Friday, January 4, 2013

Lab Update: Media Coverage

Some excellent Media Coverage for this New Year !

As expected, the "Virtually Naked: Virtual environment reveals sex-dependent nature of skin disclosure" paper published in PLoS ONE got a lot of media coverage. Some comments were really nice, some less ... but that is due I think to the provocative subject of the paper. However, if people actually READ the paper itself (and not just the press resume), they can see that we were extremely cautious with what we said. Still, a question coming often is : And ? What does that mean ? Well, two answers to that I guess : 1) virtual spaces allowed us to study human behavior without the external (environmental) constraints (and the "social" constraints, even if arguable, but in the paper you can see we did an experiment on this aspect); and 2) it does have important practical implications too. When we will want to design efficient medical virtual spaces, we will need to control for all the parameters of the avatars. Including, how they are named (Guitton MJ (2010) Cross-modal compensation between name and visual aspect in socially active avatars. Computers in Human Behavior, 26:1772-1776), how they look like (Giard F, Guitton MJ (2010) Beauty or realism: The dimensions of skin from cognitive sciences to computer graphics. Computers in Human Behavior, 26:1748-1752), how they create group according to their appearance (Lortie CL, Guitton MJ (2011) Social organization in virtual settings depends on proximity to human visual aspect. Computers in Human Behavior, 27:1258-1261 or Lortie CL, MJ Guitton (2012) Looking similar promotes group stability in a game-based virtual community. Games for Health Journal, 1:274-278), how they relate to a community (Guitton MJ (2012) The immersive impact of meta-media in a virtual world. Computers in Human Behavior, 28 : 450-455 or Guitton MJ (2012) Living in the Hutt Space: Immersive Process in the Star Wars Role-Play community of Second Life. Computers in Human Behavior, 28:1681-1691), or how they dress (this new paper in PLoS ONE). Yes, taken individually, those papers may seems strange, but we need to get the "bigger picture", which is, understanding the multimodal reality of an avatar.

Second nice point : the Encyclopedia of Cyber Behavior (edited by Prof. Zheng Yan, in which I wrote the Chapter on Cyber Behaviors in Canada) got nominated for the Outstanding Reference Sources Award by the American Library Association ! This award recognizes  and recommends "the most outstanding reference publications of the year for small and medium-sized libraries". Well, the Outstanding Reference Sources Committee still has to do the final review of each title nominated, but still, it is a very positive outcome for this fascinating project. This Encyclopedia also got a really nice review published in Choice Magazine (from the Association for College and Research Libraries, which is a division of the American Library Association).

Wednesday, December 12, 2012

Comment: Shrinking of Communities in Second Life


Second Life is shrinking. It is a fact, no need to be a big expert of the Metaverse to see it.

The number of SIMs is decreasing everyday a bit more (most would say due to the extremely high fees). For instance, we have now about 44 SIMs popping when doing a search with SWRP while they were around 78 a year ago. But more important, the SL communities are shrinking too.

Now, a question could be : who is guilty?

And all blogs so far point to Linden Lab. It is true, the strategy of our beloved LL regarding the management of the Second Life communities if far to be optimal. Well, let's be fully honest: if they would want to kill Second Life they would not do it in another way. But still, I think the Lindens are not the only one to blame.

I think that part of the problem is us, the "old timers".

Some times ago, I was reading an interesting blog post. In substance, it was saying: "Do you know any "Resident" who achieved anything?" (for those non familiar with SL, people there used to have a first and a family name, but then few years ago, the family name was abolished and every new avatar is named "Resident"). The author of the blog was mentioning that during her three first months of existence in SL, she was doing a lot of amazing things (which by the way was true), and even more by six month of her second life. And that, yet any Resident would have reached an even slight level of SL celebrity due to their SL achievements.

Maybe. But something has to be said: when the old timers rezzed the first time, all doors were open. Anything was possible, Second Life was a new world, the (virtual) sky was the limit. Is it still the case ? I honestly doubt it.

Let me explain my mind a bit. SL communities were already quite difficult to penetrate. I am well placed to know it, since I explored a few of them from a (virtual) anthropological point of view (and I am still doing it, as my interest for Second Life as a premise of the Metaverse is not dead yet). 

But since some time (let's say, a year or so), things are getting more and more complicated. It now gets simply impossible to reach the community for new comers without previous experience (at least impossible without putting really disproportionate efforts in the process). If we take back the example of Star Wars Role-Play SIMs. I wrote above that the number of SIMs appearing under SWRP keyword. But if the number of SIMs decreased, the traffic did not. Of course, mathematically, the TOTAL traffic decreased, but the individual traffic of individual SIMs (let's say, Little Mos Esley, Dantooine Jedi Enclave, or Nar Shaddaa) is stable. People are still here. The same people. We observe more endogamy. And that is not specific of Star Wars Role-Play, I am observing a few other communities of SL (role-play communities, or not role-play community). Endogamy is growing. As a correlate, new comers are having more and more difficulties to enter into the community. Another phenomenon I observed since some time: even in role-play SIMs, most of the conversations are now strictly carried on in IM (instant message function of Second Life), while before, most of the role-play was done in public chat. That too does not help new comers to integrate easily. Of course, it is not an absolute rule, some people are still incredibly nice to newbies as it used to be the case few years ago. But, more and more people are "newbie-unfriendly". Maybe not newbie-unfriendly, but "neutral" (in the sense of ignoring). And in a supposedly social environment, "neutral" equals "unfriendly" (does not however equal aggressive). As a result, communities in Second Life are shrinking. Even worse, I see more and more the very same persons in SIMs with somehow related thematic. Well, of course, it was always the case. But what I mean is that we see more and more ONLY those very same persons, once again, attesting the shrinking of the communities ... and logically reinforcing the bounds between the already present members, but making new players difficult to enter the game.

So, we all complain about the Lindens. But we should ask ourselves what changed in us. Because we are here since longer than others, we "saw all, did all, know all" of Second Life, and took all what it had to offer. We lost this amazed eyes that we had when we went out of Help Island the first time. And all of us, happily rich of the knowledge we got from our experience in Second Life, we take one of these three directions: 1) we leave it at all ... it was a good time but it is over now, 2) we stay there, but become cynical to newcomers, 3) we move to OpenSim or other platforms. None of these solutions is satisfactory. The third one particularly looks like a kind of a trap: OpenSim and other "Metaverse" platforms are kind of based on Second Life, or derived from it at least. Meaning, they mostly attract former users of Second Life. They are so far lacking the "democratical" dimension that Second Life had at a time. We again stay "between us", between "old timers", within a "Metaverse elite".

Now the real question is, do we want the Metaverse to really emerge ? If so, how could it really emerges if only kept by a restricted number of people ? To make it work, it should be open to the largest number of people, nope ?

Sunday, December 9, 2012

Lab Update

Some time I did not wrote ... so, like always, a lot of things happened. But for now, one news is really important : after two years of postdoc in the lab, Anna Lomanowska got a position of Assistant Professor in the School of Psychology of our glorious Laval University, beginning June 2013 ! Congratulations, Anna !


Well, her research program does include some projects on virtual spaces, so we will have one more excellent researcher working on this field at Laval University ! Looking toward some really good collaborations and interactions between our groups !

And by the way, I am extremely glad that my 400th Tweet was to announce such a great news !


Saturday, September 22, 2012

Lab Update

September ... new academic year is beginning, and with that, some changes in the lab. First, we lost our extremely good undergraduate summer students Charlotte and Marie-Ève ... Summer is finished, that's life. But we gained a new lab member, Maxime, who is beginning is Master degree and who will be working on knowledge sharing in virtual spaces (among other things).

I finally officially joined the Editorial Board of "Computers in Human Behavior", one of the best (if not the best) peer-reviewed journal in the field of human-machine interactions, of cyberpsychology and of computer-mediated communication, as member of the Scientific Board. With the explosion of virtual spaces, this 18 years old journal is having its impact growing (and is Impact Factor growing too !), and I am very happy and honored to join the Board !

New year coming, new projects, and particularly new research projects ! Still exploring cyberbehavior, but we need more people for that, so amazing graduate students or fascinating post-doctoral fellows are always strongly encouraged to come and join us in the funny (virtual) world of cyberscientists !

Tuesday, September 18, 2012

Comment: Drama, Godmoding, Metagaming

Something which really interests me, maybe even amazes me, in the study of human behavior in virtual spaces, is how apparently paradoxal behaviors can emerge. For example, what is referred as “drama”. “Drama” not like in a Shakespeare’s masterwork, but “drama” like in “I used to really like you, but now that your character tried to kill mine, I really hate you so much”. Especially in immersive role-play environments (note that drama can occur in so many other contexts, but in role-play environments, the disconnection is more evident … for other examples of where and how drama can come, please go in the really nice blog A is for Avatar at the letter D … for Drama, of course).

So, if people go in an immersive role-play environment (such as for instance the Gorean role-play of the Star Wars role-play of Second Life, which both provides on regular basis excellent examples of role-play, and excellent examples of drama), it is arguably to do role-play. In other words, to enact “imaginary” characters in an “imaginary” setting, the setting usually being derived from a science-fiction, fantasy, or historical universe. Role-playing is not a new activity, but the visual support of immersive interfaces such as Second Life, it becomes even more enjoyable. However, the bases are the same than for any of the old table role-play games. With a few exceptions.

First, in a table role-play game, one of the player is the “game-master”, or “story teller”, the one who tells the story and describe the setting so other can inhabit it. In an immersive non-directed environment such as Second Life, there is not such a thing. Role-play SIMs will have Admin (people with out of character powers, having a “out-of-character” police role, such as kicking or banning the griefers, and so on), and GM (“game masters”, whose role is mostly to settle the numerous disputes between players). And indeed, there are a lot (but really A LOT) of disputes between players it seems … Second, in a table role-play game, you KNOW or at least see the real players behind the characters … those players are your friends, you are altogether to “enjoy” a pleasant time and construct a common story. Well, in an immersive role-play environment, it should be the same. But it seems it is not the case.

Indeed, more than often, some disputes emerge between the players. Most of the time it is based on the fact that people put themselves in opposition to each others, and that, like in real life, nobody really wants to be the loosing one. But if there is a conflict, somebody is likely to loose. And then, things go to drama. My character is stronger, no it is mine, and so on and so on … Using a “meter” (an attachment adding some systems of life points to bring more realism to the role-play fights, and used theoretically to remove drama: if you lost the metered fight, you lost it) does not prevent drama to occur AT ALL. I would think that drama comes even more commonly in the SIMs heavily using meters (but that is just a feeling from an “observer” point of view). The current answer against someone calling you to create drama is that this people is “Godmoding” (playing a character with God-like powers: my character is too strong, I can not lose, I can not be beaten, etc …). Or “Metagaming” (using information and knowledge your character is not supposed to have to foster your character purpose … for instance, reading the Tags or profile of the other characters … if your opponent write in his profile: I am a Vampire, directly attacking him with Holy Water or any kind of weapon supposed to damage a vampire without giving him the chance to actually give you role-play clues suggesting he may actually be a vampire).

But now the question remains … if everybody comes to enjoy, why this need to show that you are the strongest? And why this need to develop your character at the expense of others (who come here for the very same reason somehow)? That is simply fascinating me really … Something even more interesting that I observed a few time … When a new comer steps out of character in main chat in a role-play SIM, immediately, dozen of GM, Admins, and older players will rush at him. If they are nice, the new comer will receive a full lecture on how to role-play (by people who may actually not have such amazing role-play skills … for having observed kind of a lot of role-play settings and situations over the last few years, I am always surprised to notice that those who come to you to claim: “I can give you some advices on how to role-play” are often not the best role-players). But more than often, they will simply threaten the new comer with a kick or even a ban.

However, and that strikes me by the contrast, I observed a few times that when people get very respected in a role-play SIM, they can freely step out of character. And then, everybody in the SIM seems to applause with two hands: “Look, he (or she) is such a REAL role-player, he can allow to go OOC” (huh? That’s against SIM rules, no? What if I go OOC? Oh, right, I am not a good role-player).

I somehow would be very interested to study this phenomenon. What happens exactly during the inter-individual exchange process … What are the initial steps of a drama situation … usually they do not resolve nicely (people seems to get durably hurt by drama), so how could we find ways to reduce the negative side effect of such conflict-related resolutions? But then, how to experimentally study drama without interefering with the process? (an observer can hardly come and ask people: Hey, guys, fancy for a bit of drama? Let’s go, I observe you!).

Any suggestion welcome …


Sunday, September 2, 2012

Comment: Metaverse, Hyperverse, Cyberverse

A comment to add to the debate on the Metaverse initiated last week by the blog post of Chris M. Collins, and enriched by numerous contributors, both in different blogs and comments. A comment, maybe in a form of a summary.

From reading the different blog posts, and comments on them, and the Twitter debate which emerged from all that, it seems that three main conceptions of the Metaverse exists simultaneously :

1 - Some people consider the Metaverse to be directly related to a particular setting (Second Life, as the original one, or Opensim), in what we could call a "system-dependent" conception of the Metaverse if we would be speaking in biological terms. Or, if using a more correct terminology in terms of cyberpsychology, as a "platform-dependent" approach. The Metaverse is represented by the "best" platform at a given time, "best" meaning either the most popular, the most user-friendly, the most innovative. When the current platform gets outdated, for a reason or another, people would simply "move" to the next platform, hence, the "Metaverse" (being the sum and synergy of the people inhabiting it) would follow the transition.

2 - Some people consider the Metaverse to be much more than a single platform, but the interaction of multiple platforms over the Internet. The different platforms interacts with each others, and interact with the other facets of Internet, with the social media, and so on, forming what we could call a "Hyperverse".

3 - Finally, some people, like myself and Botgirl Questi for instance, seem to believe in a wider definition of Metaverse which would include both augmented reality, and, more important, would ultimately reach human body via implants, thus connecting the "network" to the "mind" (see previous comment), thus leading to the emergence of a true "Cyberverse".

Obviously, there is a hierarchical order in these three levels, one preceding the other. But saying that, I don't consider any level of interpretation to be inferior to the other. A lot of things can be understood about human behavior in virtual spaces with a single-setting "platform" approach, being a MMORPG like WoW (see for instance Guitton MJ (2010) Cross-modal compensation between name and visual aspect in socially active avatars. Computers in Human Behavior, 26:1772-1776 [PDF] ; Lortie CL, Guitton MJ (2011) Social organization in virtual settings depends on proximity to human visual aspect. Computers in Human Behavior, 27:1258-1261 [PDF] ), or an immersive virtual environment such as Second Life (Guitton MJ (2011) Immersive role of non-required social actions in virtual settings: the example of trade role-play in the Second Life Gorean community. Design Principles and Practices: an International Journal, 5:209-220 [PDF] ; Lomanowska AM, Guitton MJ (2012) Spatial proximity to others determines how humans inhabit virtual worlds. Computers in Human Behavior, 28 : 318-323 [PDF] ; Guitton MJ (2012) Living in the Hutt Space: Immersive Process in the Star Wars Role-Play community of Second Life. Computers in Human Behavior, 28:1681-1691 [PDF] ).

Even if more complex to investigate (at least for what is related to the experimental design), it is possible to touch the integrated "Hyperverse" level (for instance, when studying the co-existence of a Second Life role-play setting and a related and supporting blog, such as in Guitton MJ (2012) The immersive impact of meta-media in a virtual world. Computers in Human Behavior, 28 : 450-455 [PDF] ).

The idea of "Cyberverse" somehow echoes the concept of GUTE in AI (the "Grand United Theory of Everything", for a review of the history of concepts in Artificial Intelligence, see the excellent paper French RM (2000) The Turing test: The first 50 years. Trends Cogn Sci 4:115–122). And in a way similar to what AI-researchers are facing for the highest levels of integration, it is currently very difficult, not to say almost impossible experimentally speaking, to approach and study the Metaverse at the "Cyberverse" level, especially given the fact that the technologies are still far to be fully mature.

Still, technological advances are likely to make these three levels of interpretation merge de facto in a very near future.

Sunday, August 26, 2012

Comment: On the Metaverse


Today, I will write a commentary on a post made by another: the text of Chris M. Collins (aka @fleep on Twitter) on the future of the Metaverse (you can find it here).

This vibrant post was actually amazing.

However, I wanted to had my humble contribution to the debate. Specifically, I have two points that I want to discuss.

- First, Second Life :

My first point is on a phenomenon I see more and more those days: attacks against Second Life. We see more and more of that in blogs of influential people in virtual spaces. More than just criticisms, really attacks, coming clearly from disillusion of what Second Life could be but failed to realize. I would think that Linden Lab should consider seriously this phenomenon (which they are obviously not doing).

However, those attacks are partly unfair.

As a scientist working on cyberbehavior, I find Second Life simply amazing as a ground for research and investigation, not to mention simply exploring the universe of possibilities.
Second Life is not perfect. Agree.
Second Life is way too expensive for the services it offers. Agree.
Second Life did not evolved as fast and as far as the most avid users would love. Agree.
Second Life is not supporting the "communities", nor the individuals. Agree.
Second Life seems to be lacking (or to have lost) a long-term vision, as observed by the relative stabilisation (not to say decay) of the number of inhabitants of Second Life. Agree.
But again, in the context of the rise of the Metaverse, those criticisms are unfair. Second Life is not a perfect environment, nor a philanthropic association. In contrast to Opensim, Second Life is a COMMERCIAL venue: Linden Lab is a company, which exists to make money. So, we can think what we want, the ultimate goal of Linden Lab is to generate profits. Sure, they could generate much more if they would listen a bit what is said in the blogosphere (e.g., the non-assistance to educators, to communities, and so on ...). But still, Second Life has been a real and true pioneer. We all are exploring other platforms, we all are looking further. But forgetting the past, and those who had the ideas, the vision, and the guts to start things is not correct.

- Second, the nature of the Metaverse :

When reading the fascinating post of Chris (and others), we have the feeling that Second Life IS the Metaverse. Some do acknowledge it is not the case, and suggest that the Metaverse is Internet. But the Metaverse IS NOT Internet. It goes way further, and we already see its next signs. The Metaverse won't be a "virtual reality"-based environment, it will be based on augmented reality. Even more, it may well be integrated with human brain. Let me be more specific with a simple example: nowadays, I am almost not doing anymore research in animals, but the few research I am are doing in animal are aiming at developing one day human-machine interfaces. To cure human diseases, ok, but still ... even if the first goal is to cure human disease, obviously it goes in a larger framework which would allow to directly connect the brain to virtual interfaces. Or, if I reword it, to biologically connect humans to what we could call a fully integrated, "true metaverse". And we are far to be the most advanced in that, the research I am doing in this direction of neural interfaces is children babbling compared to what are doing some labs in USA, in Japan, or in Europe.

Finally, if I share the faith and wishes of Chris, I do not share the analysis, nor the feeling that we are not advancing anymore. Science, technology, human knowledge do not advance linearly, but by steps. And, in term of Metaverse, we are in an "accumulating period", accumulating knowledge, new concepts, new technologies, which will make us make a leap soon, further. And the future of the Metaverse is not in Second Life nor in Opensim. It is way, way, further.

But, to be honest, it is with people like Chris, who is obviously leaded by a dream and a vision, that we will go there !