Vorwort
Den unten stehende Essay habe ich im Rahmen meines Praktikums in Helsinki geschrieben. Dort habe ich mich mit Beratung im virutellen Raum beschäftig. Das Thema des Essays steht damit in Zusammenhang – Körpersprache ist in Beratungen von großer Bedeutung, sie kann aber noch nicht in virtuelle Räume übertragen werden. Deswegen gibt es in einigen Programmen, die mit Avataren arbeiten, Gesten, die der Avatar ausführen kannn. Welche nötig sind, diskutiere ich u.a. in dem Text.
Ich bitte um jede Menge Kommentare – sowohl, was den Inhalt und die aufgeworfenen Fragen angeht, als auch mein Englisch, das definitiv verbesserungswürdig ist.
Body Language and Gestures in Virtual Spaces
One of my tasks at our seminarat Arcada (Helsinki) about telepresence and immersion in Second Life (SL) was to find out which gestures an avatar might need during a meeting. The question arose because inspired by Venuegen we attempt to create our own meeting area in SL.
Venuegen is a three-dimensional meeting space which among other things offers a wide range of gestures and possibilities to use body language.
However, after a discussion about the benefits of Venuegen compared to SL we decided that less gestures are sufficient. The reason is that we see the main advantage of Venuegen in its simplicity and reduced possibilities to do things and play around. In our opinion, the possibilities to use body language and gesture can be further reduced due to two reasons:
On the one hand fewer possibilities help focussing on what is to be done in the meeting space. On the other hand it makes the handling even more easily. This is important as our target audience are unskilled users.
Research on archetypal gestures
Dealing with the first question – which gestures do we want/need for the avatars in our meeting space? – I also asked myself if there are archetypal gestures from which a set of gestures for our meeting area could be derived. A source that was leading me to the assumption that archetypal gestures exist at all was a whitepaper on gesture archetypes the Venuegen Network Inc. published: “The Productive and Counter Productive Use of Gesture Archetypes in Human and Avatar Communication” (2009).
Unfortunately, no reference for this term is given and my research on this topic neither pointed to the existence to a set of gestures that are named archetypal – at least not in an anthropologist sense.
What I found about the term ‘archetypal gesture’ is from the field of acting. Pitches (2006) names the following six archetypal gestures:
“Open, close, push, pull, press, scatter, tear [...]” (ibid., 157)
These are completely different from what is available in Venuegen – assuming that the programmers included some of the archetypal gestures there that are described in the whitepaper.
However, during my research I came across the following topics which are of importance for us:
a) Avatar anthropomorphism
b) The use of gestures in SL
Avatar anthropomorphism
The term avatar anthropomorphism refers to the degree of human appearance of an avatar (Nowak and Rauh, 2005). The study I read came to the conclusion that the human appearance of the avatar is not as important as the clearness of the avatar’s sex (ibid.). If gestures are counted as part of avatar anthropomorphism then it can be concluded that those also play a subsidiary role for communication.
The use of gestures in SL
Frohwein, Goldhammer and Eggers (2008) researched speech and communication in SL. They state that “Smileys [...] appear as often as in articles in newsgroups.” (ibid., 22) – although the users could use the offered gestures. As they are not used more than emoticons it seems as if gestures are not the preferred means to express emotions.
The authors give an example how gestures are used in SL: A user repeatedly plays the same gesture which leads the authors to the impression: “It seems like a highly ritualised game or contest, who can send gestures faster.” (ibid., 39). They summarise: “…the gesture [is] only in few cases an addition to communication or a substitute for emoticons. Gestures rather become an end in itself in ritualised dialogue sequences.”(ibid., 40).
This is another study stating that gestures might not as important for communication in 3-dimensional spaces as the Venuegen Network Inc.’ whitepaper and the programme’s options suggest.
Why using gestures?
Before thinking about the gestures we want for our meeting space I want to discuss the following question:
What is the purpose of gestures in online communication (in three-dimensional spaces)? Does the communication become more authentic or realistic in the sense that it feels more real?
And do we need these gestures in virtual counselling? Is counselling not a case where we need to see body language as a whole, which is not possible yet? Although we could create differentiated gestures and mimic we will still lack the small non-verbal signals that we unconciously perceive and work with during a conversation in real life.
Problems concerning gestures
The question is also, how we communicate in virtual worlds: Via text chat or via voice chat. If I use text chat I could not imagine using gestures, because I had emoticons and smileys to express emotions and underline what I am writing. If I use voice chat, talking about a problem I was first too busy to let my avatar gesture and second I had to orchestrate speech and gestures – which probably affected the conversation and distracted both myself and the person listening. Regarding counselling, as a counsellor I would focus on the voice of the client, and not on the willingly performed gestures of his/her avatar. The reason is that for me the voice carries more information about the client’s emotional state.
When I think of the conference I participated in at SL, I can not remember that somebody from the audience rose his/her hand to show that there was a question about the presentation, but asked it right away in the text chat. If an avatar uses gestures, I have or everybody around has to be able to see them. I might have not seen it – due to the group size and if you have a smaller number of people this might not be a problem. However the example points to another question: Why use gestures, why rising the avatar’s arm to show that he/her has a question, when one can quickly ask it in the text chat?
I agree that it does feel more realistic, when the avatar’s mouth moves while speaking or not looking frozen while standing around but performing tiny movements. So The Venugen Network is heading to the right direction by offering means to change the body’s tension and the overall facial expression. However, we should keep in mind that the virtual world is not the actual world and so not everything we have in the latter needs to be available and possible in the virtual.
The aim of the gestures available in Venugen I think do not have the purpose to make communication more authentic (at least not in the first place), but to make the user feel more comfortable.
I see this as another important reason to make something like gestures available in the virtual. Regarding counselling it is vital that the client feels comfortable in his/her surrounding; it is an important prerequisite for a successful counselling session.
Our own gestures: How to make the virtual experience more authentic
My conclusion therefore is: We need something that makes the user feel comfortable in the meeting space, as well as something that allows expressing the emotional state which is especially important in counselling.
Emotional states
The solution for the meeting space is in my opinion to define an own set of gestures, while for counselling I suggest to offer the user different moods that can be chosen it advance of a counselling session. One mood or state consists of a set of animations that have an overall effect on the avatar’s appearance which could include posture/body tension, small/larger arm movements while speaking and the facial expression.
The advantage would be that the client does not have to deal with the avatar using a gesture in the very right moment, but could concentrate on telling.
A disadvantage is that the client’s mood can change – so there needs to be a possibility to easily change the set of animations, too. It also means that the client has to choose between different moods that might all not be exactly what he or she feels like. So this choice can only be an approach.
The question arises, which moods should be offered to choose from, and how the different features should be designed. Looking at and taking the basic emotions defined by psychologists as a template might help answering these question.
The gestures for the meeting place
It is sensible at this point to decide ourselves which gestures we want to offer at the meeting space as no recommendations can be found.
I suggest the following set of gestures for meetings:
Nod, shake head (no), point to me, point to you, rise hand, smile/laugh.
These should be enough to express basic needs or share opinions, and make the user feel more comfortable in the virtual space.
Summary
In this essay I tried to illuminate the question why gestures are needed in virtual spaces and which of them. I come to the conclusion that it depends on the type of meeting if either gestures are useful or – when we talk about counselling – if emotional states should be offered to the user that he or her can choose from. For a business meeting or seminars I propose six very basic movements (see above) that should make the user feel more comfortable in a conversation and make the experience more realistic. To decide which moods are offered I suggest to look at the basic emotions defined in psychology.
References
Nowak, K. L., and Rauh, C. (2005): The influence of the avatar on online perceptions of anthropomorphism, androgyny, credibility, homophily, and attraction. Journal of Computer-Mediated Communication, 11(1), article 8. http://jcmc.indiana.edu/vol11/issue1/nowak.html, last accessed on 27/10/09
Frohwein, S.; Goldhammer, C. and Eggers, A.: Sprache und Kommunikation in Second Life (2008). Networx
Pitches, J.(2006): Science and the Stanislavsky tradition of acting. New York: Routledge.
The Venue Network Inc. (2009): The Productive and Counter Productive Use of Gesture Archetypes in Human and Avatar Communication.
http://www.venuegen.com/Hand_Gesture_Archetypes_Whitepaper.pdf, last accessed on 28/10/09