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No, seriously, I talk a lot.
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Nonverbal communication

Posted 03/19/08 at 5:32 PM by Oggie
I've recently been thinking a bit about how communication works in the real world as opposed to the alternative one that spawned these boards initially, and that so many people play now (or honestly, pick one). Or more precisely, how it does not work and how this hurts us.

I'm pretty horrible at personal nonverbal skills, and if you want to hear about why tough because this is not the place for that. It does however lead to a good deal of thought on the various signals people use all the time, from a half smile to a hand on arm, crossed arms to slumped shoulders. They're quick, they're usually semi-intuitive and they communicate without (and I think this is key) forcing the interaction on someone. Most of the nonverbal signals, as opposed to the verbal (and by this I'm including semi-vocalized things like sighs and chuckles) which are, in varying degrees intrusive. For clarity, allow me to state that for this I find 'intrusive' mildly pejorative, and I was merely meaning that these things will more likely be noticed by a passive observer as opposed to an active one.

Which, by a round-about route, leads to a game like WoW. If you use Ventrilo or god help you the in game equivalent, those who speak can (and I've noticed, seem to actively try to do so, be it subconscious or by choice) communicate more effectively about their emotional state than those who do not. When someone's in a good mood (or faking it well), there are laughs and chuckles or just a nice lilt to the voice. If someone's annoyed, or tired or angry, often times you'll hear it.

Now this isn't to say that you can't get a significant amount of input from text, or that something like Vent is required to raid (no, I'm not going to say it). The information is there in text as well, and a feeling of intuition certainly can develop from something as simple as spacing, typos, capitalization (not in this referring to all caps, but a failure to capitalize a name or the start of a sentence when usually done, or vice versa). In fact, in some respects text can be more instructive to someone's genuine mood, because while many people familiarize themselves merely on a daily basis via simple interaction how to lie with their face and voice, few people consider how to lie in text in an emotional context.

And then we come down to the game itself. There's not a whole lot you can tell about someone's emotional state by the way they play the game this particular time, at least in an intuitive and definitive sense. Eventually you may notice that tank x keyboard turns when they're in a foul mood, or this mage is slow on a blink when tired. Eventually you can discern with some degree of accuracy and without a lot of attention to it the moods various people are in, and notice that player x that you play with is angry or sad.

I'm hardly the first person to come up with this stuff. In fact I happened to start thinking about it because I happened to glance at Snow Crash's cover this morning when unable to sleep. The line that always sticks out in my mind is "Condensing fact from the vapor of nuance." The ability to intuitively collect information by active study and gain non-insignificant insights is present everywhere, but the power of it is questionable in highly structured systems like WoW.

Rapports build over time, but wouldn't it be nice if there was some mechanism to...well, subconsciously isn't the right word, but perhaps semi-consciously communicate? Nothing so crass as /emotes, which are just text messages and voice chat in that they are active notifiers. I'm not even sure how this sort of thing would be possible without some sort of biofeedback mechanism, for that matter, since any mechanism which would require heavy player interaction could be cumbersome.

The only thing that's come to me is some sort of biometric based upon level/commonality of keypresses, though without someone manually entering their mood enough times for a form of neural net adaptation, or a test data on a huge amount of people, and the amount of CPU this sort of thing might actually take would be pretty healthy.

On the other hand, there's always a level to which you just don't want to know people's mood. Cuz some of these people are crazy.


Also, I should really stop using google as my word lookup when I fail miserably at spelling a couple times.
Total Comments 10

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Old
Abbi's Avatar
That's a really interesting topic. I know there are some tanks I prefer to work with, because I can tell what they're going to do from the way they position. But it takes a lot of time before I get there for most people.

If I didn't want to use CPU, I'd off-load the job of interpretation of the biometrics to the other humans. I.e., let's say you have a keyboard which registers the force of each keypress. I have a widget -- something as simple as a wristband, maybe -- that produced haptic feedback in direct relation to the force with which you're hitting the keys. I don't get a direct indicator that says "Oggie's happy!" but I do get something I can correlate over time.
Posted 03/19/08 at 6:45 PM by Abbi Abbi is offline
Old
Oggie's Avatar
I was more thinking speed of keypresses as well as which keys you press (and this has to be individualized, obviously, becuase my keybinds are not your keybinds and not even my keybinds on other toons). I would be stunned if you couldn't tell quite a lot about that person's mood in that fashion.

Another, even simpler system would be (and this is pretty damn easy to set up and implement): Pupil dialation, heartrate, 'something else'- sweat? blood pressure? skin tension?

Map each one to RGB, then put a small colored dot. Set the possible strengths well above 255, calibrate, now you have something that your subconcious can associate with that person's mood, and you -will- eventually pick up on that person's mood.

Obviously this sounds intrusive- it's really not. Toss a heartrate sensor on the wrist rest and the mouse, use a webcam to get approximate dialation, then force of keys or whichever else. These numbers don't have to be exact, at all, merely broad strokes of likely things. A haptic would probably end up confusing unless it's only one other person you're interested in getting feedback on (and remember, this stuff should be 'always on' not so much 'assess mood of person x'.

Now I'm just dreaming that next to my perfectraid frame setup there's a row of dots next to everyone's name that can help me tell at a glance not only who's oom/dead/oor/almost dead, but that some people are frustrated, some are tired and some are incredibly stressed and angry- all without me needing to even really think about it.
Posted 03/19/08 at 7:19 PM by Oggie Oggie is offline
Old
Bryne's Avatar
Is this honestly an article about how (presently nonexistent) biometrics devices would improve WoW raiding?

Everyone's had a bad raid. The most important quantity you can divine from someone's actions is how they perform while under those emotional stressors, since what's affecting you is their end result of gameplay quality.

Someone who performs consistently through good and bad is a valuable asset to your guild. Is it really so difficult to tell when someone's performing uncharacteristically poorly that you need an internet mood ring display to figure out whether to send them to the bench?
Posted 03/19/08 at 8:13 PM by Bryne Bryne is offline
Old
Oggie's Avatar
Well it was more about ways to incorporate more non-explicit communication into a system that doesn't have anything similar. As I said, you'll develop the sympathetic understanding eventually, but even then it's pretty ethereal.

I think there's a lot of value in something beyond the voice and text we have right now. I also don't think it would be the hardest thing in the world to do.
Posted 03/19/08 at 9:11 PM by Oggie Oggie is offline
Old
pewsey's Avatar
I like the idea. A bit like Facebook "I'm feeling..." tags would be a simple technical interface - even though I know where Oggie is coming from.
Posted 03/20/08 at 7:01 AM by pewsey pewsey is offline
Old
Abbi's Avatar
I figure more communication channels = good. I like raiding with Vent, even though it's not absolutely necessary.

Hm, I was thinking there was already commercially available biometric keyboard availability, but all that shows up is fingerprint readers.

Dots are perhaps superior to haptic feedback, I agree.
Posted 03/20/08 at 11:21 AM by Abbi Abbi is offline
Old
Oggie's Avatar
Well I'd say haptic would be strictly superior in a unambigious setting, but most of the time you play with more than just one person in most games nowadays. A dot seems like a good compromise.

And actually I kinda remember force-sensative keyboards as well. If I get some spare time I'll see if I can figure out where I remember those from.
Posted 03/20/08 at 12:57 PM by Oggie Oggie is offline
Old
Abbi's Avatar
I now have a goofy vision of healer mana percentages being expressed via a pair of haptic slippers, such that your feet are toasty warm while there's plenty of mana left, but they get chillier as the healer mana pool dwindles.
Posted 03/20/08 at 2:53 PM by Abbi Abbi is offline
Old
Oggie's Avatar
That's pretty funny. Not exactly what I was talking about when I was originating this thread, but I admit it drives me up the wall that there's simply no potential avenue for some sort of simplistic haptic response outside of 'rumble packs'. A simple wrist strap that tingles when I get an IM, instead of an audio thing.

It really feels like they want to push for 'full immersive VR' well before they take the really minor but potentially very useful steps of more minor semi-physical devices. Audio and video are great and all, but we're really reaching the saturation point where the amount of info usually displayed is more than most people can absorb at a time. Of course, that has a lot more to do with generalized human interface systems.

Or if they really don't want to add too much, a minor cooler/heater thrown into the mouse/keyboard in some fashion in a programmable identifier could be really interestingly used.
Posted 03/20/08 at 3:55 PM by Oggie Oggie is offline
Old
Abbi's Avatar
Exactly. Full immersive is a long way away; more minor stuff would give us incremental improvements.
Posted 03/20/08 at 4:19 PM by Abbi Abbi is offline
 
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