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	<title>Comments on: Emotional avatars in virtual worlds</title>
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	<link>http://blog.mrseb.co.uk/2009/06/emotional-avatars-in-virtual-worlds/</link>
	<description>British, geeky and intense.</description>
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		<title>By: Raph&#8217;s Website &#187; Avatar body language</title>
		<link>http://blog.mrseb.co.uk/2009/06/emotional-avatars-in-virtual-worlds/comment-page-1/#comment-5316</link>
		<dc:creator>Raph&#8217;s Website &#187; Avatar body language</dc:creator>
		<pubDate>Mon, 08 Jun 2009 22:08:04 +0000</pubDate>
		<guid isPermaLink="false">http://blog.mrseb.co.uk/?p=2159#comment-5316</guid>
		<description>[...] blog reader mrseb has a blog post up on emotional avatars in virtual worlds inspired by this NYTimes.com article (it&#8217;s behind a reg [...]</description>
		<content:encoded><![CDATA[<p>[...] blog reader mrseb has a blog post up on emotional avatars in virtual worlds inspired by this NYTimes.com article (it&#8217;s behind a reg [...]</p>
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		<title>By: sebastian</title>
		<link>http://blog.mrseb.co.uk/2009/06/emotional-avatars-in-virtual-worlds/comment-page-1/#comment-5290</link>
		<dc:creator>sebastian</dc:creator>
		<pubDate>Mon, 08 Jun 2009 10:23:57 +0000</pubDate>
		<guid isPermaLink="false">http://blog.mrseb.co.uk/?p=2159#comment-5290</guid>
		<description>That&#039;s the same conclusion I came to, after thinking on it a little more.

But I will say that when I&#039;m having a &#039;good chat&#039; with someone, in an RPG (like WoW, or even in a single-player game) I will often zoom in until I&#039;m almost first-person, or at least so that I can see the other avatar clearly. I don&#039;t know if I&#039;m alone in that, though!

It&#039;s definitely hard work having two places to look at: the chat and the game world. Text worlds were much better in that sense. Thing is, chat bubbles have been in for a while, but still emotes remain kind of... tacked on. 

I don&#039;t think it would be so hard to &#039;figure out&#039; emotions accurately, given the huge body of data available for testing and parsing. Natural language processing is a very big field with a lot of research going into it.

But first, we have to get people zoomed in to see the facial expressions, that&#039;s the important thing :)</description>
		<content:encoded><![CDATA[<p>That&#8217;s the same conclusion I came to, after thinking on it a little more.</p>
<p>But I will say that when I&#8217;m having a &#8216;good chat&#8217; with someone, in an RPG (like WoW, or even in a single-player game) I will often zoom in until I&#8217;m almost first-person, or at least so that I can see the other avatar clearly. I don&#8217;t know if I&#8217;m alone in that, though!</p>
<p>It&#8217;s definitely hard work having two places to look at: the chat and the game world. Text worlds were much better in that sense. Thing is, chat bubbles have been in for a while, but still emotes remain kind of&#8230; tacked on. </p>
<p>I don&#8217;t think it would be so hard to &#8216;figure out&#8217; emotions accurately, given the huge body of data available for testing and parsing. Natural language processing is a very big field with a lot of research going into it.</p>
<p>But first, we have to get people zoomed in to see the facial expressions, that&#8217;s the important thing <img src='http://blog.mrseb.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Brian 'Psychochild' Green</title>
		<link>http://blog.mrseb.co.uk/2009/06/emotional-avatars-in-virtual-worlds/comment-page-1/#comment-5289</link>
		<dc:creator>Brian 'Psychochild' Green</dc:creator>
		<pubDate>Mon, 08 Jun 2009 09:58:13 +0000</pubDate>
		<guid isPermaLink="false">http://blog.mrseb.co.uk/?p=2159#comment-5289</guid>
		<description>The reason seems obvious because you say it yourself: our emotional reactions are programmed in and we often don&#039;t even think about them.  With an avatar, we do have to think about them, and that&#039;s not something we&#039;re used to.  Some of us (like me) have gotten used to doing things like adding smilies to indicate our mood.

Some games let you set your character&#039;s mood, but that isn&#039;t always accurate.  If someone is having a good day and sets the character&#039;s mood as happy, the first on their mind when someone calls their mother a whore isn&#039;t necessarily to change their mood first, even thought their mood will probably have changed.

The alternative is to have the computer in charge of figuring out moods and emotions and handle them automatically.  I don&#039;t think that&#039;s going to any more accurate, though, in most cases.

You also have the issue that subtle expressions do get lost in a game world.  If I have my camera zoomed out to get a better tactical view of the battlefield, then I might not see facial expressions too well.  Even if I have an amazingly detailed graphics engine, if a face is smaller than the size of a keyboard key on my screen, detail is going to be lost.  This is definitely an area where the old text games did better than the new graphical games do.

I&#039;m not sure what the solution is here, though.</description>
		<content:encoded><![CDATA[<p>The reason seems obvious because you say it yourself: our emotional reactions are programmed in and we often don&#8217;t even think about them.  With an avatar, we do have to think about them, and that&#8217;s not something we&#8217;re used to.  Some of us (like me) have gotten used to doing things like adding smilies to indicate our mood.</p>
<p>Some games let you set your character&#8217;s mood, but that isn&#8217;t always accurate.  If someone is having a good day and sets the character&#8217;s mood as happy, the first on their mind when someone calls their mother a whore isn&#8217;t necessarily to change their mood first, even thought their mood will probably have changed.</p>
<p>The alternative is to have the computer in charge of figuring out moods and emotions and handle them automatically.  I don&#8217;t think that&#8217;s going to any more accurate, though, in most cases.</p>
<p>You also have the issue that subtle expressions do get lost in a game world.  If I have my camera zoomed out to get a better tactical view of the battlefield, then I might not see facial expressions too well.  Even if I have an amazingly detailed graphics engine, if a face is smaller than the size of a keyboard key on my screen, detail is going to be lost.  This is definitely an area where the old text games did better than the new graphical games do.</p>
<p>I&#8217;m not sure what the solution is here, though.</p>
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