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AVATARS AT WORK AND PLAY
Computer Supported Cooperative Work
Series Editor:
Richard Harper
Microsoft Research,
Cambridge, United Kingdom
Associate Editors:
United Kingdom
Colston Sanger, Middlesex University, Global Campus, United Kingdom
Editorial Board Members:
Frances Aldrich, University of Sussex, United Kingdom
Liam Bannon, University of Limerick, Ireland
Moses Boudourides, University of Patras, Greece
Graham Button, University of Hallam, Sheffield, United Kingdom
Prasun Dewan, University of North Carolina, Chapel Hill, USA
Jonathan Grudin, Microsoft Research, Redmond, Washington, USA
Bo Helgeson, Blekinge Institute of Technology, Sweden
John Hughes, Lancaster University, United Kingdom
Keiichi Nakata, International University in Germany, Bruchsal, Germany
Leysia Palen, University of Colorado, Boulder, USA
David Randall, Manchester Metropolitan University, United Kingdom
Kjeld Schmidt, IT University of Copenhagen, Denmark
Abigail Sellen, Microsoft Research, Cambridge, United Kingdom
Yvonne Rogers, University of Sussex, United Kingdom
Dan Diaper, School of Computing Science, Middlesex University,
Volume 34
Avatars at Work and Play
Collaboration and Interaction
Edited by
Ralph Schroeder
Oxford University, Oxford, U.K.
and
Ann-Sofie Axelsson
Chalmers University, Gothenburg, Sweden
in Shared Virtual Environments
A C.I.P. Catalogue record for this book is available from the Library of Congress.
ISBN-10 1-4020-3883-6 (HB)
ISBN-13 978-1-4020-3883-9 (HB)
ISBN-10 1-4020-3898-4 (e-book)
ISBN-13 978-1-4020-3898-3 (e-book)
Published by Springer,
P.O. Box 17, 3300 AA Dordrecht, The Netherlands.
Printed on acid-free paper
All Rights Reserved
No part of this work may be reproduced, stored in a retrieval system, or transmitted
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of any material supplied specifically for the purpose of being entered
and executed on a computer system, for exclusive use by the purchaser of the work.
Printed in the Netherlands.
© 2006 Springer
or otherwise, without written permission from the Publisher, with the exception
www.springer.com
List of Contributors
Ann-Sofie Axelsson, Department of Technology Management and Eco-
nomics, Chalmers University of Technology, SE-412 96 Gothenburg, Sweden
annaxe@
chalmers.se
Jeremy N. Bailenson, Department of Communication, Stanford University,
Stanford CA 94305-2050, USA bailenso@stanford.edu
Andrew C. Beall, Department of Psychology, University of California
Santa Barbara, Santa Barbara CA 93106-9660, USA beall@psych.ucsb.edu
Marek Bell, Department of Computer Science, University of Glasgow,
Glasgow G12 8QQ, UK marek@dcs.gla.ac.uk
Jim Blascovich, Department of Psychology, University of California Santa
Barbara, Santa Barbara, CA 93106-9660, USA blascovi@psy.ucsb.edu
Barry Brown, Department of Computer Science, University of Glasgow,
Glasgow G12 8QQ, UK Barry@dcs.gla.ac.uk
Lars Br˚athe, Volvo Powertrain, SE-405 05 Gothenburg, Sweden
Lars.Brathe@volvo.com
Katy B¨orner, School of Library and Information Science, Indiana Univer-
sity, Bloomington, IN 47405, USA katy@indiana.edu
Mari Siˆan Davies, Childrens Media Center and Department of Psychology,
UCLA, Los Angeles, CA 90095, USA marisian@ucla.edu
Maia Garau, Department of Computer Science, University College
London, London WC1E 6BT, UKm.garau@cs.ucl.ac.uk
Patricia M. Greenfield, Childrens Media Center and Department of Psy-
chology, UCLA, Los Angeles, CA 90095, USA greenfield@psych.ucla.edu
Ilona Heldal, Department of Technology Management and Economics,
Chalmers University of Technology, SE-412 96 Gothenburg, Sweden
ilohel@chalmers.se
Mikael Jakobsson, Arts and Communication, Malm¨o University,
SE-205 06 Malm¨o, Sweden mikael.jakobsson@k3.mah.se
Oliver Otto, The Centre for Virtual Environments, University of Salford,
Manchester M5 4WT, UK o.otto@salford.ac.uk
v
vi List of Contributors
Susan Persky, Department of Psychology, University of California Santa
Barbara, Santa Barbara, CA 93106-9660, USA persky@verizon.net
Shashikant Penumarthy, School of Library and Information Science,
Indiana University, Bloomington, IN 47405, USA sprao@indiana.edu
David Roberts, The Centre for Virtual Environments, University of Salford,
Manchester M5 4WT, UK D.J.Roberts@salford.ac.uk
Ralph Schroeder, Oxford Internet Institute, University of Oxford, Oxford
OX1 3JS, UK ralph.schroeder@oii.ox.ac.uk
Diane H. Sonnenwald, The Swedish School of Information and Library
Science, Gothenburg University & University College of Bor˚as, SE-501 90
Bor˚as, Sweden diane.sonnenwald@hb.se
Maria Spante, Department of Technology Management and Eco-
nomics, Chalmers University of Technology, SE-412 96 Gothenburg, Sweden
marspa@chalmers.se
Anthony Steed, Computer Science, University College London, London
WC1E 6BT, UK A.Steed@cs.ucl.ac.uk
Francis F. Steen, Childrens Media Center and Department of Communica-
tion Studies, UCLA, Los Angeles, CA 90095, USA steen@commstds.ucla.edu
Brendesha M. Tynes
∗
, Childrens Media Center and Department of Psy-
chology, UCLA, Los Angeles, CA 90095, USA btynesb@ucla.edu
Nick Yee, Department of Communication, Stanford University, Stanford,
CA 94305-2050, USA nyee@stanford.edu
Robin Wolff, The Centre for Virtual Environments, University of Salford,
Manchester M5 4WT, UK r.wolff@salford.ac.uk
∗
Currently African American Studies and Educational Psychology, University of Illinois,
Urbana-Champaign, IL 61820, USA
Contents
Work and Play in Shared Virtual Environments:
Overlapping Themes and Intersecting Research Agendas
Ralph Schroeder and Ann-Sofie Axelsson ix
Chapter 1. Transformed Social Interaction: Exploring the Digital
Plasticity of Avatars
Jeremy N. Bailenson and Andrew C. Beall 1
Chapter 2. Selective Fidelity: Investigating Priorities for the
Creation of Expressive Avatars
Maia Garau 17
Chapter 3. Analysis and Visualization of Social
Diffusion Patterns in Three-dimensional Virtual Worlds
Shashikant Penumarthy and Katy B¨orner 39
Chapter 4. Collaborative Virtual Environments for Scientific
Collaboration: Technical and Organizational Design Frameworks
Diane H. Sonnenwald 63
Chapter 5. Analyzing Fragments of Collaboration in Distributed
Immersive Virtual Environments
Ilona Heldal, Lars Br
˚
athe, Anthony Steed and Ralph Schroeder 97
Chapter 6. The Impact of Display System and Embodiment
on Closely Coupled Collaboration Between Remote Users
David Roberts, Robin Wolff and Oliver Otto 131
Chapter 7. The Good Inequality: Supporting Group-Work in
Shared Virtual Environments
Maria Spante, Ann-Sofie Axelsson and Ralph Schroeder 151
vii
viii Contents
Chapter 8. Consequences of Playing Violent Video Games
in Immersive Virtual Environments
Susan Persky and Jim Blascovich 167
Chapter 9. The Psychology of Massively Multi-user Online
Role-playing Games: Motivations, Emotional Investment,
Relationships and Problematic Usage
Nick Yee 187
Chapter 10. Questing for Knowledge—Virtual Worlds as
Dynamic Processes of Social Interaction
Mikael Jakobsson 209
Chapter 11. Play and Sociability in There: Some Lessons from
Online Games for Collaborative Virtual Environments
Barry Brown and Marek Bell 227
Chapter 12. Digital Dystopia: Player Control and Strategic
Innovation in the Sims Online
Francis F. Steen, Mari Siˆan Davies, Brendesha Tynes,
and Patricia M. Greenfield 247
Index 275
WORK AND PLAY IN SHARED VIRTUAL
ENVIRONMENTS: OVERLAPPING THEMES
AND INTERSECTING RESEARCH AGENDAS
Ralph Schroeder and Ann-Sofie Axelsson
This volume, like its predecessor The Social Life of Avatars: Presence and
Interaction in Shared Virtual Environments [1], aims to provide a state-of-the-
art overview of research about how people interact in shared virtual environ-
ments (SVEs). Unlike the first volume, which covered a wide variety of topics,
the essays collected here focus on two applications of SVEs; collaborative work
and online gaming. These two areas are rapidly emerging as key drivers of SVE
development. (Sometimes work applications are discussed under the label of
collaborative virtual environments—or CVEs—but SVE is a broader term since
it includes online gaming and socializing, so SVE is more suitable here.)
One reason for examining the two areas or work and play jointly is that al-
though they are often treated in different academic arenas, in fact many issues
overlap. As argued in the introduction to The Social Life of Avatars, certain
issues—presence and copresence, communication between people in the envi-
ronment, the appearance of the avatar and the environment, differences in the
size of groups interacting, and how technology and the offline world shape the
interaction—apply to all SVEs. Yet despite common themes, several academic
disciplines are represented in this volume to tackle them—including psychol-
ogy, sociology, computer science, and information sciences. Clearly, the study
of SVEs requires that a number of disciplines work together.
This volume begins with two essays that investigate the important topic of
avatar appearance, the appearance of the person inside the SVE. The essays by
Bailenson and Beall and by Garau come at this from quite different perspectives.
While Bailenson and Beall explore the plasticity of avatars, or the way in which
the manipulation of appearance and behavior of avatars can be exploited for
different purposes, Garau investigates the fidelity of avatar appearance with
special reference to behavioral realism and eye gaze.
x Schroeder and Axelsson
Bailenson and Beall demonstrate that it is easy to manipulate people’s ap-
pearance. Changing facial appearance, allowing people to appear to be looking
at several other people at the same time (non-zero sum gaze), and giving avatars
virtual trainers that others cannot see—these and many other possibilities exist
in SVEs that are not possible in face-to-face interaction. Their research, which
they call “transformative social interaction”, opens the way for investigating a
host of social science questions in settings that can be controlled and manipu-
lated. Their chapter makes a start in this direction (though there is some earlier
related work by Blascovich [2] and by Slater and Steed [3]) by investigating,
for example, how people respond when their own face is blended into that of
the group they interact with, or when people are able to direct their gaze at two
conversational partners simultaneously.
Eye gaze may seem like a very specialized topic, but as anyone who has
studied interaction between people will know, in many instances eye gaze is
the single most important form of non-verbal communication (and non-verbal
communication may, of course, be more important than verbal communication).
It is also very difficult to reproduce accurately in SVEs, though as Garau’s
chapter shows, it will be more important to focus on behavioral realism than on
representational realism (or photorealism), which will have major implications
for the design of SVE systems. Further, her findings suggest that, as there will
always be trade-offs in implementing eye gaze and avatar fidelity, it may be
that there are easier ways to provide more effective means for believable social
interaction than is often thought.
One advantage of SVEs is that the interaction between people in the envi-
ronments can easily be captured and analyzed. The next chapter by Penumarthy
and B¨orner gives an excellent demonstration of this. Their essay is also a good
example of investigating larger groups of people interacting in SVEs rather
than the small groups of two or three that are typically studied. Put differently,
their chapter addresses the area beyond the micro of small group encounters.
This level is often difficult to capture and analyze in social science about the
real world. In virtual worlds, however, the analysis is easily scalable (for some
other examples, see [4, 5])—although, as the authors point out, patterns of
interactions in virtual worlds will be different from real world ones.
We can also see in Penumarthy and B¨orner’s essay, as in the one that follows
by Sonnenwald, the beginnings of the systematic investigation into some basic
building blocks of social interaction in SVEs; such as cooperation and compe-
tition, leadership (see also [6]) and status. As Sonnenwald shows, collaboration
over the course of time with larger groups across a number of sites requires not
only smoothly functioning technology, but even more importantly the social
coordination of people and their adaptation to new roles in SVE settings. A key
issue that emerges in this and several other papers in this volume—and one that
has not been studied sufficiently since many SVE trials and experiences have
[...]... Schroeder and A.S Axelsson (Eds.), Avatars at Work and Play, 1–16 C 2006 Springer Printed in the Netherlands 2 Bailenson and Beall Figure 1-1 Non-digital transformations of self currently used technology Before the dawn of avatars and computer-mediated communication, this process of self transformation was minor, incremental, and required vast amounts of resources However, given the advent of collaborative... (presence), and sometimes of being there with others (copresence) As mediators of users’ actions and R Schroeder and A.S Axelsson (Eds.), Avatars at Work and Play, 17–38 C 2006 Springer Printed in the Netherlands 18 Garau appearance, avatars are likely to play a significant role in social interaction in CVEs One of the central challenges in the development of CVEs is the creation of expressive avatars capable... networked, computer-generated environments capable of supporting human-to-human communication by allowing users to interact with the space and with each other via graphical embodiments called avatars CVEs can be used explicitly for work- related purposes, but also for social interaction and play; applications can range from conferencing, simulation and training, shared visualisation and collaborative... unfamiliar politician and 40% of the given participant is on the right candidate) In sum, very few participants noticed that their face was morphed into the political candidate, but implicitly the presence of themselves in the candidate gave the candidate a greater ability to influence those participants 2.2 Team Face A related study [24] examined the use of TSI for collaborative teams by creating a “Team Face”... such as nervous tics or inappropriate giggles can be wholly eliminated from the behaviors of one’s avatars On the other hand, behaviors that are often hard to generate in certain situations, such as a “genuine smile”, can be easily rendered on one’s avatar with the push of a button 4 Implications and Outlook The Orwellian themes behind this communication paradigm and research program are quite apparent.. .Work and Play in Shared Virtual Environments xi been for shorter periods—is that a different dynamic sets in with longer-term routine collaboration (see also [7, 8]) Sonnenwald also reports, in relation to another study of collaboration in which two participants used a haptic system for a science lab exercise and which compared pairs working side by side and pairs working across a network—that the... taken that measured cooperation, learning ability, task achievement, comfort, friendliness, and sympathy The avatar that mimicked 80% of the time scored highest in user ratings Just as with the studies reported above on head motions, these findings show that by isolating low-bandwidth dimensions of an interaction it is possible to create a sense of mimicry that does not require a top–down understanding... mediated 20 Garau Non-artificial VMC Face-to-face Im me rsi ve Spatial CVEs Figure 2-2 Comparison between VMC and IVEs along the dimensions of fidelity, spatiality, and immersion interaction by harnessing our natural ability to read meaning into the human form Short, Williams and Christie have argued that all attempts at producing visual communications media are “primarily directed at remedying what... Schroeder and Axelsson These are some problems that do not exist for physical world collaboration Roberts, Otto and Wolff also describe how implementing the technical aspects of simultaneously handling objects and using tools is by no means a trivial task in terms of handling network traffic and software design—since time and coordination are critical Still, the main point of their essay is that they... a related issue for people collaborating with others via different systems; namely, that it is important to let users know what the capabilities of each others’ systems are Unless this information is made explicit, users will often make assumptions about the other person’s avatar or system that are incorrect, and this can lead to misunderstandings Spante, Axelsson and Schroeder argue that greater transparency . demonstrates
some of these self transformations that occur currently, without the use of digital
R. Schroeder and A.S. Axelsson (Eds.), Avatars at Work and Play, . University,
Volume 34
Avatars at Work and Play
Collaboration and Interaction
Edited by
Ralph Schroeder
Oxford University, Oxford, U.K.
and
Ann-Sofie Axelsson
Chalmers
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