from look­ing at oth­ers when they talk. I can’t image that would help, though. I don’t even acknowl­edge their existance. :)

  3. By Catherine Omega on Sep 19, 2006 | Reply

    Yes, I do believe there’s a solu­tion, and that is to more intel­li­gently assess what’s going on. The cur­rent model is flawed, which was my point. It needs to change to become more effective.

  4. By icon on Sep 20, 2006 | Reply

    I would’ve done a track­back, but I’m on blog­ger for my SL blog and it sucks. How­ever, the perma­link is here: http://thisvirtuallife.blogspot.com/2006/09/avatars-and-body-language.html

    Great blog so far (and is it safe to say that you’re totally cuuuute?) ;)

  5. By Baba on Sep 20, 2006 | Reply

    *facepalm*

    I won­der what peo­ple pick up from ;0

  6. By Catherine Omega on Sep 21, 2006 | Reply

    Per­son­ally? That your shift key is bro­ken, Baba. :)

  7. By Baba on Sep 24, 2006 | Reply

    alright ;0

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