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		<title>On Phone Menus and the Blowing of Gaskets</title>
		<link>http://virtualbodylanguage.wordpress.com/2013/01/02/on-phone-menus-and-the-blowing-of-gaskets/</link>
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		<pubDate>Wed, 02 Jan 2013 18:45:47 +0000</pubDate>
		<dc:creator>Jeffrey Ventrella</dc:creator>
				<category><![CDATA[AI]]></category>
		<category><![CDATA[Audio]]></category>
		<category><![CDATA[Communication]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Natural Language]]></category>
		<category><![CDATA[text]]></category>
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		<description><![CDATA[(This blog post is re-published from an earlier blog of mine called “avatar puppetry” – the nonverbal internet. I’ll be phasing out that earlier blog, so I’m migrating a few of those earlier posts here before I trash it). This blog post is only tangentially related to avatars and body language. But it does relate [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=virtualbodylanguage.wordpress.com&#038;blog=18700850&#038;post=1259&#038;subd=virtualbodylanguage&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><em>(This blog post is re-published from an earlier blog of mine called “avatar puppetry” – the nonverbal internet. I’ll be phasing out that earlier blog, so I’m migrating a few of those earlier posts here before I trash it).</em></p>
<p>This blog post is only tangentially related to avatars and body language. But it does relate to the larger subject of communication technology that fails to accommodate normal human behavior and the rules of natural language.</p>
<p>But first, an appetizer. Check out this video for a phone menu for callers to the Tennessee State Mental Hospital:</p>
<p><a href="http://www.youtube.com/watch?v=zjABiLYrKKE">http://www.youtube.com/watch?v=zjABiLYrKKE</a></p>
<p><a href="http://www.youtube.com/watch?v=zjABiLYrKKE"><img title="mental" alt="" src="http://nonverbalinternet.files.wordpress.com/2010/06/mental.jpg?w=480" /><br />
</a></p>
<p><strong>A Typical Scenario</strong></p>
<p>You’ve probably had this experience. You call a company or service to ask about your bill, or to make a general inquiry. You are dumped into a sea of countless menu options given by a recorded message (I say <em>countless</em>, because you usually don’t know how many options you have to listen to – will it stop at 5? Or will I have to listen to 10?). None of the options apply to you. Or maybe some do. You’re not really sure. You hope – you <em>pray</em>, that you will be given the option to speak to a representative, a living, breathing, thinking, soft and cuddly <em>human</em>. After several agonizing minutes (by now you’ve forgotten most of the long-winded options) you realize that there is no option to speak to a human. Or at least you<em>think there is no option. You’re not really sure.</em></p>
<p><img title="angry" alt="" src="http://nonverbalinternet.files.wordpress.com/2010/06/angry3.jpg?w=480" />Your blood pressure has now reached levels that warrant medical attention. If you still have rational neurons firing, you get the notion to press “0″. And the voice says, “Please wait to speak to a phone representative”. You collapse in relief. The voice continues: “this call may be recorded for quality assurance” Yea, right. (I think I remember once actually hearing the message say, “this call may be recorded……because…<em>we care”. </em>Okay now <em>that</em> is gasket-blowing material).</p>
<p><strong>Why Conversation Matters</strong></p>
<p>I don’t think I need to go into this any further. Just do a search on “phone menu” (or “phone tree”) and “frustration”, or something like that, and follow the scent and you’ll find plenty of blog posts on the subject.</p>
<p>How would I best characterize this problem? I could talk about it from an economic point of view. For instance it costs a company a lot more to hire real people than to hook up an automated answering service or an <a href="http://en.wikipedia.org/wiki/Interactive_voice_response">interactive voice response</a> (IVR) system. But companies have to also weigh the negative impact of a large percentage of irate customers. But too few companies look at this as a Design problem. Ah, there it is again: that ever-present normalizer and humanizer of technology: <em>Design</em>. <a href="http://designsc.org/blogs/lakshmi/invisible-design">It’s invisible when it works well</a>, and that’s why it is such an unsung hero.</p>
<p><strong>The Hyper-Linearity of Non-Interactive Verbal Messages</strong></p>
<p>The nature of this design problem, I believe, is that these phone menus give a large amount of verbal information (words, sentences, options, numbers, etc.) which take time to explain. They are laid out in a sequential order.</p>
<p><a href="http://nonverbalinternet.files.wordpress.com/2010/06/words1.jpg"><img title="words" alt="" src="http://nonverbalinternet.files.wordpress.com/2010/06/words1.jpg?w=480&#038;h=154&#038;h=154" width="480" height="154" /></a></p>
<p>There is no way to jump ahead, to interrupt the monolog, or to ask it for clarification, as you would in a normal conversation. You are stuck in <em>time – </em>rigid, linear time,<em> </em>with no escape. (At least that’s what it feels like: there are usually options to hit special keys to go to the previous menu or pop out entirely, etc. But who knows what those keys are? And the dreaded fear of getting disconnected is enough to keep people like me staying within the lines, gritting  teeth, and being obedient (although that means I have the potential to become the <a href="http://irritatedtulsan.files.wordpress.com/2009/09/ronald_mcdonald_jumping1.jpg">McDonald’s gunman</a> who makes the headlines the next morning.)</p>
<p>Compare this with a conversation with a phone representative: normal human dialog involves interruptions, clarifications, repetitions, mirroring (the “mm’s”, “hmm’s”, “ah’s”, “ok’s”, “uh-huh’s”, and such – the audible equivalent of eye-contact and head-nods), and all the affordances that you get from the <a href="http://en.wikipedia.org/wiki/Prosody_(linguistics)">prosody of speech</a>. Natural conversations continually adapt to the situation. These adaptive, conversational dynamics are absent from the braindead phone robots. And their soft, soothing voices don’t help – in fact they only make me want to kill them that much harder.</p>
<p>There are two solutions:</p>
<p>1. <strong>Full-blown Artificial Intelligence</strong>, allowing the robot voice to “hear” your concerns, questions, and drill down, with your help, to the crux of the problem. But I’m afraid that AI  has a way to go before this is possible. And even if it is almost possible, the good psychologists, interaction designers, and human-user interface experts don’t seem to be running the show. They are outnumbered by the techno-geeks with low <a href="http://en.wikipedia.org/wiki/Emotional_intelligence">EQ</a>, and little understanding of human psychology. Left-brainers gather the power and influence, and run the machines – computer-wise and business-wise – because they are good with the numbers, and rarely blow a gasket. The right-brained skill set ends up stuck on the periphery, almost by its very nature. I’m waiting for this revolution I keep hearing about – the <a href="http://www.wired.com/wired/archive/13.02/brain.html?pg=2">Revenge of the Right Brain</a>. So far, I still keep hitting brick walls built with left-brained mortar. But I digress.</p>
<p>2. <strong>Visual interfaces. </strong>By having all the options laid out in a visual space, the user’s eyes can jump around (much more quickly than a robot can utter the options). Thus, if the layout is designed well (a rarity in the internet junkyard) the user can quickly see, “ah, I have five options. Maybe I want to choose option 4 – I will select, “more information about option 4 to make sure”. All of this can happen within a matter of seconds. You could almost say that the interface affords a kind of body language that the user reads and acts upon immediately.</p>
<p>Consider the illustration below for a company’s phone tree which I found on the internet (I blacked-out the company name and phone number). Wouldn’t it be nice if you could just take a glance at this visual diagram and jump to the choice you want? If you’re like me, your eyes will jump straight to the bottom where the choice to speak to a representative is. (Of course it’s at the bottom).</p>
<p><a href="http://nonverbalinternet.files.wordpress.com/2010/06/tree3.jpg"><img title="tree" alt="" src="http://nonverbalinternet.files.wordpress.com/2010/06/tree3.jpg?w=348&#038;h=498&#038;h=498" width="348" height="498" /></a></p>
<p>This picture says it all. But of course. We each have two eyes, each with millions of photoreceptors: simultaneity, parallelism, instant grok. But since I’m talking about telephones, the solution has to be found within the modality of audio alone, trapped in time. And in that case, there is no other solution than an advanced AI program that can understand your question, read your prosodic body language, and respond to the flow of the conversation, thus collapsing time.</p>
<p>…and since that’s not coming for a while, there’s another choice: a meat puppet – one of those very expensive communication units that burn calories, and require a salary. What a nuisance.</p>
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		<title>Uncanny Charlie</title>
		<link>http://virtualbodylanguage.wordpress.com/2012/08/18/uncanny-charlie/</link>
		<comments>http://virtualbodylanguage.wordpress.com/2012/08/18/uncanny-charlie/#comments</comments>
		<pubDate>Sat, 18 Aug 2012 17:35:37 +0000</pubDate>
		<dc:creator>Jeffrey Ventrella</dc:creator>
				<category><![CDATA[anthropomorphic]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[face]]></category>
		<category><![CDATA[realism]]></category>
		<category><![CDATA[uncanny valley]]></category>

		<guid isPermaLink="false">http://virtualbodylanguage.wordpress.com/?p=1167</guid>
		<description><![CDATA[The subway system in Boston has a mascot named &#8220;Charlie&#8221;, a cartoon character who rides the train and reminds people to use the &#8220;Charlie Card&#8221;. With the exception of his face, he looks like a normal airbrushed graphic of a guy with a hat. But his face? Uh, it&#8217;s f&#8217;d up. In case you don&#8217;t [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=virtualbodylanguage.wordpress.com&#038;blog=18700850&#038;post=1167&#038;subd=virtualbodylanguage&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>The subway system in Boston has a mascot named &#8220;Charlie&#8221;, a cartoon character who rides the train and reminds people to use the &#8220;Charlie Card&#8221;. With the exception of his face, he looks like a normal airbrushed graphic of a guy with a hat. But his face? Uh, it&#8217;s f&#8217;d up.</p>
<p><img class="aligncenter size-full wp-image-1227" title="charlie_card_guy_396" src="http://virtualbodylanguage.files.wordpress.com/2012/08/charlie_card_guy_3961.jpeg?w=450" alt=""   /></p>
<p><img class="alignright size-full wp-image-1253" title="Uncanny_Valley_by_Peaches491" src="http://virtualbodylanguage.files.wordpress.com/2012/08/uncanny_valley_by_peaches4915.jpeg?w=450" alt=""   />In case you don&#8217;t know yet about the <a href="http://en.wikipedia.org/wiki/Uncanny_valley">Uncanny V</a><a href="http://en.wikipedia.org/wiki/Uncanny_valley">alley</a>, it refers to a graph devised by a Japanese robot maker. The graph shows typical reactions to human likeness in robots and other simulations. The more realistic the robot (or computer generated character) the more CREEPY it becomes&#8230;.</p>
<p><img class="aligncenter size-full wp-image-1224" title="valley" src="http://virtualbodylanguage.files.wordpress.com/2012/08/valley1.png?w=450" alt=""   /></p>
<p>..until it is so utterly realistic that you are fooled, and you respond to it as if it were a living human. But watch out. If the eyes do something wacky or scary, or if something else reveals the fact that it is just an animated corpse&#8230;DOWN you fall&#8230;. into the valley.</p>
<p>Anyway, I have a theory about the uncanny valley: it is just a specific example of a more general phenomenon that occurs when incompatible levels of realism are juxtaposed in a single viewing experience. So for instance, an animated film in which the character motions are realistic &#8211; but their faces are abstract &#8211; can be creepy. How about a computer animation in which the rendering is super-realistic, but the motions are stiff and artificial? Creepola. A cartoon character where one aspect is stylized and other aspects are realistic looks&#8230;<em>not right</em>. That&#8217;s Charlie&#8217;s issue.</p>
<p>Stylized faces are everywhere:</p>
<p><img class="aligncenter size-full wp-image-1218" title="stylized faces" src="http://virtualbodylanguage.files.wordpress.com/2012/08/stylized-faces1.jpg?w=450" alt=""   /></p>
<p>But when an artist takes a stylized line-drawn graphic of a face and renders it with shading, I consider this to be a visual language blunder. The exception to this rule of thumb is demonstrated by artists who purposefully juxtapose styles and levels of realism, for artistic impact, such as the post-modern painter <a href="http://en.wikipedia.org/wiki/David_Salle">David Salle</a>.</p>
<p><img class="alignleft size-full wp-image-1257" title="faces_1" src="http://virtualbodylanguage.files.wordpress.com/2012/08/faces_11.png?w=450" alt=""   />The subject of levels of realism and accessibility in graphic design is covered in McCloud&#8217;s <a href="http://en.wikipedia.org/wiki/Understanding_Comics">Understanding Comics</a>. The image-reading eyebrain can adjust its zone of suspension of disbelief to accommodate a particular level of stylism/realism. But in general, it cannot easily handle having that zone <em>bifurcated</em>.</p>
<p>Charlie either needs a face transplant to match his jacket and hat, or else he needs to start wearing f&#8217;d-up clothes to match his f&#8217;d-up face.</p>
<p><img class="aligncenter size-full wp-image-1232" title="photo" src="http://virtualbodylanguage.files.wordpress.com/2012/08/photo2.jpg?w=450" alt=""   /></p>
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		<title>Nano Avatars</title>
		<link>http://virtualbodylanguage.wordpress.com/2012/06/08/nano-avatars/</link>
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		<pubDate>Fri, 08 Jun 2012 04:04:59 +0000</pubDate>
		<dc:creator>Jeffrey Ventrella</dc:creator>
				<category><![CDATA[anthropomorphic]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[Communication]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[virtual reality]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

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		<description><![CDATA[(This blog post is re-published from an earlier blog of mine called “avatar puppetry” – the nonverbal internet. I’ll be phasing out that earlier blog, so I’m migrating a few of those earlier posts here before I trash it). ———————– The other day, Jeremy Owen Turner told me about NanoArt. Here’s a cool nano art piece by Yong [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=virtualbodylanguage.wordpress.com&#038;blog=18700850&#038;post=1159&#038;subd=virtualbodylanguage&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><em>(This blog post is re-published from an earlier blog of mine called “avatar puppetry” – the nonverbal internet. I’ll be phasing out that earlier blog, so I’m migrating a few of those earlier posts here before I trash it).</em></p>
<p><em></em>———————–</p>
<p>The other day, <a href="http://classicblogs.blogspot.com/">Jeremy Owen Turner</a> told me about <a href="http://en.wikipedia.org/wiki/Nanoart">NanoArt</a>. Here’s a cool nano art piece by Yong Qing Fu, described in <a href="http://www.rsc.org/chemistryworld/Issues/2007/September/CTTL.asp">Chemistry World</a>.</p>
<p><img title="nano" src="http://nonverbalinternet.files.wordpress.com/2009/10/nano.jpg?w=480" alt="nano" /></p>
<p>We started imagining a nano virtual world. Jeremy pontificates on avatars as works of art, avatars that can take on alternate forms, including <a href="http://www.foresight.org/nanodot/?p=1421">nano art</a>. I started thinking about what an avatar that consisted of a molecule might be like.</p>
<p>Some illustrations of the <a href="http://totallylookslike.com/2009/05/22/hemoglobin-molecule-totally-looks-like-flying-spaghetti-monster/">hemoglobin molecule look a bit like the flying spaghetti monster</a>. Which reminds me, Cory Linden’s avatar in Second Life is based on the flying spaghetti monster.</p>
<p><img title="Spaghetti" src="http://nonverbalinternet.files.wordpress.com/2009/10/spaghetti.jpg?w=480&#038;h=144&#038;h=144" alt="Spaghetti" width="480" height="144" /></p>
<p>We’ve seen avatars <a href="http://www.ugotrade.com/2007/10/08/nanotechnology-and-second-life/">hanging out among virtual molecules</a>…</p>
<p><img title="avatar_in_molecule" src="http://nonverbalinternet.files.wordpress.com/2009/10/avatar_in_molecule.jpg?w=480" alt="avatar_in_molecule" /></p>
<p>but what about avatars that ARE molecules? Stephanie H. Chanteau and James M. Tour of Rice University created <a href="http://pubs.acs.org/doi/abs/10.1021/jo0349227">anthropomorphic molecules</a>.</p>
<p><img title="NanoKid2" src="http://nonverbalinternet.files.wordpress.com/2009/10/nanokid2.jpg?w=480" alt="NanoKid2" /></p>
<p>But I’m not so interested in how people make anthropomorphic molecules. I’m interested in avatars that live a molecule’s life. Check this out…</p>
<p>A <a href="http://en.wikipedia.org/wiki/Scanning_tunneling_microscope">scanning tunneling microscope</a> (STM) is set up in a magnificent auditorium.</p>
<p><img title="STM" src="http://nonverbalinternet.files.wordpress.com/2009/10/stm.jpg?w=480" alt="STM" /></p>
<p>The microscope’s subject matter is projected onto a giant video screen. An audience of thousands watch as a team of five molecule-avatar controllers sit with computer mice and keyboards and mingle in a virtual world that is actually not virtual. In the middle of all the flamboyant machinery is a tiny nano-stage, a performance dance floor where five molecules show something rather strange and new</p>
<p>Since the STM can be used for atom manipulation as well as visioning (a consequence of the <a href="http://en.wikipedia.org/wiki/Observer_effect_(physics)">Observer Effect</a>), the very technology for seeing the avatars is used to control them.</p>
<p>The audience collectively winces as the avatars try to, um, walk. Okay, maybe <em>walking</em> isn’t the right word. What exactly do these avatars do? They combine to form supermolecules. They jump and twitch. They split and reform. They blink and chirp. They fall off the edge of the stage and accidentally get stuck on carbon atoms. It may not be elegant. But hey it would be so cool to watch.</p>
<p>When the performance is done, the avatars take a bow…or something. The audience applauds with a standing ovation. A new genre is born. Constraints define creative boundaries and therefore creativity. And the limited repertoire of molecular interactions define the social vocabulary of these agents. Kind of reminds me of <a href="http://en.wikipedia.org/wiki/Flatland">Flatland</a>.</p>
<p>Avatars are embodiments of humans (or human intention) in virtual worlds.</p>
<p>“Seeing” a molecule is a problematic term, in the same sense that “seeing” a planet in a distant star system is a problematic term. It’s not “seeing” on a human scale. It’s<em>prosthetic seeing</em>. And so, just like a software-based virtual world, there must be a<em>renderer</em>.</p>
<p><img title="molecule" src="http://nonverbalinternet.files.wordpress.com/2009/10/molecule.jpg?w=480" alt="molecule" /></p>
<p>Our most distant ancestor is a molecule that accidentally replicated and thus started the upward avalanche that is called Evolution. Dennett’s <a href="http://en.wikipedia.org/wiki/Intentional_stance">intentional stance</a> can be applied on all levels of the biosphere. Molecular avatars represent the most basic and primitive expression of agentry. And unlike the constraints of C++, Havok, and OpenGL, in virtual world software programs, the constraints in this molecular world are <em>real.</em></p>
<p>It may yield some insights about the fundamentals of interaction.</p>
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		<title>Just Because It&#8217;s Visual Doesn&#8217;t Mean It&#8217;s Better</title>
		<link>http://virtualbodylanguage.wordpress.com/2012/05/24/just-because-its-visual-doesnt-mean-its-better/</link>
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		<pubDate>Thu, 24 May 2012 20:46:54 +0000</pubDate>
		<dc:creator>Jeffrey Ventrella</dc:creator>
				<category><![CDATA[Communication]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Natural Language]]></category>
		<category><![CDATA[text]]></category>

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		<description><![CDATA[I&#8217;ve been renting a lot of cars lately because my own car died. And so I get to see a lot of the interiors of American cars. Car design is generally more user-friendly than computer interfaces &#8211; for the simple reason that when you make a mistake on a computer interface and the computer crashes, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=virtualbodylanguage.wordpress.com&#038;blog=18700850&#038;post=1074&#038;subd=virtualbodylanguage&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve been renting a lot of cars lately because my own car died. And so I get to see a lot of the interiors of American cars. Car design is generally more user-friendly than computer interfaces &#8211; for the simple reason that when you make a mistake on a computer interface and the computer crashes, you will not die.</p>
<p>As cars become increasingly computerized, the &#8220;body language&#8221; starts to get wonky, even in aspects that are purely mechanical.</p>
<p>In a car I recently rented, I was looking for the emergency brake. The <em>body language</em> of most of the cars I&#8217;ve used offers an emergency brake just to the right of my seat in the form of a lever that I pull up. Body language between human bodies is mostly unconscious. If a human-manufactured tool is designed well, its body langage is also mostly-unconscious: it is <em>natural</em>. Anyway&#8230;I could not find an emergency brake in the usual place in this particular car. So I looked in the next logical place: near the floor to the left of the foot pedals. There I saw the following THING:</p>
<p><img class="aligncenter size-full wp-image-1075" title="brake" src="http://virtualbodylanguage.files.wordpress.com/2012/05/brake.jpg?w=450&#038;h=148" alt="" width="450" height="148" /></p>
<p>I wanted to check to make sure it was the brake, so that I wouldn&#8217;t inadvertently pop open the hood or the cap of the gas tank. So I peered more closely at the symbol on this particular THING, and I asked myself the following question:</p>
<p>What the F?</p>
<p>Once I realized that this was indeed the emergency brake, I decided that a simple word would have sufficed.</p>
<p><img class="aligncenter size-full wp-image-1086" title="brake word" src="http://virtualbodylanguage.files.wordpress.com/2012/05/brake-word.jpg?w=450" alt=""   /></p>
<p>In some cars, the &#8220;required action&#8221; is written on the brake:</p>
<p><img class="alignright size-full wp-image-1123" title="Drip_2" src="http://virtualbodylanguage.files.wordpress.com/2012/05/drip_21.jpeg?w=450" alt=""   /><br />
<strong>Illiterate Icon Artists</strong></p>
<p>I was reminded of an episode in one of the companies I was working for, where an &#8220;icon artist&#8221; was hired to build the visual symbols for several buttons on a computer interface. He had devised a series of icons that were meant to provide visual language counterparts to basic actions that we typically do on computer interfaces. He came up with novel and aesthetic symbols. But&#8230;.UN-READABLE.</p>
<p>I suggested he just put the words on the icons, because the majority of computer users know English, and if they don&#8217;t know English, they could always open up a dictionary. Basically, this guy&#8217;s clever icons had no counterpart to the rest of the world. They were his own invention &#8211; they were UNDISCOVERABLE.</p>
<p><a href="http://virtualbodylanguage.files.wordpress.com/2012/05/icons_links1.jpeg"><img class="alignleft size-full wp-image-1138" title="icons_links" src="http://virtualbodylanguage.files.wordpress.com/2012/05/icons_links1.jpeg?w=450" alt=""   /></a>Moral of the story:</p>
<p>Designed body language should corresponds to &#8220;natural affordances&#8221;;  the expectations and readability of the natural world. If that is not possible, use historical conventions (by now there is plenty of reference material on visual symbols, and I would suspect that by now there are ways to check for the relative &#8220;universality&#8221; of certain symbols).</p>
<p>In both cases, whether using words or visuals, <em>literacy</em> is needed.</p>
<p>Put in another way:</p>
<p>It is impossible to invent a visual langage from scratch. Because the only one who can visually &#8220;read&#8221; it is the creator. If it does not commute, it is not language. This applies to visual icons as much as it does to words.</p>
<p>As technology becomes more and more computerized (like cars) we have less and less opportunity to take advantage of natural affordances. Eventually, it will be possible to set the emergency brake by touching a tiny red button, or by uttering a message into a microphone. Thankfully, emergency brakes are still very physical, and I get to FEEL the pressure of that brake as I push it in, or pop it off&#8230;.</p>
<p>that is&#8230;if I can ever find the damn thing.</p>
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		<title>Voice as Puppeteer</title>
		<link>http://virtualbodylanguage.wordpress.com/2012/05/05/voice-as-puppeteer/</link>
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		<pubDate>Sat, 05 May 2012 16:38:21 +0000</pubDate>
		<dc:creator>Jeffrey Ventrella</dc:creator>
				<category><![CDATA[Chimpanzee]]></category>
		<category><![CDATA[Communication]]></category>
		<category><![CDATA[emblems]]></category>
		<category><![CDATA[future]]></category>
		<category><![CDATA[gesture]]></category>
		<category><![CDATA[Natural Language]]></category>
		<category><![CDATA[Onlive Traveler]]></category>
		<category><![CDATA[puppeteering]]></category>
		<category><![CDATA[Steve diPaola]]></category>
		<category><![CDATA[text]]></category>
		<category><![CDATA[uncanny valley]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

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		<description><![CDATA[(This blog post is re-published from an earlier blog of mine called “avatar puppetry” – the nonverbal internet. I’ll be phasing out that earlier blog, so I’m migrating a few of those earlier posts here before I trash it). ———————– According to Gestural Theory, verbal language emerged from the primal energy of the body, from physical [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=virtualbodylanguage.wordpress.com&#038;blog=18700850&#038;post=1068&#038;subd=virtualbodylanguage&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
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<p><em>(This blog post is re-published from an earlier blog of mine called “avatar puppetry” – the nonverbal internet. I’ll be phasing out that earlier blog, so I’m migrating a few of those earlier posts here before I trash it).</em></p>
<p><em></em>———————–</p>
<p>According to <a href="http://www.amazon.com/Gestural-Origin-Language-ebook/dp/B0014BU7KW">Gestural Theory</a>, verbal language emerged from the primal energy of the body, from physical and vocal gestures.</p>
<p><img title="url" src="http://nonverbalinternet.files.wordpress.com/2009/10/url.jpg?w=480&#038;h=168&#038;h=168" alt="url" width="480" height="168" /></p>
<p>The human mind is at home in a world of abstract symbols – a virtual world separated from the gestural origins of those symbols. An evolution from the analog to the digital continues today with the flood of the internet over earth’s geocortex. Our thoughts are awash in the alphabet: a digital artifact that arose from a gestural past. It’s hard to imagine that the mind could have created the concepts of Self, God, Logic, and Math: belief structures so deep in our wiring – generated over millions of years of genetic, cultural, and neural evolution. I’m not even sure if I fully believe that these structures are non-eternal and human-fabricated. Since the <a href="http://en.wikipedia.org/wiki/Copernican_Revolution">Copernican Revolution</a> yanked humans out from the center of the universe, it continues to progressively kick down the pedestals of hubris. But, being humans, we cannot stop this trajectory of virtuality, even as we become more aware of it as such.</p>
<p>I’ve observed something about the birth of online virtual worlds, and the foundational technologies involved. One of the earliest online virtual worlds was <a href="http://www.dipaola.org/steve/vworlds.html">Onlive Traveler</a>, which used realtime voice.</p>
<p><img title="onlive1" src="http://nonverbalinternet.files.wordpress.com/2009/10/onlive1.jpg?w=480" alt="onlive1" /></p>
<p>My colleague, <a href="http://www.siat.sfu.ca/faculty/Steve-DiPaola/">Steve DiPaola</a> invented some techniques for Traveler which cause the voice to animate the floating faces that served as avatars.</p>
<p>But as online virtual worlds started to proliferate, they incorporated the technology of chat rooms – textual conversations. One quirky side-effect of this was the collision of computergraphical humanoid 3D models with text-chat. These are strange bedfellows indeed – occupying vastly different cognitive dimensions.</p>
<p><img title="chat_avatars" src="http://nonverbalinternet.files.wordpress.com/2009/10/chat_avatars.jpg?w=480" alt="chat_avatars" /></p>
<p>Many of us worked our craft to make these bedfellows not so strange, such as the techniques that I invented with Chuck Clanton at There.com, called <a href="http://hci.stanford.edu/courses/cs547/abstracts/02-03/030404-clanton.html">Avatar Centric Communication</a>.</p>
<p>Later, voice was introduced to There.com. I invented a technique for There.com voice chat, and later re-implemented a variation for Second Life, for voice-triggered gesticulation.</p>
<p>Imagine the<a href="http://en.wikipedia.org/wiki/Uncanny_valley"> uncanny valley</a> of hearing real voices coming from avatars with no associated animation. When I first witnessed this in a demo, the avatars came across as propped-up corpses with telephone speakers attached to their heads. Being so tuned-in to body language as I am, I got up on the gesticulation soap box and started a campaign to add voice-triggered animation. As an added visual aid, I created the sound wave animation that appears above avatar heads for both There and SL…</p>
<p><img title="waves" src="http://nonverbalinternet.files.wordpress.com/2009/10/waves.jpg?w=480" alt="waves" /></p>
<p>Gesticulation is the physical-visual counterpart to vocal energy – we gesticulate when we speak – moving our eyebrows, head, hands, etc. – and it’s almost entirely unconscious. Since humans are so verbally-oriented, and since we expect our bodies to produce natural body language to correspond to our spoken communications, we should expect the same of our avatars. This is the rationale for avatar gesticulation.</p>
<p>I think that a new form of puppeteering is on the horizon. It will use the voice. And it won’t just take sound signal amplitudes as input, as I did with voice-triggered gesticulation. It will parse the actual words and generate gestural <a href="http://changingminds.org/explanations/behaviors/body_language/gesture_type.htm#emb">emblems</a> as well as gesticulations. And just as we will be able to layer filters onto our voices to mask our identities or role-play as certain characters, we will also be able to filter our body language to mimic the physical idiolects of Egyptians, Native Americans, Sicilians, four-year-old Chinese girls, and 90-year old Ethiopian men.</p>
<p>Digital-alphabetic-technological humanity reaches down to the gestural underbelly and invokes the primal energy of communication. It’s a reversal of the gesture-to-words vector of Gestural Theory.</p>
<p>And it’s the only choice we have for transmitting natural language over the geocortex, because we are sitting on top of a thousands-year-old heap of alphabetic evolution.</p>
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		<title>A Future Man Experiences Sex as a Female</title>
		<link>http://virtualbodylanguage.wordpress.com/2012/04/20/a-future-man-experiences-sex-in-a-female-body/</link>
		<comments>http://virtualbodylanguage.wordpress.com/2012/04/20/a-future-man-experiences-sex-in-a-female-body/#comments</comments>
		<pubDate>Fri, 20 Apr 2012 02:45:59 +0000</pubDate>
		<dc:creator>Jeffrey Ventrella</dc:creator>
				<category><![CDATA[AI]]></category>
		<category><![CDATA[future]]></category>
		<category><![CDATA[sex]]></category>
		<category><![CDATA[text]]></category>
		<category><![CDATA[virtual reality]]></category>
		<category><![CDATA[continuous life]]></category>
		<category><![CDATA[frank zappa]]></category>
		<category><![CDATA[ray kurzweil]]></category>

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		<description><![CDATA[I am a heterosexual male, happily married, and by most accounts, normal and healthy. This blog post is a what-if, extrapolating upon the idea of having a virtual body&#8230;.. THE MIND Frank Zappa said that the dirtiest part of your body is your mind. It is hard to disagree with this. Your mind is capable [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=virtualbodylanguage.wordpress.com&#038;blog=18700850&#038;post=998&#038;subd=virtualbodylanguage&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>I am a heterosexual male, happily married, and by most accounts, <strong><a href="http://www.jjventrella.com/Ventrella_56.jpg">normal</a></strong> and <strong><a href="http://www.jjventrella.com/Ventrella_24.jpg">healthy</a></strong>. This blog post is a <em>what-if</em>, extrapolating upon the idea of having a virtual body&#8230;..</p>
<p><strong>THE MIND</strong></p>
<p>Frank Zappa said that the dirtiest part of your body is your mind. It is hard to disagree with this. Your mind is capable of generating some serious filth (unless you never bathe, in which case, it is possible that parts of your body may actually be dirtier than your mind).</p>
<p>Obviously, the body has something to do with sex. But there is indeed a psychological, cognitive, emotional, imaginative dimension. It seems that these mental aspects of sex become more important as we get older. One obvious reason: aging. Entropy! Deteriorating, wrinkling, flabbifying, and weakening our bodies. But our aging minds are often as sharp as ever, and capable of higher dimensions of love and romance (and filth). It&#8217;s a shame that youth must be wasted on the young. I am referring to <em>us</em> in our earlier years when we had great bodies and great physical strength&#8230;but OH how immature we were.</p>
<p><strong><a href="http://en.wikipedia.org/wiki/Predictions_made_by_Ray_Kurzweil">Ray Kurzweil</a></strong> and other futurists suggest that virtual reality will be fully-integrated into our lives in the future. One could also assume that virtual sex will continue from its current occasional manifestations of phone sex, <a href="http://en.wikipedia.org/wiki/Sexting"><strong>sexting</strong></a>, and avatar play in virtual worlds. There are already non-technological forms of virtual reality such as imaginative play, role-playing, etc. It&#8217;s only recently that technology has evolved enough to enhance the experience (or ruin it&#8230;depending on your vantage point).</p>
<p><strong>Fantastic Sex at Age 100</strong></p>
<p>The difference between mortality and immortality will become fuzzier in the future. Humans may achieve a certain kind of immortality by having their brains uploaded into a virtual reality when they are physically dead (or transformed into a cyborg, whichever comes first). This of course is based on the assumption that one can still experience a continuous life, having nothing left but a brain, and that this brain can be uploaded to some renewable medium&#8230;highly-debatable at this early juncture. But let&#8217;s roll with it anyway. I can imagine that a 100-year old future human might engage in sex with all the vigor and muscle tone associated with youth (think <em>Jake Sully</em> in Avatar who got his legs back as a Na&#8217;vi). Think of this youthful sex&#8230;but with the imagination, wisdom, and capacity for love that only a 100-year-old could possess.</p>
<p>I&#8217;m a software guy, not a hardware guy, so I can&#8217;t say much about <strong><a href="http://www.guardian.co.uk/commentisfree/2007/nov/22/comment.comment">nanobots</a></strong> and <strong><a href="http://en.wikipedia.org/wiki/Teledildonics">teledildonics</a></strong> and other technological enhancements of human physicality. But I can imagine that given the appropriate virtual reality enhancements, I could experience something akin to being a female. If nanobots are indeed a part of our future, they might be able to stimulate the brain chemistry and bodily sensation associated with female thoughts and feelings.</p>
<p>Is this a good thing? It is a bit creepy. But I say it is a good thing. Here&#8217;s why: human imagination has no limits. Human creativity knows no bounds. The desire to understand how others experience the world is based on empathy and natural social bonding. Technology can be used for this purpose.</p>
<p><strong><a href="http://virtualbodylanguage.wordpress.com/2011/10/14/the-tail-wagging-the-brain-2/">An earlier blog post I wrote</a></strong> explores the question of how we might experience non-human embodiment, and body language, through future virtual reality technology. Within the realm of human society, there are still a lot of experiences and perspectives that can be shared. It might help us understand each other a bit better. <em>Empathy</em> could be technologically-enhanced; generated through simulation and virtuality.</p>
<p>And it might make for some awesome sex.</p>
<p>One can only imagine. (That&#8217;ll have to do for now).</p>
<p>Here&#8217;s <strong><a href="http://www.itscheating.com/technology-2/is-virtual-sex-a-blessing-or-a-curse/">a piece by Robert Weiss</a></strong> about the pros and cons of virtual sex.</p>
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		<title>Seven Hundred Puppet Strings</title>
		<link>http://virtualbodylanguage.wordpress.com/2012/03/31/seven-hundred-puppet-strings/</link>
		<comments>http://virtualbodylanguage.wordpress.com/2012/03/31/seven-hundred-puppet-strings/#comments</comments>
		<pubDate>Sat, 31 Mar 2012 18:29:03 +0000</pubDate>
		<dc:creator>Jeffrey Ventrella</dc:creator>
				<category><![CDATA[autonomic]]></category>
		<category><![CDATA[Communication]]></category>
		<category><![CDATA[puppeteering]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[autonomic nervous system]]></category>
		<category><![CDATA[conscious movement]]></category>

		<guid isPermaLink="false">http://virtualbodylanguage.wordpress.com/?p=967</guid>
		<description><![CDATA[(This blog post is re-published from an earlier blog of mine called “avatar puppetry” – the nonverbal internet. I’ll be phasing out that earlier blog, so I’m migrating a few of those earlier posts here before I trash it). &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211; The human body has about seven hundred muscles. Some of them are in the digestive tract, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=virtualbodylanguage.wordpress.com&#038;blog=18700850&#038;post=967&#038;subd=virtualbodylanguage&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><em><img class="alignleft size-thumbnail wp-image-976" title="puppet" src="http://virtualbodylanguage.files.wordpress.com/2012/03/puppets1.jpeg?w=94&#038;h=150" alt="" width="94" height="150" />(This blog post is re-published from an earlier blog of mine called “avatar puppetry” – the nonverbal internet. I’ll be phasing out that earlier blog, so I’m migrating a few of those earlier posts here before I trash it).</em></p>
<p><em></em>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
The human body has about <a href="http://www.enotes.com/science-fact-finder/human-body/how-many-muscles-human-body">seven hundred muscles</a>. Some of them are in the digestive tract, and make their living by pushing food along from sphincter to sphincter. Yum! These muscles are part of the <a href="http://en.wikipedia.org/wiki/Autonomic_nervous_system">autonomic nervous system</a>.</p>
<p><img class="aligncenter size-full wp-image-968" title="autonomic" src="http://virtualbodylanguage.files.wordpress.com/2012/03/autonomic.jpg?w=450&#038;h=672" alt="" width="450" height="672" /></p>
<p>Other muscles are in charge of holding the head upright while walking. Others are in charge of furrowing the brow when a situation calls for <strong><a href="http://supak.com/George_W_Bush_worry.jpg">worry</a></strong>. The majority of these muscles are controlled without conscious effort. Even when we do make a conscious movement (like waving a hand at Bonnie), the many arm muscles involved just do the right thing without our having to think about what each muscle is doing. The command region of the brain says, “wave at Bonnie”, and everything just happens like magic. Unless Bonnie scowls and looks the other way, in which case, the brow furrows, and is sometimes accompanied by grumbling vocalizations.</p>
<p>The avatar equivalent of unconscious muscle control is a pile of procedural software and animation scripts that are designed to “do the right thing” when the human avatar controller makes a high-level command, like &lt;walk&gt;, or &lt;do_the_coy_shoulder_move&gt;, or &lt;wave_at, “Bonnie”&gt;. Sometimes, an avatar controller might want to get a little more nuanced: &lt;walk_like, “Alfred Hitchcock”&gt;; &lt;wave_wildly_at, “Bonnie”&gt;. I have pontificated about the art of puppeteering avatars in the following two web sites:</p>
<p><strong><a href="http://www.avatology.com/">www.Avatology.com</a><br />
<a href="http://www.avatarpuppeteering.com/">www.AvatarPuppeteering.com</a></strong></p>
<p>Also this <a href="http://www.ventrella.com/Interview"><strong>interview with me by Andrea Romeo</strong></a> discusses some of the ideas about avatar puppetry that he and I have been bantering around for about a year now.</p>
<p><img class="aligncenter size-full wp-image-981" title="strings" src="http://virtualbodylanguage.files.wordpress.com/2012/03/strings.jpg?w=450" alt=""   /></p>
<p>The question of how much control to apply on your virtual self has been rolling around in my head ever since I started writing avatar code for <a href="http://www.there.com/">There.com</a> and <a href="http://secondlife.com/">Second Life</a>. Avatar control code is like a complex marionette system, where every “muscle” of the avatar has a string attached to it. But instead of all strings having equal importance, these strings are arranged in a hierarchical structure.</p>
<p><img class="aligncenter size-full wp-image-984" title="strings1" src="http://virtualbodylanguage.files.wordpress.com/2012/03/strings1.jpeg?w=450" alt=""   /></p>
<p>The avatar controller may not necessarily want or need to have access to every muscle’s puppet string. The question is: which puppet strings do the avatar controller want to control at any given time, and…<em>how</em>?</p>
<p>I’ve been thinking about how to make a system that allows a user to shift up and down the hierarchy, in the same way that our brains shift focus among different motion regimes</p>
<p><img class="aligncenter size-full wp-image-987" title="composite" src="http://virtualbodylanguage.files.wordpress.com/2012/03/composite.jpeg?w=450&#038;h=115" alt="" width="450" height="115" /></p>
<p>MOTION-CAPTURE ALONE WILL NOT PROVIDE THE NECESSARY INPUTS FOR VIRTUAL BODY LANGUAGE.</p>
<p>The movements – communicative and otherwise – that our future avatars make in virtual spaces may be partially generated through live motion-capture, but in most cases, there will be substitutions, modifications, and deconstructions of direct motion capture. Brian Rotman sez:</p>
<p><strong><em>“Motion capture technology, then, allows the communicational, instrumental, and affective traffic of the body in all its movements, openings, tensings, foldings, and rhythms into the orbit of “writing”.</em></strong></p>
<p>-<a href="http://www.amazon.com/Becoming-Beside-Ourselves-Alphabet-Distributed/dp/0822342006">Becoming Beside Ourselves</a>, page 47<strong><em><br />
</em></strong></p>
<p>Thus, body language will be <em>alphabetized</em> and <em>textified</em> for efficient traversal across the geocortex. This will give us the semantic knobs needed to puppeteer our virtual selves – at a distance. And to engage the semiotic process.</p>
<p>If I need my avatar to run up a hill to watch out for a hovercraft, or to walk into the next room to attend another business meeting, I don’t want to have to literally ambulate here in my tiny apartment to generate this movement in my avatar. I would be slamming myself against the walls and waking up the neighbors. The answer to generating the full repertoire of avatar behavior is <em>hierarchical</em> <em>puppeteering</em>. And on many levels. I may want my facial expressions, head movements, and hand movements to be captured while explaining something to my colleagues in remote places, but when I have to take a bio-break, or cough, or sneeze, I’ll not want that to be broadcast over the geocortex</p>
<p>And I expect the avatar code to do my virtual breathing for me.</p>
<p>And when my avatar eats ravioli, I will want its virtual digestive tract to just do its thing, and make a little avatar poop when it’s done digesting. These autonomic inner workings are best left to code. Everything else should have a string, and these strings should be clustered in many combinations for me to tug at many different semantic levels. I call this <strong><em>Hierarchical Puppetry</em></strong>.</p>
<p>Here&#8217;s a journal article I wrote called <strong><em><a href="http://ijodir.org/index.php?option=com_content&amp;view=article&amp;id=75:hierarchical-puppetry-from-ragdoll-physics-to-avatar-expression&amp;catid=39:ijodir-2011-vol6-nd1&amp;Itemid=61">Hierarchical Puppetry</a>.</em></strong></p>
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		<title>Screensharing: Don&#8217;t Look at Me</title>
		<link>http://virtualbodylanguage.wordpress.com/2012/01/11/screensharing-dont-look-at-me/</link>
		<comments>http://virtualbodylanguage.wordpress.com/2012/01/11/screensharing-dont-look-at-me/#comments</comments>
		<pubDate>Wed, 11 Jan 2012 07:43:56 +0000</pubDate>
		<dc:creator>Jeffrey Ventrella</dc:creator>
				<category><![CDATA[Audio]]></category>
		<category><![CDATA[collaboration]]></category>
		<category><![CDATA[Communication]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[gaze]]></category>
		<category><![CDATA[screen sharing]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

		<guid isPermaLink="false">http://virtualbodylanguage.wordpress.com/?p=901</guid>
		<description><![CDATA[Imagine discussing a project you are doing with a small group: a web site, a drawing, a contraption you are building; whatever. You would not expect the people to be looking at your face the whole time. Much of the time you will all be gazing around at different parts of the project. You may [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=virtualbodylanguage.wordpress.com&#038;blog=18700850&#038;post=901&#038;subd=virtualbodylanguage&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Imagine discussing a project you are doing with a small group: a web site, a drawing, a contraption you are building; whatever. You would not expect the people to be looking at your face the whole time. Much of the time you will all be gazing around at different parts of the project. You may be pointing your fingers around, using terms like &#8220;this&#8221;, &#8220;that&#8221;, &#8220;here&#8221; and &#8220;there&#8221;.</p>
<p><img class="aligncenter size-full wp-image-902" title="project" src="http://virtualbodylanguage.files.wordpress.com/2012/01/project.jpg?w=450" alt=""   /></p>
<p>When people have their focus on something separate from their own bodies, that thing becomes an extension of their bodies. <em>Bodymind</em> is not bound by skin. And collaborating, communicating <em>bodyminds</em> <em>meld</em> on an object of common interest.</p>
<p><strong>TeleKinesics</strong></p>
<p>The internet is dispersing our workspaces globally, and the same is happening to our bodies.</p>
<p>The anthropologist, <strong><a href="http://en.wikipedia.org/wiki/Ray_Birdwhistell">Ray Birdwhistell</a></strong> coined the term &#8220;kinesics<em>&#8220;,</em> referring to the interpretation, science, or study of body language.</p>
<p>I invented a word: &#8220;telekinesics&#8221;. I define it as, “the science of body language as conducted over remote distances via some medium, including the internet” (<a href="http://www.virtualbodylanguage.com/">ref</a>)</p>
<p>My primary interest is the creation of body langage using remote manifestations of ourselves, such as with avatars and other visual-interactive forms. I don&#8217;t consider video conferencing as a form of virtual body language, because it is essentially a re-creation of one&#8217;s literal appearances and sounds. It is an extension of telephony.</p>
<p>But it is virtual in one sense: it is remote from your real body.</p>
<p>Video conferencing, and applications like Skype are extremely useful. I use Skype all the time to chat with friends or colleagues. Seeing my collaborator&#8217;s face helps tremendously to fill-in the missing nonverbal signals in telephony. But if the subject of conversation is a project we are working on, then &#8220;face-time&#8221;, is not helpful. We need to enter into, and <em>embody,</em> the space of our collaboration.</p>
<p><strong>Screen Sharing</strong></p>
<p>This is why screen sharing is so useful. Screen sharing happens when you flip a switch on your Skype (or whatever) application that changes the output signal from your camera to your computer screen. Your mouse cursor becomes a tiny <a href="http://en.wikipedia.org/wiki/Vanna_White">Vanna White</a> &#8211; annotating, referencing, directing people&#8217;s gazes.</p>
<p>Michael Braun, in the blog post: <strong><a href="http://blog.thebriz.org/2011/02/screen-sharing-for-facetime/">Screen Sharing for Face Time</a></strong>, says that seeing your chat partner is not always helpful, while screen sharing &#8220;has been shown to increase productivity. When remote participants had access to a shared workspace (for example, seeing the same spreadsheet or computer program), then their productivity improved. This is not especially surprising to anyone who has tried to give someone computer help over the phone. Not being able to see that person’s screen can be maddening, because the person needing help has to describe everything and the person giving help has to reconstruct the problem in her mind.&#8221;</p>
<p>Many software applications include cute features like collaborative drawing spaces, intended for co-collaborators to co-create, co-communicate, and to to co-mess up each other&#8217;s co-work. The interaction design (from what I&#8217;ve seen) is generally awkward. But more to the point: we don&#8217;t yet have a good sense of how people can and should interact in such collaborative virtual spaces. The technology is still frothing like tadpole eggs.</p>
<p><a href="http://virtualbodylanguage.files.wordpress.com/2012/01/chimps1.jpg"><img class="alignleft  wp-image-960" title="chimps" src="http://virtualbodylanguage.files.wordpress.com/2012/01/chimps1.jpg?w=235&#038;h=270" alt="" width="235" height="270" /></a>Some proponents of <strong><a href="http://en.wikipedia.org/wiki/Origin_of_language">gestural theory</a></strong> believe that one reason speech emerged out of gestural communication was because it freed up the &#8220;talking hands&#8221; so that they could do physical work &#8211; so our mouths started to do the talking. Result: we can put our hands to work, look at our work, and talk about it, all at the same time.</p>
<p>Screen sharing may be a natural evolutionary trend &#8211; a continuing thread to this ancient  activity &#8211; as manifested in the virtual world of internet communications.</p>
<p>&nbsp;</p>
<p><a href="http://virtualbodylanguage.files.wordpress.com/2012/01/screen1.jpg"><img class="aligncenter size-full wp-image-963" title="screen" src="http://virtualbodylanguage.files.wordpress.com/2012/01/screen1.jpg?w=450&#038;h=173" alt="" width="450" height="173" /></a></p>
<p>&nbsp;</p>
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		<title>Can You Trust Email Body Language?</title>
		<link>http://virtualbodylanguage.wordpress.com/2011/12/02/you-cant-trust-email-body-language/</link>
		<comments>http://virtualbodylanguage.wordpress.com/2011/12/02/you-cant-trust-email-body-language/#comments</comments>
		<pubDate>Fri, 02 Dec 2011 05:25:48 +0000</pubDate>
		<dc:creator>Jeffrey Ventrella</dc:creator>
				<category><![CDATA[Communication]]></category>
		<category><![CDATA[email]]></category>
		<category><![CDATA[McLuhan]]></category>
		<category><![CDATA[Natural Language]]></category>
		<category><![CDATA[text]]></category>

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		<description><![CDATA[Steve Tobak wrote an article in CBSNews.com called, How to Read Virtual Body Language in Email. Steve makes some interesting observations. But, like so many attempts at teaching us &#8220;how to read&#8221; body language, Steve makes several assumptions that miss the highly contextual, and highly tenuous nature of interpreting emotion via email. In fact, email [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=virtualbodylanguage.wordpress.com&#038;blog=18700850&#038;post=836&#038;subd=virtualbodylanguage&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Steve Tobak wrote an article in CBSNews.com called, <strong><a href="http://www.cbsnews.com/8301-505125_162-28248871/how-to-read-virtual-body-language-in-email/">How to Read Virtual Body Language in Email</a></strong>.</p>
<p><a href="http://www.cbsnews.com/8301-505125_162-28248871/how-to-read-virtual-body-language-in-email/"><img class="alignleft size-full wp-image-839" title="body-language" src="http://virtualbodylanguage.files.wordpress.com/2011/12/body-language1.jpeg?w=450" alt=""   /></a>Steve makes some interesting observations. But, like so many attempts at teaching us &#8220;how to read&#8221; body language, Steve makes several assumptions that miss the highly contextual, and highly tenuous nature of interpreting emotion via email.</p>
<p>In fact, email is often used by people as a way to avoid emotion or intimacy. It&#8217;s an example of <em>asynchronous</em> communication: an email message could take an arbitrary amount of time to compose, and it could be sent at an arbitrary time after writing it. Thus, email is not a reliable medium for reading one&#8217;s emotions. It&#8217;s hard to lie with your body. It&#8217;s much easier to lie with a virtual body. With email, you don&#8217;t even have a body.</p>
<p><strong>Damn That<a href="http://virtualbodylanguage.files.wordpress.com/2011/12/flame-send.jpg"><img class="alignleft size-thumbnail wp-image-874" title="flame send" src="http://virtualbodylanguage.files.wordpress.com/2011/12/flame-send.jpg?w=150&#038;h=75" alt="" width="150" height="75" /></a> Send Button</strong></p>
<p>Actually, I wish I could say that I have always used email in a premeditative, calculated way. I have been guilty of sending email messages in the heat of an emotional moment. A few too many of those emails have lead me to believe that the SEND button should be kept in a locked box in a governmental facility. And the box should have a big sign that says, Are You Sure?</p>
<p>People often make the mistake of assuming that a given communication medium provides a transparent channel for human expression. Oddly enough: email can bring out certain negative qualities in people who may not be negative in normal face-to-face encounters.</p>
<p>People don&#8217;t take into account the <strong><a href="http://en.wikipedia.org/wiki/Marshall_McLuhan">McLuhan</a></strong> effect, and assume the message is determined only by the communicators. Steve says this about <em>flame mail</em>:</p>
<p><em>&#8220;You probably don&#8217;t need me to tell you this, but when you receive what we affectionately call flame mail &#8211; where someone lets loose on you in a big, ugly way &#8211; that&#8217;s aggressive behavior. In other words, they&#8217;re acting out like a child throwing a temper tantrum and it&#8217;s not about you, it&#8217;s about them. I know it&#8217;s tempting to think it&#8217;s just a misunderstanding, but ask yourself, why did they assume the worst?&#8221;</em></p>
<p><a href="http://www.amazon.com/You-Are-Not-Gadget-Manifesto/dp/0307269647"><img class="size-full wp-image-852 alignleft" title="188-4989855-3858038" src="http://virtualbodylanguage.files.wordpress.com/2011/12/188-4989855-3858038.jpeg?w=450" alt=""   /></a>But it&#8217;s not just &#8220;about them&#8221;. It&#8217;s also about the medium &#8211; an awkward, body-language-challenged medium.</p>
<p>Also, people can feel &#8220;safe&#8221; behind the email wall (meaning they know they won&#8217;t get punched in the face &#8211; at least not immediately).  There&#8217;s something about the medium that can cause people to flame &#8211; EVEN if they are not normally flame-throwers. Jaron Lanier in <strong><a href="http://www.amazon.com/You-Are-Not-Gadget-Manifesto/dp/0307269647">You Are Not a Gadget</a> </strong>gives a good explanation for how and why this phenomenon occurs. Read the book, even if you don&#8217;t always take Jaron seriously. He is brave and bold, and he challenges many assumptions about internet culture.</p>
<p><strong>Everyone</strong> has stories about email messages they wish they had never written, or email messages they wish they had never read.</p>
<p>It&#8217;s wise to understand how media <em>mediates</em> our interactions with each other. That is an important kind of literacy: a literacy of understanding <em>media effects</em>.</p>
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		<title>Virtual Sentience Requires a Gaze</title>
		<link>http://virtualbodylanguage.wordpress.com/2011/11/28/virtual-sentience-requires-a-gaze/</link>
		<comments>http://virtualbodylanguage.wordpress.com/2011/11/28/virtual-sentience-requires-a-gaze/#comments</comments>
		<pubDate>Mon, 28 Nov 2011 06:33:40 +0000</pubDate>
		<dc:creator>Jeffrey Ventrella</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[gaze]]></category>
		<category><![CDATA[gesture]]></category>
		<category><![CDATA[Natural Language]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

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		<description><![CDATA[(This blog post is re-published from an earlier blog of mine called &#8220;avatar puppetry&#8221; &#8211; the nonverbal internet.  I originally wrote it in September of 2009. I&#8217;ll be phasing out that earlier blog, so I&#8217;m migrating a few of those earlier posts here before I trash it). &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212; I was speaking with my colleague Michael [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=virtualbodylanguage.wordpress.com&#038;blog=18700850&#038;post=806&#038;subd=virtualbodylanguage&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><em>(This blog post is re-published from an earlier blog of mine called &#8220;avatar puppetry&#8221; &#8211; the nonverbal internet.  I originally wrote it in September of 2009. I&#8217;ll be phasing out that earlier blog, so I&#8217;m migrating a few of those earlier posts here before I trash it).</em></p>
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<p>I was speaking with my colleague Michael Nixon at the School of Interactive Art and Technology. We were talking about body language in non-human animated characters. He commented that before you can imbue a virtual character with apparent sentience, it has to have the ability to GAZE &#8211; in other words, look at something. In other words, it has a head with eyes. Or maybe just a head. Or&#8230; a &#8220;head&#8221;.</p>
<p><a href="http://virtualbodylanguage.files.wordpress.com/2011/11/gaze.jpg"><img class="aligncenter size-full wp-image-807" title="gaze" src="http://virtualbodylanguage.files.wordpress.com/2011/11/gaze.jpg?w=450&#038;h=90" alt="" width="450" height="90" /></a></p>
<p>Here&#8217;s the thing about gaze: it pokes out of the local (&#8220;lonely&#8221;) coordinate system of the character and into the global (&#8220;social&#8221;) coordinate system of the world and other sentient beings. Gaze is the psychic vector that connects a character with the world. The character &#8220;places it&#8217;s gaze upon the world&#8221;. Luxo Jr is a great example of imbuing an otherwise inanimate object with sentience (and lots of personality besides) by using body language such as gaze.</p>
<p>I have observed something missing in video conferencing. Gaze. Notice in this set of four images how the video chat participants cannot make eye-contact with each other. This is because they are not sharing the same physical 3D space. Nor are they sharing the same virtual 3D space!</p>
<p><a href="http://virtualbodylanguage.files.wordpress.com/2011/11/video_conference.jpg"><img class="aligncenter size-full wp-image-810" title="video_conference" src="http://virtualbodylanguage.files.wordpress.com/2011/11/video_conference.jpg?w=450" alt=""   /></a></p>
<p>Gaze is one of the most powerful communicative elements of natural language, along with the musicality of speech, and of course facial and bodily gesture. This is especially true among groups of young single people in which hormones are flying, and flirtation, coyness, and jealousy create a symphony of psychic vectors&#8230;</p>
<p><a href="http://virtualbodylanguage.files.wordpress.com/2011/11/sightlines_color.jpg"><img class="aligncenter size-full wp-image-811" title="sightLines_color" src="http://virtualbodylanguage.files.wordpress.com/2011/11/sightlines_color.jpg?w=450" alt=""   /></a><br />
At There.com, I designed the initial avatar gaze system. With the help of Chuck Clanton, I created an &#8220;intimacam&#8221;, which aimed perpendicular to the consensual gaze of the avatars, and zoomed-in closer when the avatar heads came closer to each other.</p>
<p><a href="http://virtualbodylanguage.files.wordpress.com/2011/11/intimacam.jpg"><img class="aligncenter size-full wp-image-812" title="intimacam" src="http://virtualbodylanguage.files.wordpress.com/2011/11/intimacam.jpg?w=450" alt=""   /></a></p>
<p>The greatest animators have known about the power of gaze for as long as the craft has existed. This highly-social component of body language has a mathematical manifestation in the virtual spaces of cartoons, computer games, and virtual worlds. And it is one of the many elements that will become refined and codified and included into the virtual body language of the internet.</p>
<p>Human communication is migrating over to the internet &#8211; the geo-cortex of posthumanity. Text is leading the way. Body language has some catching up to do. Brian Rotman has some interesting things to say along these lines in his book, <a href="http://www.amazon.com/Becoming-Beside-Ourselves-Alphabet-Distributed/dp/0822342006">Becoming Beside Ourselves</a>.</p>
<p>We can learn a lot from Pixar animators, as well as psychologists and actors, as we develop virtual worlds and collaborative workspaces.</p>
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<p>In response to my earlier post, <em><a href="http://labanforanimators.wordpress.com/about/">Laban-for-animators</a></em> expert <a href="http://www.ecuad.ca/people/profile/14460">Leslie Bishko</a> made this comment:</p>
<p>&#8220;My .2c – breath promotes the illusion of sentience, gaze promotes the illusion of interaction and relationship!&#8221;</p>
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