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> <channel><title>Comments on: Avatar body language</title> <atom:link href="http://www.raphkoster.com/2009/06/08/avatar-body-language/feed/" rel="self" type="application/rss+xml" /><link>http://www.raphkoster.com/2009/06/08/avatar-body-language/</link> <description>Raph Koster&#039;s personal website: MMOs, gaming, writing, art, music, books</description> <lastBuildDate>Sun, 12 Feb 2012 06:02:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: len</title><link>http://www.raphkoster.com/2009/06/08/avatar-body-language/comment-page-1/#comment-148313</link> <dc:creator>len</dc:creator> <pubDate>Wed, 10 Jun 2009 14:42:35 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2865#comment-148313</guid> <description>The key is not the input system if that system is predetermined or determined by the player.  This is the core problem of emotes:  they aren&#039;t based on the same kinds of inputs that cause humans to emote.  This is why a puppeteering/actor system is designated such.  A more realistic emotion system requires the emotive expressions to be triggered internally based on a range of low to high intensity signs/signals from the environment and the internal states of different internal processes.
&quot;Moods as state always fails&quot;.  Mood as static state fails.   The basic emotions represented by these systems are not basic or primitive in a human.  Angry and Happy are complex states, or really, the system exhibiting simple signs resulting from complex processes.  Typically, these are not worth modeling for most games, can be worth modeling for virtual worlds and are a subject of intense and well-financed studies and projects in circles where diplomacy and guile play a significant role.</description> <content:encoded><![CDATA[<p>The key is not the input system if that system is predetermined or determined by the player.  This is the core problem of emotes:  they aren&#8217;t based on the same kinds of inputs that cause humans to emote.  This is why a puppeteering/actor system is designated such.  A more realistic emotion system requires the emotive expressions to be triggered internally based on a range of low to high intensity signs/signals from the environment and the internal states of different internal processes.</p><p>&#8220;Moods as state always fails&#8221;.  Mood as static state fails.   The basic emotions represented by these systems are not basic or primitive in a human.  Angry and Happy are complex states, or really, the system exhibiting simple signs resulting from complex processes.  Typically, these are not worth modeling for most games, can be worth modeling for virtual worlds and are a subject of intense and well-financed studies and projects in circles where diplomacy and guile play a significant role.</p> ]]></content:encoded> </item> <item><title>By: PastorVor</title><link>http://www.raphkoster.com/2009/06/08/avatar-body-language/comment-page-1/#comment-148296</link> <dc:creator>PastorVor</dc:creator> <pubDate>Tue, 09 Jun 2009 23:51:33 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2865#comment-148296</guid> <description>Getting people to properly enter their emotes is a matter of practice. You could not start a brand new RPG with an intricate facial and body language emote system and expect the players to automatically start using the intricate controls.
They would have to be trained. You could do this by making the emotes part of the game play with the NPC&#039;s. Not only do you have to make the correct conversation choices, but you also have to have the correct emotions displaying on your face.
If this was done well and people got used to it, and liked it, they would begin to use it in free-form chat with other players. If it enhanced the chat it would be used. If it is cumbersome and had no real effect, then it won&#039;t be.
I also think it would be possible to use an inset screen which showed a facial close-up.
The key is developing the input system. Facial recognition is good, but has the problems listed above. (do you really want to emote &quot;embarrassed&quot;?) Keyboard shortcuts seem to be the easiest, but the system has to work well and be intuitive. Sliders might work, but I think they would have to be &quot;generalized&quot; in some way.</description> <content:encoded><![CDATA[<p>Getting people to properly enter their emotes is a matter of practice. You could not start a brand new RPG with an intricate facial and body language emote system and expect the players to automatically start using the intricate controls.<br
/> They would have to be trained. You could do this by making the emotes part of the game play with the NPC&#8217;s. Not only do you have to make the correct conversation choices, but you also have to have the correct emotions displaying on your face.<br
/> If this was done well and people got used to it, and liked it, they would begin to use it in free-form chat with other players. If it enhanced the chat it would be used. If it is cumbersome and had no real effect, then it won&#8217;t be.<br
/> I also think it would be possible to use an inset screen which showed a facial close-up.</p><p>The key is developing the input system. Facial recognition is good, but has the problems listed above. (do you really want to emote &#8220;embarrassed&#8221;?) Keyboard shortcuts seem to be the easiest, but the system has to work well and be intuitive. Sliders might work, but I think they would have to be &#8220;generalized&#8221; in some way.</p> ]]></content:encoded> </item> <item><title>By: Yivvits</title><link>http://www.raphkoster.com/2009/06/08/avatar-body-language/comment-page-1/#comment-148293</link> <dc:creator>Yivvits</dc:creator> <pubDate>Tue, 09 Jun 2009 22:30:03 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2865#comment-148293</guid> <description>In every MMORPG I&#039;ve played, *almost nobody* chats in spatial - except for Star Wars Galaxies. Personally, I believe the game&#039;s emotes, moods and animations play a big role in getting people to chat freely outside the confines of their raid and LFG channels.
People take for granted the fact that their characters in SWG &quot;laugh&quot; or perform other animations based off of their chat. It comes across as so natural that it makes you want to chat. People don&#039;t sit there and think &quot;I&#039;m going to chat now because I like how the animations play.&quot;
So if you asked people &quot;what should we spend development time on&quot; it&#039;s fairly likely they won&#039;t mention chat/emotes/moods, even though those things play a very important role in their experience. I&#039;m sure those kinds of systems are even harder to sell to the &quot;higher-ups&quot; at companies like Blizzard and SOE. That is too bad.</description> <content:encoded><![CDATA[<p>In every MMORPG I&#8217;ve played, *almost nobody* chats in spatial &#8211; except for Star Wars Galaxies. Personally, I believe the game&#8217;s emotes, moods and animations play a big role in getting people to chat freely outside the confines of their raid and LFG channels.</p><p>People take for granted the fact that their characters in SWG &#8220;laugh&#8221; or perform other animations based off of their chat. It comes across as so natural that it makes you want to chat. People don&#8217;t sit there and think &#8220;I&#8217;m going to chat now because I like how the animations play.&#8221;</p><p>So if you asked people &#8220;what should we spend development time on&#8221; it&#8217;s fairly likely they won&#8217;t mention chat/emotes/moods, even though those things play a very important role in their experience. I&#8217;m sure those kinds of systems are even harder to sell to the &#8220;higher-ups&#8221; at companies like Blizzard and SOE. That is too bad.</p> ]]></content:encoded> </item> <item><title>By: Ola Fosheim Grøstad</title><link>http://www.raphkoster.com/2009/06/08/avatar-body-language/comment-page-1/#comment-148292</link> <dc:creator>Ola Fosheim Grøstad</dc:creator> <pubDate>Tue, 09 Jun 2009 22:21:08 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2865#comment-148292</guid> <description>You are right. It&#039;s an input problem. Most people would not want to blush if they blush in RL and if they don&#039;t then moods/gmotes just turn into looks, rituals, or games. Moods as state always fails, because people forget that they did set themselves to &quot;angry&quot;.
Anyway, I think all this applies to text-MUDs as well, but I believe text players are inclined to emote more because that is the only way to stand out and give your character &quot;pathos&quot;. So, if you want the same effect in a graphical MUD/MMO/whatever you have to give everybody the same dull avatar forcing them to emote their identity... Good luck!</description> <content:encoded><![CDATA[<p>You are right. It&#8217;s an input problem. Most people would not want to blush if they blush in RL and if they don&#8217;t then moods/gmotes just turn into looks, rituals, or games. Moods as state always fails, because people forget that they did set themselves to &#8220;angry&#8221;.</p><p>Anyway, I think all this applies to text-MUDs as well, but I believe text players are inclined to emote more because that is the only way to stand out and give your character &#8220;pathos&#8221;. So, if you want the same effect in a graphical MUD/MMO/whatever you have to give everybody the same dull avatar forcing them to emote their identity&#8230; Good luck!</p> ]]></content:encoded> </item> <item><title>By: Wendelius</title><link>http://www.raphkoster.com/2009/06/08/avatar-body-language/comment-page-1/#comment-148291</link> <dc:creator>Wendelius</dc:creator> <pubDate>Tue, 09 Jun 2009 21:27:39 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2865#comment-148291</guid> <description>We Fly Spitfires said:      “I don’t know if facial expressions would work in MMOs for 2 reasons - firstly, people tend to wear helmets that obscure their face and, secondly, it’s too hard to actually see the detail on faces.”
You didn’t play SWG (Star Wars Galaxies), did you? When I first started playing it, I really found the system magical. You typed &quot;No&quot; and your avatar would wag his/her finger at the same time. You typed &quot;lol&quot; and the avatar would laugh. &quot;Thank you&quot; and the avatar would join an animation to the typed sentiment. It really really enhanced interaction, IMO.
And this was great as the early SWG had this most social and promising of classes: The entertainer. But even my more gear oriented doctor was more alive when dealing with &quot;patients&quot; simply because the avatar reacted to what was said. And all that without having to trigger a canned emote (although those were there too, of course).
I really miss avatars being naturally expressive and would like to see that aspect developed more in games. I understand that the cost / return on investment ration might not be that enticing though. Pity. anything that enhances interaction and avatar feedback without needing an Animation Override hud (see Second Life), a much less natural process, improves the immersion into the virtual world.
Wendelius</description> <content:encoded><![CDATA[<p>We Fly Spitfires said:      “I don’t know if facial expressions would work in MMOs for 2 reasons &#8211; firstly, people tend to wear helmets that obscure their face and, secondly, it’s too hard to actually see the detail on faces.”</p><p>You didn’t play SWG (Star Wars Galaxies), did you? When I first started playing it, I really found the system magical. You typed &#8220;No&#8221; and your avatar would wag his/her finger at the same time. You typed &#8220;lol&#8221; and the avatar would laugh. &#8220;Thank you&#8221; and the avatar would join an animation to the typed sentiment. It really really enhanced interaction, IMO.</p><p>And this was great as the early SWG had this most social and promising of classes: The entertainer. But even my more gear oriented doctor was more alive when dealing with &#8220;patients&#8221; simply because the avatar reacted to what was said. And all that without having to trigger a canned emote (although those were there too, of course).</p><p>I really miss avatars being naturally expressive and would like to see that aspect developed more in games. I understand that the cost / return on investment ration might not be that enticing though. Pity. anything that enhances interaction and avatar feedback without needing an Animation Override hud (see Second Life), a much less natural process, improves the immersion into the virtual world.</p><p>Wendelius</p> ]]></content:encoded> </item> <item><title>By: Wendelius</title><link>http://www.raphkoster.com/2009/06/08/avatar-body-language/comment-page-1/#comment-148290</link> <dc:creator>Wendelius</dc:creator> <pubDate>Tue, 09 Jun 2009 21:20:44 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2865#comment-148290</guid> <description>&quot;I don’t know if facial expressions would work in MMOs for 2 reasons - firstly, people tend to wear helmets that obscure their face and, secondly, it’s too hard to actually see the detail on faces.&quot;
You didn&#039;t play SWG (Star Wars Galaxies), did you? When I first started playing it, I really found the system magical. You typed &quot;no2 and your avatar would wag his/her at the same time. you typed &quot;lol&quot; and the avatar would laugh. Thank you and the avatar would join an animation to the typed sentiment. It really really enhanced interaction, IMO.
And this was great as the early SWG had this most social and promising of classes: The entertainer. But even my more gear oriented doctor was more alive when dealing with &quot;patients&quot; simply because the avatar reacted to what was said. And all that without having to trigger a canned emote (although those were there too, of course).
I really miss avatars being naturally expressive and would like to see that aspect developed more in games. I understand that the cost / return on investment ration might not be that enticing though. Pity. anything that enhances interaction and avatar feedback without needing an Animation Override hud (see Second Life) improves the immersion into the virtual world.
Wendelius</description> <content:encoded><![CDATA[<p>&#8220;I don’t know if facial expressions would work in MMOs for 2 reasons &#8211; firstly, people tend to wear helmets that obscure their face and, secondly, it’s too hard to actually see the detail on faces.&#8221;</p><p>You didn&#8217;t play SWG (Star Wars Galaxies), did you? When I first started playing it, I really found the system magical. You typed &#8220;no2 and your avatar would wag his/her at the same time. you typed &#8220;lol&#8221; and the avatar would laugh. Thank you and the avatar would join an animation to the typed sentiment. It really really enhanced interaction, IMO.</p><p>And this was great as the early SWG had this most social and promising of classes: The entertainer. But even my more gear oriented doctor was more alive when dealing with &#8220;patients&#8221; simply because the avatar reacted to what was said. And all that without having to trigger a canned emote (although those were there too, of course).</p><p>I really miss avatars being naturally expressive and would like to see that aspect developed more in games. I understand that the cost / return on investment ration might not be that enticing though. Pity. anything that enhances interaction and avatar feedback without needing an Animation Override hud (see Second Life) improves the immersion into the virtual world.</p><p>Wendelius</p> ]]></content:encoded> </item> <item><title>By: Beta Carrot Toon</title><link>http://www.raphkoster.com/2009/06/08/avatar-body-language/comment-page-1/#comment-148283</link> <dc:creator>Beta Carrot Toon</dc:creator> <pubDate>Tue, 09 Jun 2009 15:23:18 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2865#comment-148283</guid> <description>If you make a game that&#039;s all about levelling, that&#039;s what players will play. Advancement is just too important to players as a sign of &quot;winning&quot;. Everyone wants to be more powerful, more than anything else. So if that power comes from, and only from, levelling/questing, then so much for anything else.
If you want to have players willingly participate in this kind of aspect of game play, then you first have to make the game conducive to social play.
Take away the desire to level and replace it with the desire to do other things, or at least as much so. Otherwise, you end up with the RPers as a separate entity, outcasts in a way. For this emote body language, you need to make it part of the game play through NPC interactions and reactions. NPCs need to recognize and react to players moods and actions, and slot players accordingly for present and future interactions. And it needs to be advantageous to the player.</description> <content:encoded><![CDATA[<p>If you make a game that&#8217;s all about levelling, that&#8217;s what players will play. Advancement is just too important to players as a sign of &#8220;winning&#8221;. Everyone wants to be more powerful, more than anything else. So if that power comes from, and only from, levelling/questing, then so much for anything else.</p><p>If you want to have players willingly participate in this kind of aspect of game play, then you first have to make the game conducive to social play.<br
/> Take away the desire to level and replace it with the desire to do other things, or at least as much so. Otherwise, you end up with the RPers as a separate entity, outcasts in a way. For this emote body language, you need to make it part of the game play through NPC interactions and reactions. NPCs need to recognize and react to players moods and actions, and slot players accordingly for present and future interactions. And it needs to be advantageous to the player.</p> ]]></content:encoded> </item> <item><title>By: Sebastian</title><link>http://www.raphkoster.com/2009/06/08/avatar-body-language/comment-page-1/#comment-148281</link> <dc:creator>Sebastian</dc:creator> <pubDate>Tue, 09 Jun 2009 14:46:32 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2865#comment-148281</guid> <description>I still think the most important thing is getting the camera in close enough, or meshing the text and graphical components so that they&#039;re not separate &#039;boxes&#039; (voice communication is a good stop-gap solution, though).
I am sure big developers have thought a lot about facial expressions and then ruled them out as frivolous -- throw in another suit of armour, as Raph says. But they&#039;re not frivolous, they just need a few other complementary technologies to make them work.</description> <content:encoded><![CDATA[<p>I still think the most important thing is getting the camera in close enough, or meshing the text and graphical components so that they&#8217;re not separate &#8216;boxes&#8217; (voice communication is a good stop-gap solution, though).</p><p>I am sure big developers have thought a lot about facial expressions and then ruled them out as frivolous &#8212; throw in another suit of armour, as Raph says. But they&#8217;re not frivolous, they just need a few other complementary technologies to make them work.</p> ]]></content:encoded> </item> <item><title>By: len</title><link>http://www.raphkoster.com/2009/06/08/avatar-body-language/comment-page-1/#comment-148279</link> <dc:creator>len</dc:creator> <pubDate>Tue, 09 Jun 2009 14:07:09 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2865#comment-148279</guid> <description>We dug deeply into this topic in the OASIS HumanML working group.   Some things stood out:
1.  Intensity as a routable value into and out of the emote engine to a library of animations (per avatar so a standard for avatars such as h-anim is critical) is a means.
2.  Proximity and individual histories are also key (say persistence of a dynamic data set).
3.  If there isn&#039;t a base set of emotions that can compound, the results are very primitive and subtlety is vital to realism.
The problem going forward was having the spooks show up too early and too heavy handedly, and the fact that as soon as they could, a small group started filing patents.  My disgust for the end of what was a promising effort could not have been more pronounced.
Advanced stagecraft is where it leads so one might as well get on with the technical reality of building an assisted puppeterring system.</description> <content:encoded><![CDATA[<p>We dug deeply into this topic in the OASIS HumanML working group.   Some things stood out:</p><p>1.  Intensity as a routable value into and out of the emote engine to a library of animations (per avatar so a standard for avatars such as h-anim is critical) is a means.</p><p>2.  Proximity and individual histories are also key (say persistence of a dynamic data set).</p><p>3.  If there isn&#8217;t a base set of emotions that can compound, the results are very primitive and subtlety is vital to realism.</p><p>The problem going forward was having the spooks show up too early and too heavy handedly, and the fact that as soon as they could, a small group started filing patents.  My disgust for the end of what was a promising effort could not have been more pronounced.</p><p>Advanced stagecraft is where it leads so one might as well get on with the technical reality of building an assisted puppeterring system.</p> ]]></content:encoded> </item> <item><title>By: Yukon Sam</title><link>http://www.raphkoster.com/2009/06/08/avatar-body-language/comment-page-1/#comment-148278</link> <dc:creator>Yukon Sam</dc:creator> <pubDate>Tue, 09 Jun 2009 13:39:22 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2865#comment-148278</guid> <description>Second Life offers near-complete control of body language through overrides of the default animations and macro emotes. The trick is that you either have to have the time and money to wade through thousands of user-created animations to find the ones that suit or the animation chops to roll your own. It&#039;s a toss-up as to which is more time consuming(even if you&#039;re training up your animation skills from scratch).
Facial animations are limited to a small number of presets. I&#039;m in the process of building lollipops for the Hair Fair event, and using the &quot;tongue out&quot; face for the licking animation. Unfortunately, the face is a &quot;nyah&quot; face, so along with the tongue sticking out, the eyes narrow and the brows draw together. I&#039;ve started referring to the result as &quot;anger pops&quot;.
One of the things I would hope to see out of initiatives like Project Natal would be cheap, effortless motion capture. Using a tool like that, we could build a vocabulary of body language, and then trade/sell/swap the lexicons. Thus the cam might capture my exhausted, after-work schlump, but then translate that into a bold, heroic stride or sinuous ninjutsu stalk.
But will we ever have a peripheral ubiquitous enough in the PC world to be worth developing for?</description> <content:encoded><![CDATA[<p>Second Life offers near-complete control of body language through overrides of the default animations and macro emotes. The trick is that you either have to have the time and money to wade through thousands of user-created animations to find the ones that suit or the animation chops to roll your own. It&#8217;s a toss-up as to which is more time consuming(even if you&#8217;re training up your animation skills from scratch).</p><p>Facial animations are limited to a small number of presets. I&#8217;m in the process of building lollipops for the Hair Fair event, and using the &#8220;tongue out&#8221; face for the licking animation. Unfortunately, the face is a &#8220;nyah&#8221; face, so along with the tongue sticking out, the eyes narrow and the brows draw together. I&#8217;ve started referring to the result as &#8220;anger pops&#8221;.</p><p>One of the things I would hope to see out of initiatives like Project Natal would be cheap, effortless motion capture. Using a tool like that, we could build a vocabulary of body language, and then trade/sell/swap the lexicons. Thus the cam might capture my exhausted, after-work schlump, but then translate that into a bold, heroic stride or sinuous ninjutsu stalk.</p><p>But will we ever have a peripheral ubiquitous enough in the PC world to be worth developing for?</p> ]]></content:encoded> </item> </channel> </rss>
