Designing Multisensory Interaction Experiences for a 3D Online World
Transcription
Designing Multisensory Interaction Experiences for a 3D Online World
Kunstuniversität Linz Universität für Künstlerische und Industrielle Gestaltung Department of Media Interface Culture Designing Multisensory Interaction Experiences for a 3D Online World by Christina Heidecker Masterthesis to achieve the academic grade Master of Art Advisor: Dr. Christa Sommerer January 2008 c Copyright 2008 Christina Heidecker ° all rights reserved ii Erklärung Name: Heidecker Vorname: Christina Matrikelnummer: 0009950 Titel der Masterarbeit: Designing Multisensory Interaction Experiences for a 3D Online World Studienrichtung und Studienkennzahl: Interface Culture 771 BetreuerIn: Dr. Christa Sommerer 1. Ich erkläre hiermit eidesstattlich, dass ich die vorliegende Arbeit selbständig und ohne fremde Hilfe verfasst, andere als die angegebenen Quellen nicht benutzt und die den benutzten Quellen wörtlich oder inhaltlich entnommenen Stellen als solche kenntlich gemacht habe. 2. Ich bestätige hiermit, dass die Masterarbeit von den Begutachtern und Begutachterinnen approbiert ist. Die abgelieferten analogen Exemplare und das digitale Exemplar stimmen in Form und Inhalt vollständig mit der benoteten und approbierten Fassung überein. 3. Ich räume hiermit der Universität fr künstlerische und industrielle Gestaltung Linz das zeitlich unbefristete Recht ein, die abgegebene digitale Publikation sowie alle damit verbundenen Begleitmaterialien einem unbestimmten Personenkreis O im weltweiten Internet O im gesamten Netz der Kunstuniversität Linz (Mehrfachzugriffe) O nur an einem Arbeitsplatz an der Kunstuniversität Linz (Einzelzugriff) iii unentgeltlich zur Verfügung zu stellen. Die Kunstuniversität Linz ist weiters berechtigt, aber nicht verpflichtet, die digitalen Daten der Publikation zum Zweck der dauerhaften Archivierung und Zurverfügungstellung in andere Formate oder auf andere Speichersysteme zu migrieren. Es ist mir bewusst, dass bei einer Datenmigration eine Änderung von Form, Umfang oder Darstellung der Publikation aus technischen Gründen nicht ausgeschlossen werden kann. Ich bin als O alleinige/r InhaberIn der Nutzungsrechte an der Publikation O Bevollmächtigte/r der InhaberInnen der Nutzungsrechte zur Einräumung dieser Nutzungsbewilligung befugt. Sollte meine Berechtigung zur Einräumung dieser Nutzungsrechte von Dritter Seite bestritten werden, hafte ich der Kunstuniversität Linz fr alle Schäden, die dieser Einrichtung daraus entstehen. 4. Ich wurde davon in Kenntnis gesetzt und erkläre mich damit einverstanden, dass die Kunstuniversität Linz keine Haftung für aus technischen Gründen auftretende Fehler irgendwelcher Art bernimmt. Des weiteren wird von der Kunstuniversität Linz keinerlei Haftung dafür übernommen, dass die Masterarbeit oder Teile davon von dritter Seite unrechtmäßig heruntergeladen und verbreitet, verändert oder an anderer Stelle ohne Einwilligung aufgelegt werden. 5. Ich habe das Merkblatt zur Abgabe von Masterarbeiten der Universitätsbibliothek gelesen und zur Kenntnis genommen. Linz, ................................... Unterschrift iv Table of Contents Page Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . v Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . viii Acknowledgements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ix Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Theoretical Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2 Theoretical Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2.1 2.2 2.3 An Example of a 3D Online World: Second Life . . . . . . . . . . . . . . . . . . . . 3 2.1.1 Second Life and Other 3D Online Worlds . . . . . . . . . . . . . . . . . . . 3 2.1.2 Discussion on Second Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Communicational Aspects of Space . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 2.2.1 Human-to-Human Communication . . . . . . . . . . . . . . . . . . . . . . . 9 2.2.2 In-world Communication in the 3D Online World . . . . . . . . . . . . . . . 11 2.2.3 Shortcomings in Human-to-Human Communication in the 3D Online World 13 Bodily Sensations in Real and Virtual Environments . . . . . . . . . . . . . . . . . 15 2.3.1 Primary Senses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 2.3.2 Secondary Senses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 2.3.2.1 Sense of Touch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 2.3.2.2 Haptic Interfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 2.3.2.3 Olfactory Senses . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 v 2.3.2.4 2.4 Olfactory Interfaces . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Artistic Explorations of Bodily Sensations . . . . . . . . . . . . . . . . . . . . . . . 23 2.4.1 The Idea of Sensual Stimulation and Bodily Interaction . . . . . . . . . . . 23 2.4.1.1 From Passive Beholder to Active User . . . . . . . . . . . . . . . . 23 2.4.1.2 An Overview of Concepts on Immersion of the Body in the Virtual 24 2.4.2 Art Recreating Sensual Perceptions . . . . . . . . . . . . . . . . . . . . . . . 27 Art and Prototypes in the 3D Online World . . . . . . . . . . . . . . . . . . . . . . 31 2.5.1 In-world Art in the 3D Online World of Second Life . . . . . . . . . . . . . 31 2.5.2 Attempts to Recombine Physical and Online Worlds . . . . . . . . . . . . . 34 2.5.3 Prototypes Recreating Bodily Sensations in Game and Online Worlds . . . 37 2.5.4 Recreating Haptic Sensations for the 3D Online World of Second Life . . . 40 Practical Research Application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 3 Practical Research Application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 2.5 3.1 3.2 Do You Feel Your Second Life? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 3.1.1 Objective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 3.1.2 Project Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 3.1.3 Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Interface Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 3.2.1 Expanding User Perception in Second Life through “Do you feel your second life?” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2.2 Linking Physical and Virtual Interface Elements in “Do you feel your second life?” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Ready-to-use Interface Devices: USB Gadgets . . . . . . . . . . . . . . . . . 51 3.2.3.1 Existing USB Gadgets . . . . . . . . . . . . . . . . . . . . . . . . . 51 3.2.3.2 Choices of USB Gadgets for “Do you feel your second life?” . . . . 53 Extending the Avatar Design in Second Life through Visual Modification . 56 Enhanced In-world Communication in Second Life . . . . . . . . . . . . . . . . . . 57 3.3.1 Modalities of Second Life User Communication . . . . . . . . . . . . . . . . 57 3.3.2 Process of Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 3.3.3 Interaction Schema . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 3.2.3 3.2.4 3.3 46 vi 3.4 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 3.4.1 Data Circulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 3.4.2 Processing Online Data to a Local Machine . . . . . . . . . . . . . . . . . . 63 3.4.2.1 Linden Scripting Language Basics and Examples . . . . . . . . . . 63 3.4.2.2 Applied Script in ”Do you feel your second life?” . . . . . . . . . . 65 3.4.3 Processing Data from a Local Machine to the Interface . . . . . . . . . . . . 67 3.4.4 Hardware Schematic Diagram . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 3.5.1 Issues of Virtual Publicity and Physical Privacy . . . . . . . . . . . . . . . . 71 3.5.2 A First User Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 3.5.2.1 Test Environment and Accomplishment . . . . . . . . . . . . . . . 72 3.5.2.2 Test Outcome and Results . . . . . . . . . . . . . . . . . . . . . . 74 Conclusion and Outlook for the Future . . . . . . . . . . . . . . . . . . . . . . . . . . 77 4 Conclusion and Outlook for the Future . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 List of Figures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Apendix A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . x 3.5 Apendix B . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xviii Apendix C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxi vii Abstract Designing multisensory interaction experiences for a 3D online world deals with the vision of a sensual interface for the virtual realm. In the process of developing this sensual interface I am also trying to identify the hype around Second Life, one of many 3D online worlds. I am going to describe aspects of human sensual perception of virtual and physical presence in research and art. However, my primary attention goes to human-to-human communication recreated in 3D online worlds. This analysis leads to an artistic research application called “Do you feel your second life?”. The application is an experimental interface that stimulates the bodily sensations of a user engaged in the 3D online world of Second Life. viii Acknowledgements I would like to address special thanks to my advisor Dr. Christa Sommerer for her advice and support during the work on my thesis and the project development. Particularly I want to thank Dr. Laurent Mignonneau for his support with the implementation and setup process and his thoughts and ideas about the application. I would also like to express my gratitude to Robert Wasinger for his contribution to the physical interface design of the prototype and to the company “Tischlerei Pugl-Pichler” for the final production. Special thanks also go to Hannah PernerWilson for proof-reading and literal interpretations of German citations. For their commitment in discussion on the topic of multisensory interaction and the 3D online world of Second Life, I want to thank all my colleagues and experts who helped and encouraged me. ix Chapter 1 Introduction As a media artist and designer I am frequently engaged in virtual environments and online communication networks. Existing in the virtual world means using visual and audible capabilities to navigate and communicate within the virtual. My mind browses through the virtual environment but my body’s sensations remain untouched. My sensory spectrum is anyway limited by the interface technology I use, namely a screen, keyboard and mouse. The sensation of experiencing another person’s presence is missing in the online world. I am not the only one who feels this way. “Was man mit ‘online’ bezeichnet, ist ein Zustand der virtuellen Präsenz in computervermittelten Kommunikationsräumen.” [Har06] “What one describes as ‘online’, is a state of virtual presence in computer mediated space.” [literal interpretation] Based on Professor of philosophy Richard Schustermann, the body becomes a central medium again as embodiment of reality [Sch96]. Direct involvement, respectively immersion, is the goal of existing virtual environment systems. There are many attempts to involve the body in virtual experiences, both in art and research and development. These are mostly very costly, complex and time-consuming. Three-dimensional view and three-dimensional sound are already well developed and established in many applications but other senses are left unaddressed, preventing the feeling of full immersion. 1 CHAPTER 1. INTRODUCTION 2 The aim of this thesis is to explore how far it is possible to integrate the physical body of the user into the virtual environment of a 3D online world. The outline for this thesis covers the theoretical background for the design of multisensory interaction experiences and a practical research application experimenting with the results of the research. In the first section I introduce and discuss Second Life as an example of a 3D online world. Human-to-human communication is analyzed on the basis of spatial aspects and compared with in-world communication modalities in the 3D online world. Furthermore the thesis will give an overview of human sensual perception in real and virtual environments focusing on olfactory and haptic sensations. I explore artistic projects that recreate sensual perceptions, for example Stahl Stenslies and Kirk Woolfords’ “CyberSM” or Christa Sommerers and Laurent Mignonneaus’ “Mobile Feelings”. Leading over to the second section of the thesis, I introduce in-world art projects in Second Life, art-transferring features of the virtual world in the physical environment and prototypes recreating physical experiences in games or online worlds. The practical research application is an artistic project. It is about a sensual interface called “Do you feel your second life?”. The application experiments with every day technological devices to stimulate sensual perceptions by the user engaged in the virtual environment of Second Life. Human-to-human communication in the 3D online world should be enhanced by the physical excitement of feeling the presence of the conversational partner. The thesis treats the extended interaction and communication processes as well as interface design and implementation. By evaluating user tests I try to get a basic idea in order to answer the question of how far the physical body can be involved in a virtual environment and if this physical engagement helps to create immersion. Chapter 2 Theoretical Background 2.1 2.1.1 An Example of a 3D Online World: Second Life Second Life and Other 3D Online Worlds Second Life is a hype. Second Life is an advertising machinery. Second Life is a virtual community. Second Life is the beginning of a new era of Internet. Second Life is a place to unleash your fantasies. Second Life is boring. Second Life is a new way to spread pornography. Second Life is not a Game. ”Second Life is a 3D online digital world, imagined, created and owned by its residents” [sl]. Second Life is or could be all that. Several other 3D online worlds exist such as“World of Warcraft”, “There.com”, “Entropia Universe” and “Active Worlds“. With “3B” [pag07] the World Wide Web can be transformed into three-dimensional rooms. Despite all these options I chose Second Life as a starting point for my experiment, because of its presence in the media and its promises that it can’t possibly keep. Second Life is a product of Linden Lab first launched in 2001. The user downloads the application from www.secondlife.com [see Figure 2.1] and installs it on her PC. When running the application the first time the user creates her own avatar, her second self. She gives her second self a name and an appearance. The artists Franco and Eva Mattes describe the basic function of an avatar as a puppet that follows the orders of the user. But it is even more: “[. . . ] it becomes the projection of my identity in a public space, the appearance that I wish to have when I emerge 3 CHAPTER 2. THEORETICAL BACKGROUND 4 Figure 2.1: Screenshot: “Your world. Your imagination” [sl] from my private space. It becomes the mask I have constructed to interface with the environment (be it real or virtual) that I inhabit.” [mat] Second Life is free of charge as a basic account. If the user wants to develop her second self further, for example by building a house or a shop on her own land, she has to pay for it – in real money. Second Life rouses a kind of American pioneering spirit. The user is called upon to colonize foreign untaken land, settle down and create something of their own. The Austrian newspaper derStandard [lan07] wrote in July 2007 that the liberty and the void in Second Life are so overwhelming that users immediately start filling of the world. CHAPTER 2. THEORETICAL BACKGROUND 5 The user makes her first steps on a tutorial island, which helps her to get to know the surroundings, the graphical user interface and the features of this virtual world. There are two advantages over real life, avatars can fly without any extra device and they can teleport from any one place to any other place. These features are free of charge, they increase the speed of traveling from one place to the other but still they remain a metaphor for a real life journey. The user soon discovers, that basically all that she can do in Second Life is basically what she already does in her real life. A virtual currency exists, the so-called Linden Dollar. She can walk around, talk to other avatars, go shopping, visit a museum, go to a concert or go gambling. In Second Life she can play games or watch movies, but – as is the problem in real life – where to get money for all these activities? Now she has to work for her second living too. She can start a business, build objects, design clothes and hair, or anything else that other avatars would buy. She can even buy drugs that simulate synthetic and psychoactive intoxication by MDMA by means of animations and sound. But there is also the collaborative aspect of the production process. Every object in Second Life is user-generated content, which establishes a social factor [pag07]. Looking at the downside, Linden Lab charges money from the users which create content for them, outsourcing part of the production to the actual consumers. Linden Lab declares several rules of conduct for the Second Life users. These rules were made to eliminate actions of intolerance, harassment, assault, disclosure, indecency and disturbances [sl]. Breaking these rules leads to suspension from the world. Linden Lab has the sole right to exclude users from the community, though there is no court or user based regulation system. Among themselves the users are anonymous, but Linden Lab still knows about their real life identities, keeping hold of their email addresses and credit card numbers. The avatars are inhabitants of a pre-medial society. Communication is bound to space and limited in reach. Second Life itself does not provide a single channel of communication. Mass media like newspapers are distributed in different places as PDF files. To read them the user needs an external “Adobe Reader”. To reach the masses, the communication refers back to the World Wide Web, blogs and sites. Exaggerating, I would even compare Second Life to the “Global Village”, a term coined by Marshall McLuhan. He evokes the formation of the culture of a primitive village based on orality, dissolving the known structures of knowledge [Bol97]. In the middle of the 1990‘s, during the hype of the World Wide Web, the Internet was praised CHAPTER 2. THEORETICAL BACKGROUND 6 for its geographical independency. For example the theorist Mike Sandbothe favored the loss of a day-night structure and the decontextualisation of space and time [San97]. Now, stepping into the world of Second Life, there again appears day and night and spatial allocation. Avatars occupy virtual space, thus limiting the maximum amount of avatars in one particular space. Even though time is accelerated, it can be interpreted as a step backwards, presenting a new medium with an old structure. Unless otherwise agreed, 3D online worlds are only another way of representation of information, not in from of abstraction as the World Wide Web is, but in form of a real world simulation. Euphoric supporters of Second Life already see it displacing the World Wide Web. However, an analysis by the design magazine “Page” reasons that the visual appearance, the functions, the performance and particularly the usability can not yet match the WWW in searching and finding information [pag07]. In Second Life communication relies on conventions of orality, providing additional channels of information, but the “validity” [OD90] of this information is questionable. To argue in terms of the researcher Brenda Laurel, it does not provide the truthfulness of a text or even a printed book. Second Life’s potential lies more in the emotional experience and concepts such as concerts, events or conferences [pag07]. The use of avatars introduces a level of nonverbal communication to the Internet, rendering emotions and attitudes visible for example through gesture or proximity to one another [pag07]. Distance to one another is perceived differently by communication partners depending on cultural and individual backgrounds. Pheromones and odor play a significant role in communication [Bak06]. If someone approches to close it can feel awkward and intrusive because one can sense the other’s bodily condition. An avatar is only visual and therefore cannot trigger such strong emotions. To sum up this chapter, first the user creates a new identity in a playground that simulates a capitalistic society, a bumpy version of real life, governed and ruled by the company Linden Lab. It focuses on the visual sense with the possibility to chat over a voice channel. It is a closed system – at the moment – challenging the user in using mouse, keyboard and microphone. 2.1.2 Discussion on Second Life Due to the general attitude towards Second Life, I’m often asked: “why are you working with Second Life, it’s so boring.” Maybe that is the reason I started working with precisely this 3D CHAPTER 2. THEORETICAL BACKGROUND 7 online world - to make it less boring. Second Life uses user interface features similar to most MMPORG’s (Massive Multiplayer Online Role Playing Games), but it misses a concrete game logic and a storyline. The cultural historian Johan Huizinga [Hui81] describes a game as being outside of normal life, separated from space and time. Second Life is not completely outside of normal life, as it bounds itself to real life with the use of money. Second Life also misses a conflict that could provide a context for interaction or rules that would enable only certain actions and give meaning [Juu05]. There is no winning or loosing. If the user is expecting a game it is quite obvious she will feel lost the first time she enters this world. As per the game designer Eugene Jarvis, games are about their limitations [Poo00]. In my opinion Second Life aims at expanding limitations. Second Life is not a game, but it still needs to be played. “Die Spieltätigkeit befreit das Leben des Kindes aus der blinden Zweckmäßigkeit des Instinkts und schafft eine Welt, in der das Kind herrscht und sich selbst wiederfindet.” [Hui81] In my opinion the Second Life slogan “[. . . ]a world, imagined created and owned by its residents” paraphrases this description by Huizinga, of the playing child as an escape from expedience to a world where it rules and rediscovers itself. Thus I am trying to conclude the phenomenon Second Life with the help of game worlds. In total the world is inhabited by about 6,67 billion residents. Second Life claims to have about 9 million residents in total, but momentarily there are only about 25 thousand online, that means present in-world1 . This makes the virtual world look very empty. I was wandering around in Second Life, but I meet hardly anybody, except for at the sandbox areas, the places for fooling around and building own objects. So maybe this is the most interesting activity in this world: creating what one can’t have in real life, for example wings, palaces or cars that look like a hamburger. There could be so much potential in a virtual world if it just wouldn’t try to copy the existing real world, but instead create a potential other one. Flying and teleporting alone won’t make the second life so much more interesting than the first one. Huizinga describes the game world as taking place within the real world, separated by a magic 1 The terms “in-world” and “out-of-world” are used to refer to Second Life and the real world. CHAPTER 2. THEORETICAL BACKGROUND 8 circle. This magic circle is clearly defined in video games by the screen, keyboard and mouse. In analogue games this border is not so sharply defined [Juu05]. Assuming that this magic circle not only exists in games but generally for virtual worlds, will the boundaries of it break if the user receives sensual feedback from the world? The user will be reminded of her presence in reality, thus creating a connection between the spaces in both worlds. Describing a virtual environment, the artist and theorist Roy Ascott said: “In cyberspace everyone is an author, which means that no one is an author [. . . ].” [Gra01]. The author is a modern concept that needs an existing society of individuals [Bar05]. One could also say that in Second Life everyone can be an author, but the reverse can’t be true. Even though Second Life is propagated as a place of free imagination, it is ruled by one company reigning the system on the basis of money and capitalism. Some users give away their products for free or let others use their land, but still there is a market and the goods reference their individual authors. “Get a First Life: A One Page Satire of Second Life” [fl] is an online parody [see Figure 2.2] of the actual Second Life site [see Figure 2.1]. It plays with the name and the promises Second Life makes: “First Life is a 3D analogue world where server lag does not exist” [fl]. The site poses the questions: “Are five senses enough?” [fl], “What’s this body thing, and what do I do with the dangling bits?” [fl]. I was thinking of these questions. Second Life itself only addresses two of the five human senses. For me it was clear, this couldn’t be enough for a second life. “Your world. Your imagination” [sl] is Second Life’s slogan. My question is: To really enter this world, don’t you have to be able take your body with you? Another ironic comment on Second Life was recently posted on “YouTube” [you], an online video broadcasting system. Real people were running around in their office behaving like avatars, bouncing against walls, dancing in the middle of nowhere repeating the same moves over and over again, making typing movements while talking to each other or just standing around with loose arms and head, the waiting position of an avatar while the user is idle. Clearly thought of as a joke, it shows the limitations of Second Life’s concept. Looking at the world as a simulation of reality, it can’t keep up with it since human behavior is far more complex then the avatars could possibly be at this moment in time. CHAPTER 2. THEORETICAL BACKGROUND 9 Figure 2.2: Screenshot: “Get a First Life: A One Page Satire of Second Life” [fl] 2.2 2.2.1 Communicational Aspects of Space Human-to-Human Communication What does it mean to communicate with a foreigner, with an acquaintance or with a friend? Communication happens both verbally and non-verbally. Voice and language determine verbal communication. Nonverbal communication merges facial expression, gesture, posture, eye glance behavior, acoustic signals, physical contact and spatial behavior [Arg79]. These factors are linked with the physical and psychological perceptual capacity of the communicators. This chapter focusses on the spatial behavior and on the physical contact as the social psychologist Michael CHAPTER 2. THEORETICAL BACKGROUND 10 Argyle describes them. The distance in-between the communicating parties affects their communication and their behavioral patterns. Spatial behavior includes proximity, orientation and the level in space, as well as movement and territorial allocation [Arg79]. These characteristics imply the grade of familiarity and predominance between the communicating parties, their status and their roles. Argyle prescribes four “zones of proximity” between communicators, the intimate zone, the individual or private zone, the social-advisory zone and the public zone. These zones differ culturally and individually. The following example was researched in North-America in the 1950s. Intimate proximity happens at a distance of at most 0.5m, where physical contact is possible. Each can smell the other and feel her warmth. Because of the closeness, both only see details of the other and whispering is understood. The private zone is measured between 0.5 to 1.20m. Within this close relation it is possible to touch each other and have a better view of the other, but it is no longer possible to smell the others breath. Between 2.5 and 3.5m, the social-advisory zone, impersonal relations are expressed which demand a loud voice for verbal communication. The public zone exceeds 3.5m and includes for example speeches or lectures. [Arg79] The level of space is indicated by posture or for example standing up or sitting down. However more important is the orientation of the bodies of the communicators to each other. Proximity, level and orientation towards one another are signs for intimacy, a grade of sympathy or respect. Approaching somebody, communicates the desire for interaction and communication. [Arg79] Argyle qualifies a move towards somebody as social activity. Correlating with the four zones of proximity he specifies different territorial allocations. Breaking the boundaries of a territory and coming too close would cause disruption. A group of two or more people arrange a temporally limited territory by means of conversation, spatial arrangement or a low voice. Also public areas, which are generally used by the same group, form a territory, for example a regulars’ table. Territories used and controlled in privacy are for example a house, a car or even a table in a restaurant. The most individual territory is the proximate space around ones body. Moving close or even breaking into this individual space causes emotional excitement measured by electrical resistance of the skin. Just like the zones of proximity these analysis are affected by culture and the personal preferences. The most intimate form of nonverbal social communication is at the same time the most CHAPTER 2. THEORETICAL BACKGROUND 11 natural one, physical contact. It is perceptible trough force, warmth, coldness or pain. The skin answers with color, taste, odor and temperature. Physical contact enhances the grade of intimacy in a conversation, it intensifies the emotional excitement and works as a signal for interaction. For example a handshake is a sign for greeting and parting. The character of each physical contact is framed by age, gender, social relation and the cultural background. Therefore a touch can be interpreted differently and probably cause incomprehension in cross-cultural communication. [Arg79] 2.2.2 In-world Communication in the 3D Online World Second Life users build an online social network. Therefor the communication between the users is an important aspect of the in-world design. In-world communication combines features of real life communication and online communication, for example adapting chat-rooms them to the 3D environment. The communication channels consist of text-message, voice-chat and gestures. Figure 2.3: Screenshot: Chat-window in Second Life Text-messages work on the principle of chat-rooms. The user types the text with a keyboard in a command line. The text that has been sent is displayed above and provides the names of CHAPTER 2. THEORETICAL BACKGROUND 12 the chatting avatars [see Figure 2.3]. In an extra window the history of the chat can be reread. Text-messages vary in different modes, the user can choose between “Talk‘”, “Whisper”, “Shout”, “Instant-Messages” and “Region-Messages“2 to send messages to other users. “Whisper” can be read within the radius of 10 meters, “Talk” within 20 meters and “Shout” within 100 meters. A “Region- Message” can be read in the whole region. These messages are public and readable by any avatar present within these distances. The radius is centered on the avatar writing the particular message. An “Instant-Message” is private and only readable by the addressed user. Additional to textual and vocal communication, Second Life offers different gestures which animate the avatars. The user can initiate these animated gestures either through textual request in the command line or in an extra menu. The avatar then acts out the chosen gesture while continuing the conversation. Ready-made gestures for example are waving or laughing. To go beyond the ready-made selection of gestures the user can animate gestures of her own or buy gestures at different marketplaces. In August 2007 Linden Lab released the first version of “SL Voice”, the in-world voice-chat function, which is based on real life communication. “SL Voice” offers a “proximity-based” 3D sound-scape [Lin07] that is calculated from spatial awareness, distance, direction and rotation of the sound source and the position and the direction of view of the listening avatar. To guarantee 3D sound, an additional headset is required. Voice-chat is possible in the whole online world, whereas landowners have the right to disable the function on their property. The user can turn it on and off deliberately as well. To support “SL Voice”, avatars are marked with visual icons. Similar to the textual-message, users can freely start talking to any other user. They can start a group conversation or talk in private to one another. To improve the natural impression of speaking, Second Life provides a set of ready-made “speech gestures” [Lin07], these gestures are automatically executed by the avatar, depending on the intensity of the users voice. But again the user is free to turn this feature on and off. 2 The virtual territory of Second Life is sectioned into regions. Each one measures 256x256m (65536 square meters). CHAPTER 2. THEORETICAL BACKGROUND 2.2.3 13 Shortcomings in Human-to-Human Communication in the 3D Online World Kant defines space as a “Möglichkeit des Beisammenseins”, a Possibility of togetherness, as cited by the sociologist Georg Simmel [Sim08]. Space becomes socially significant only through the interaction of inhabitants [Sim08]. For the individual user therefore, Second Life is about communication, communicating with others and communicating oneself to a public, presenting a self. It’s about taking part. As mentioned in chapter 2.2.1 communication is bound to verbal and nonverbal aspects. Second Life borrows from these aspects and transforms them into a technologically feasible and online compatible communication solution. The basis for communication, in-world or human-to-human, is language or simply the use of words. Second Life breaks communication down into two functions, text-messages and voicechat. But whereas human-to-human communication is rich with nonverbal aspects, in-world communication is comparably poor. As Linden Lab has recognized, 3D worlds offer possibilities for online nonverbal communication. Summing up, the nonverbal aspects are facial expression, gesture, posture, eye glance behavior, acoustic signals, physical contact and spatial behavior. Up until now facial expressions were completely left out of in-world expression. To cope with this problem, users started adding “emoticons” to their chats to express their moods. For example, a “:-)” stands for a smile. This technique is popular in all online chat-rooms. Eye glance behavior is not implemented. Even though the orientation of the avatar shows the principle direction of view, it is not possible to tell exactly where the user is looking. Another impossible aspect is physical contact, which can’t be simulated with established interfaces, like screen, keyboard or mouse. Still, various forms of gesture, posture, acoustic signals and spatial behavior can be found in in-world communication. Sets of gestures are integrated in Second Life, the user is free to use them on demand or automatically included them in the “SL Voice” feature. Even though gestures can be animated and uploaded in-world, the variety is rather small compared to real life gestures and for the user, choosing a gesture, always interrupts the communicational flow. The posture of avatars is fixed by their creation, it differs mainly by the modes of locomotion, flying, walking, standing and sitting and varies with the use of different gestures. Acoustic signals are rather new in Second CHAPTER 2. THEORETICAL BACKGROUND 14 Life. Text-messages only allow to distinguish between talking, whispering or shouting. Voice-chat also makes it possible to modulate one’s voice similar to human-to-human communication. The quality of sound is bound to computer hardware, the microphone and speakers, thus “SL Voice” has a different overall quality for each user. In my opinion the biggest advantage of a 3D world over online chat-rooms is spatial behavior. One avatar can approach another similar to human-to-human communication, which indicates that she wishes to start a conversation. To finish a chat an avatar can walk away from the other, indicating that she is no longer interested. Territorial allocations are represented through ownership of land or objects, but individual space or zones of proximity do not have the same significance as in the real world. Stimulation of emotional excitement through social discrepancies or different sensual experiences is missing. There is a discrepancy between in-world and human-to-human communication, not only in representation of communicational activity but also in the environment. The user sits in her private environment, her office, living room etc, but acts in a public virtual environment. She controls the avatar, a representation of herself, in the virtual world, which is disconnected from the real world. This spatial distance eliminates excitement, friction, attraction and repulsion, which are induced by sensual proximity [Sim08]. “In das Subjekt hineinwirkend, löst der Sinnes Eindruck eines Menschen Gefühle von Lust und Unlust in uns aus, von eigener Gesteigertheit oder Herabgesetztheit, von Erregung oder Beruhigung durch seinen Anblick oder den Ton seiner Stimme, durch seine bloße sinnliche Gegenwart in demselben Raum.” [Sim08] “The sensation of a person triggers feelings of delight or dullness in us, of increase or decrease of our own feeling, through the excitement or calmness in his appearance or tone of voice, solely through his presence in the same room” [literal interpretation] Within human-to-human communication nonverbal aspects are mostly unconscious. The counterpart can tell that something is wrong or when the other person is lying if the nonverbal part is not coherent with the subject matter. In-world the user can add nonverbal aspects deliberately and thus manipulate the conversation. CHAPTER 2. THEORETICAL BACKGROUND 15 To sum it up, in-world communication is minor to human-to-human communication comparing verbal and nonverbal aspects of both worlds. There is one feature that has not been discussed yet. It could be both a benefit and a disadvantage, depending on the different situations. The user always has the possibility to remove herself from any communication. Ears are impelled to hear any sound in the surrounding, unlike eyes that can be shut. Within the online world the user can symbolically shut her ears by turning the voice-chat off, or simply leaving a discussion within seconds with the help of teleportation. 2.3 2.3.1 Bodily Sensations in Real and Virtual Environments Primary Senses A healthy person gathers about 80% of the information about her surroundings via vision. Therefore common user interfaces deal mainly with vision and also hearing. Computer and TV Screens or HMD’s, head-mounted-displays, address the visual sense. Classical art, painting, sculpture, photography and video focus on the visual channel of the beholder. Sound systems, speakers, headphones and music and speech in general address solely the auditory sense. With technology it is possible to create believable sound environments that stimulate hearing almost perfectly. The other senses, touch, olfaction and taste primarily cause emotions that make them more effective than vision. But stimulation of these senses is disproportionately catchier. [BK05] Vision and hearing are called primary senses or distance-senses. They require a distance between the subject and the object to guarantee full cognition of the object. Common patterns of cognition insure similar perceptions by different people of the same object. For this reason vision and hearing demanded the qualities of objectivity and cognitive faculty until now. Philosophy treats vision as panoramic, spontaneous and individual. Vision is active and selective as it allows for looking away and closing the eyes, thus the object represents no danger for the viewing subject. On the contrary the hearing subject is committed to and affected by any sound. The auditory sense is passive, insistent, directional and of temporal nature. Hearing can’t be turned off, but on the other hand it is temporal and based on incidents. [Dia05] Research on visual and auditory interaction systems are advanced and well developed in science and art. Several HCI (Human-Computer-Interaction) and CHI (Computer-Human-Interaction) CHAPTER 2. THEORETICAL BACKGROUND 16 conferences present the newest developments and progressions every year, for example CHI2008 [chi] presents topics on art and science and NIME [nim] focuses on sound and music. 2.3.2 Secondary Senses For the mind and the soul the body is a hindrance. The old Greeks and Christianity alike shared this consideration. As per Shustermann, Nietzsche was one of the first to declare the body as the origin of all values and the soul as an illusion [Sch96]. Philosophy and art comparably treated the senses of touch, olfaction and degustation as secondary senses all through out history. Taking a closer look, what made these senses secondary to vision and the sense of hearing? Madalina Diaconu, editor at the University of Applied Arts Vienna, studied the aesthetics and the reputation of the so-called secondary senses in “Tasten, Riechen, Schmecken” [Dia05]. As per Diaconu, touch, olfaction and degustation were denunciated by philosophers and artists for their proximity to the object. Their sensitivity only evolves if object and subject get close to each other. As for the so-called primary senses, it is possible to see at a distance and to hear distant sounds, thus they seemed more objective and therefore more worthy for art (see 2.3.1). History describes the secondary senses as “subjective, energetic, compulsive, asocial, narcissistic” and “hedonistic” [Dia05]. The subject becomes personally engaged with the object. The subject consumes the object, inhales it and devors it. Without visual or linguistic help it would hardly be possible to recognize the touched object or the smelled aroma. Technical reproduction of odors at first seemed impossible. As contemporary art challenges the user more and more to participate and interact with the art piece, artists recover these senses for their use. Art becomes democratic [Dia05] and centers on the body of the user. Technology develops further and makes stimulation of touch and smell possible. The border between technology, art and every day life becomes permeable [Dia05]. A change in the way of thinking also happened in philosophy. Phenomenological Philosophers such as Edmund Husserl, Maurice Merlot Ponty and Paul Virilio share the concept of the human as a “terrestrial being”, who experiences the environment through its corporality and a so called “primary relation” [Bak06]. The researchers Joke Brouwer and Arjen Mulder even claim that no act is only rational, meaning that no decision is made without relying on feelings or intuition [BM05]. CHAPTER 2. THEORETICAL BACKGROUND 2.3.2.1 17 Sense of Touch Skin is the largest human organ, measuring about two square meters in size. It is an interface itself that regulates the processes occurring inside and outside the body [Fra05]. Every part of the skin is part of the haptic sensory system. The sense of touch is two-folded, comprising tactile sensations and kinaesthesia [BK05]. Tactile sensations are perceived by the skin, communicating pressure, temperature and vibration. Permanent or heavy stimulus can be perceived as pain. Kinaesthesia specifies the position of the limbs and joints, registering for example muscles movement [BK05]. These cutaneous sensations and the capability to sense the position of the limbs [RDLT06] are responsible for the movement of the limbs, the feeling for space, spatial borders and interrelation. This sense of touch is affective and very intimate due to its proximity to the body. It is both active and passive. On one hand a person can actively touch an object and feel its surface texture or stroke from A to B. On the other hand she can passively perceive touch to her skin or changes in the coordination of her limbs or joints. The researcher Gabriel Robles-De-La-Torre attributes these sensations to be of critical importance “for fast and accurate interaction with our environment” [RDLT06]. This interaction happens effortlessly and without conscious awareness [RDLT06]. Even though touch can be perceived all over the body, the most sensitive parts are the fingertips, lips and tongue. Hands are the body part most often used for social and human-machine interaction, for example to establish contact, to grasp and for fine or gross motor manipulation. 2.3.2.2 Haptic Interfaces Robles-De-La-Torre defines haptic interfaces as stimulation of “cutaneous and kinesthetic channels through force feedback” [RDLT06]. Objects involved in interaction “return forces that follow the physics of interaction” [RDLT06], which is called force feedback. In this context haptic means “the ability to experience through active exploration” [RDLT06]. Haptic input and output devices are classified as active or passive devices according to their force feedback capabilities according to Doug A. Bowman, Professor of Computer Science. Common keyboards and mice provide passive haptic feedback [BK05]. The user approves her input CHAPTER 2. THEORETICAL BACKGROUND 18 by pushing keys and buttons addressing kinaesthetic sensations. The actual shape of the mouse and keyboard constrain her hands to a certain position and she feels the surface texture with the tactile sensors on her fingertips. Selected examples of active devices are: gesture detection: A camera tracks the movements and gestures of the user. Therefore the user does not need to wear or handle any extra devices [BK05]. The media artist Myron Krueger used this technique in 1975 in his installation “Videoplace”. A camera tracked the gestures of two people in different rooms and projected their silhouettes on a projection screen creating a virtual “common room” where the two could communicate. [vid] the stylus: This device developed from the idea of the pen. It is used to operate any touch screen or graph tablet. The magic wand: This input device uses a magic wand metaphor in its design and magnetic tracking for gesture recognition. Acceleration and angular velocity are registered through built-in sensors and converted into signals accordingly. [et 04] the spacemouse or spaceball: This input device consists of one track-ball and several additional buttons. It is about the size of a common mouse and is operated with one hand. The track-ball detects translations and rotations triggered by the user and can record fine movements. [BK05] the dataglove: Is both an input and an output device. It’s shaped like a common glove and is able to track the individual movement of each finger. The user wears the dataglove on one hand which she can translate and rotate and bend her fingers for navigation and command. Outputs are force feedback and tactile sensation to the fingertips. [BK05] the PHANTOM: This haptic interface is an input and output desktop device in the shape of a robot arm. It uses the tip of the index finger to track motion and to communicate force feedback. The PHANTOM simulates interaction with solid physical objects “presenting convincing sensations of contact, constrained motion, surface compliance, surface friction, texture and other mechanical attributes of virtual objects.” [MS94] CHAPTER 2. THEORETICAL BACKGROUND 19 Haptic interfaces are frequently employed in teleoperation systems. These systems enable the user to control remote robotics. The user relies on precise force feedback to evaluate her operations. The field of application includes flight simulators as well as applications in endoscopical surgery. Especially the latter requires not only force feedback but also information on the surface texture claims psychologist Rainer Zwisler. [Zwi98] A crucial issue in designing haptic interfaces is to combine continuous navigation in 3D space and discrete commands, for example “select”, “delete” or “create” in one device. Other issues concern mapping, latency, ergonomics, left- or right-handedness, customizability, adjustability and hygiene. The dataglove for example needs to be calibrated according to the size of the hand. A left-handed user has difficulties wearing a dataglove produced for the right hand. The weight of the glove and wires conducting the interface with the computer interfere with the manageability of the device. Hygiene is an important issue in pubic exhibitions and the interface needs to be cleaned repeatedly. [BK05] Active force feedback devices are already common in the game industry, for example joysticks and wheel interfaces provide vibrations on several internal game events. EyeToy [eye] for example, an add-on for the PlayStation 2 by Sony, uses kinaesthetic sensation as input by detecting the user’s gestures via a USB camera and translating it into a move inside the game. With the Wii TM [wii] console, by Nintendo, videogame and paddle producer, is momentarily the leading provider for bodily integration in the game world. The Wii TM includes a wireless motionsensitive controller that is controlled by the movement of one or both arms. This console was first presented in 2007. “However, when using an interface to interact with a real or virtual environment, users must control their body and also figure out how their actions change the state of the environment they access through the interface. Users must also figure out how changes in the environment will affect their actions in the future.” [RDLT06] According to this statement by Robles-De-La-Torre, he sees the main goal in researching the sense of touch in finding out what kind of tasks are significant and the degree of fidelity that is needed for a user to handle interfaces. CHAPTER 2. THEORETICAL BACKGROUND 2.3.2.3 20 Olfactory Senses Smelling as well as breathing we can’t stop for long. We are committed to breathing permanently and steadily. Smell is the most intimate sense. Breathing constantly feeds us with information about our surroundings. The act of breathing totally absorbs the smelled object. Diaconu describes four different ways of perceiving odors [Dia05]. On a biological level, humans experience the odor of rotten food similar to life-threatening situations. The archetypical level takes account for the connotation of the aroma of flowers with women for example. Culturally and individually the perception of odors differs widely. In European culture there is the trend to a “De-odorizing” [Dia05] of the public. Strong odors are mainly for private ambience. In Japan scent became significant through so called “horloges parfum‘” [Dia05]. These clocks release different scents after a certain time has passed. Geishas used them to measure the time spent with a customer during the 19th century. Even though scent spread, the perfume clock was still only used in private as a discreet signal. In public this system would probably have failed because of the competition with surrounding scents. Diaconu describes the sense of smell as bi-directional. On one hand humans actively smell scents describing them as convenient or uncomfortable. On the other hand our bodies passively smell themselves. In the course of “De-odorizing‘” deodorants or perfumes are used to eliminate our own natural scents and “aesthetically correct” [Dia05] them with synthetic odors. Even though the human nose smells all day and builds up a kind of “smellscape” [Dia05] in which we move, it is impossible to find our way by depending only on our sense of smell. Though it is possible to detect hidden objects without seeing them first, for example a hidden cup of coffee. The Psychology Professor Peter Egon Köster describes the awareness of olfaction as an exception. A person does not orientate or move depending on scent but it influences her performance and mood. [K0̈5] “In short, they [touch, kinaesthesia, taste and olfaction] tend to make us feel at home in our world.” [K0̈5] Scent is very strongly centered on the subject who smells something, whereas vision and hearing are object centered senses [Dia05]. The olfactory memory is long-term and episodic [K0̈5]. Scent CHAPTER 2. THEORETICAL BACKGROUND 21 intensifies commemoration and recognition [Dia05], the smelling person is sent back in time to the moment when the memory took place and at the same time she is aware of this retrospective. The olfactory memory is long-term and episodic [K0̈5]. 2.3.2.4 Olfactory Interfaces Unlike vision the nose is rather poor at discriminating the intensity of an odor or identifying it[K0̈5]. In the 20th century artists started to experiment with scent as an aesthetic component in their work. When it became technically feasible the first cinemas tried to attract their audience with smellable movies, which was a complete commercial failure. In the 1960’s, techniques were invented to trigger odors analogue to sound and vision, but it was hard to synchronize specific scents with events in the movie, as audio-visual information reaches the audience immediately and olfactory information needs time to spread within the space of the cinema. Unfortunately, the solution to change from one odor to another or even to remove it again was unsatisfactory. In 1981 John Waters used scratch’n’sniff cards for his movie Polyester. These cards effused several odors when scratching them. The audience was instructed to do so during various scenes [Pat06]. I suppose this action would have ripped the audience out of their experience. At the end of the 1990’s several companies started experimenting with scent to enhance music, games or browsing the Internet. Digital scent technology [dig] promises to create a more immersive and captivating environment. DigiSents Corp. developed iSmell, a personal scent synthesizer for the PC in 1999. Digitally produced scents made it possible for example to smell an ocean breeze while browsing a site about beach holidays. iSmell was intended as a software standard but failed as the hardware didn’t meet its demands [Kay04]. The company TriSenx developed a similar technology called the Scent Dome TM. The spectrum of the Scent DomeTM reaches from applications for online promotion to enhancing job training or engaging in music and games [tri]. The device itself “consists of a circular cartridge containing separate chambers of chemical scents” [Pat06] which can be combined to achieve various smells that are dispersed by a fan. Analyzing these devices the researcher Marc W.D. Paterson found several levels of olfactory symbolism, including common cultural associations, learned synaesthetic associations and purely arbitrary olfactory codes for creating a multi-sensory CHAPTER 2. THEORETICAL BACKGROUND 22 experience [Pat06]. The researcher Joseph Kaye [Kay04] sees the problem in the perception of smell in the fact that human language has no abstract higher-level categories for scents, but the scents themselves. Furthermore, categories like floral are not clearly defined. Smells don’t have names of their own. Smells are normally labeled after the object that emits the smell. Thus the use of scents in humancomputer-interaction would require a dissociation of odor and referent to be accepted. Kaye sees potential in olfactory displays for “slow-moving, medium-duration information or information for which an aggregate representation is slow changing” [Kay04]. Research in the field of scent enhanced human-computer interfaces goes more and more in the direction of ambient media which means media that is not always the focus of the user’s attention. As odors can be smelled almost immediately, the challenge still lies in how to change from one odor to another or to dissolve them [Pat06]. “As an element of the human-computer interface, then, smell and other ambient media can extend the way that information is displayed to the user, and explore that area between focused attention and peripheral awareness.” [Pat06] “The capabilities of Scent in a messaging application” researched by Adam Bodner et al. presented their results at the international conference on Multimodal interfaces ICMI [acm] in 2004. They identified three criteria of notification systems depending on user goals and design as interruption, reaction and comprehension. During the experiment it was shown that delivering notifications by olfactory means is less effective compared to auditory and visual, but is less disruptive. Evaluating user tests, they concluded that with training and habituation the usability of olfactory notification systems would increase. [CN04] Still, the researcher Marc W.D. Paterson [Pat06] sees several problems concerning the use of scent as ambient media. Bad smells for example could be considered an “invasion” on private space since the spread of odor can hardly be controlled. Smells are hard to remove and can reach away from the desktop to other areas, disturbing an uninvolved third party. Smell can also invoke unintended emotions or memories with its individual emotional impact. At present, technology is sufficiently developed to create smell interfaces for different purposes, but the cultural attitude still has to change for them to succeed. [Pat06] CHAPTER 2. THEORETICAL BACKGROUND 2.4 23 Artistic Explorations of Bodily Sensations 2.4.1 2.4.1.1 The Idea of Sensual Stimulation and Bodily Interaction From Passive Beholder to Active User In classical art the gesture of touching is mainly forbidden. Art pieces in museums are protected from the visitor’s touch. The gesture of touch consumes the touched object. Touch dissolves the distance between the touching subject and the touched object. The intellectual distance seems to vanish. Touch makes the subject vulnerable and the object breakable. Allowing the viewer to touch an object makes it possible for her not only to experience the resulting piece of art but also to feel empathy with the artist. Interactive art pieces try to overcome this gap between not being allowed to touch and wanting to in order to better understand what the art piece is about. Interactivity urges the visitor to touch the object, whose significance would otherwise remain hidden. “Interactive art is by definition, through its interactivity, non-autonomous. Interactivity works on the network model and exchanges information, energy and/or matter - an interaction characteristic of open systems. Interactive art is art whose autonomy must be disturbed by the visitor for it to be art at all. An interactive work of art is a system that seeks to become a network [. . . ].” [BM05] The communication theorist Marshall McLuhan [McL68] traces back the fact, that visual perception creates a passive consumer, to alphabetization, when the eye learned to focus on a singular point, the letter, instead of regarding the whole object. He presumed that the non-alphabetized would want to take part [McL68]. The Alphabet abstracts vision from sound, thus breaking the empathic participation, wasting away the sense of touch [McL68]. McLuhan predicted a turn in society from a linear and mechanic to an electronic and organic culture. Following this turn would come a change in language and thinking. Individualism would be outrun by the collective whole [McL68]. Gerfried Stocker, Board of directors Ars Electronica, believes this stance on mass media will become true. But with the advance of web2.0 and web3D individualization becomes mainstream and in public the masses practice self-promotion. [SS07] CHAPTER 2. THEORETICAL BACKGROUND 24 David Bolter [Bol96], Professor for Literature, Communications and Culture, signifies a disembodiment through technology. For example the use of email rids the user of her voice and denies her gender and ethnicity. He advances the idea of an embodied knowledge, visualized in cyberspace, thus replacing alphabetic texts. [Bol96] Interactive art and modern art is trying to further the process to an all-inclusive and organic cultural being. As every medium has its advantages and restrictions, it enhances and restricts different perceptions or senses [Sch96]. Chris Crawford [Cra03], a game developer, describes the impact of the computer as changing our culture by changing the way we think. This happens as a result of use. A Chinese myth goes: “Wenn einer Maschinen benutzt, so betreibt er alle seine Geschäfte maschinenmäßig; wer seine Geschäfte maschinenmäßig betreibt, der bekommt ein Maschinenherz.” [McL68] “If somebody employs machines, all of her affairs will be machine driven. She who conducts her affairs mechanically will acquire a mechanical heart.” [literal interpretation] Hence, behavior and opinions change, leading not only to a gain in new values but also to a cutback on old ones. Social and cultural processes will be revised through the use of technology [Har06]. 2.4.1.2 An Overview of Concepts on Immersion of the Body in the Virtual “VR-Technologie erlaubt eine Überschreitung der Grenzen zwischen männlich/weiblich, Mensch/Maschine, Zeit/Raum. Das Selbst siedelt sich jenseits der Haut an. Das ist kein Prozess des Abkoppelns oder der Abspaltung, sondern der Verlagerung der Aufmerksamkeit.”[Kun] “VR-Technology allows for a transgression of the boarders between male/female, human/machine, time/space. The self is located beyond the skin. This is not a process of disconnection or separation, but of the shifting of attention.” [literal interpretation] Looking up “virtual” in the dictionary, one finds something along the lines of the virtual being apparent, that there is the possibility that it exists [vir95]. Thus, a virtual reality must be a reality that possibly exists parallel to other realities. According to professor Oliver Grau [Gra01] virtual CHAPTER 2. THEORETICAL BACKGROUND 25 reality is a paradox, a space of the possible and the impossible, but definitely no simulation. In my opinion this assumption of virtual reality can be compared to the description of play, as per Huizinga, “Ausdruck einer Vorstellung von Leben” [Hui81] — an expression of a conception of life. But does this virtual reality feel real? What is commonly understood as reality? Fictional novels envision the possibility of diving into cyberspace, the whole body and mind believing to be in a digital realm. The most famous authors are William Gibson [Gib86], who first coined the term cyberspace, and Neal Stephenson [Ste93]. “Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts. . . A graphic representation of data abstracted from the banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding. . . ” [Gib86] Professor for Literature Thomas G. Pavel accredits no truth-value to any fictional statement. It would be neither true nor false in a non-metaphorical sense [Pav86]. In this case the readership of Gibson treated his fictional and maybe sarcastic story as a utopia worth achieving. In the 1980s this vision of cyberspace and virtual reality also caused a boom in technological research. The promises that it would soon be possible to fully immerse oneself in virtual reality haven’t come true yet. But technology continues to develop. The artist Eduardo Kac describes virtual realities as advancing human activity in synthetic environments, based on visual, acoustic and haptic feedback. Building on the media theorist Lev Manovich, virtual reality derives from the tradition of simulation. He compares virtual reality systems to cinema. Where as cinema anesthetises the body, in virtual environments the body should be able to move around. He counters that the body has been paradoxically imprisoned by the technology needed to create the virtual reality system. [Man96] “Virtual Reality bündelt tradierte Medien zu einem polysensuell erfahrbaren Synthesemedium” [Gra01] According to Grau, virtual reality is a synthesized medium perceptible with many senses. Presenceresearch is searching for the utmost profound impression of being in the picture, for the allembracing delusion of the user [Gra01]. Within the presence-research intimate interfaces achieve CHAPTER 2. THEORETICAL BACKGROUND 26 a suggestive presence, “suggestive Anwesenheit” [Gra01], in the virtual environment. He describes that already by the end of the 19th century attempts had been made to create sensually enhanced simulations. Panoramas were built supported by sound-, wind- and smoke effects to increase the illusion of authenticity. The visitor should physically enter into a world of images experienced in a circular perspective, which quasi takes her to a distant place [Fra05]. But the Panorama was not to be touched, hence not to interact, only to stand inside and be viewed. In the early 20th century Làslò Moholy-Nagy called for a Theatre of Totality, “Theater der Totalität”: “Es mußendlich eine Aktivität entstehen, welche die Masse nicht stumm zuschauen läßt, sie nicht nur im Inneren erregt, sondern sie zugreifen, mittun und auf der höchsten Stufe einer erlösenden Ekstase mit der Aktion der Bühne zusammenfließen läßt.” [Gra01] “Finally an activity must emerge, that does not allow for the masses to watch in silence, that does not just excite them within, but allows for them to seize, take part and on the highest level of a redeeming ecstasy flows together with the action on stage.” [literal interpretation] Even though Moholy-Nagy wasn’t thinking of technology enhanced virtual environments but of theatrical performances, the desire was there to release the spectator from passivity. Morton L. Heilig had a similar vision for the “cinema of the future”, which should create an illusionary experience for all senses, including touch, smell and taste. In the 1960s he finally built the “Sensorama” a machine simulating a motorbike ride using vision, sound, touch and smell. Commercially it wasn’t a success, neither did the attempts to enhance cinema with vibration effects, such as The Tingler from 1959, or with scent effects, such as Polyester from 1981 enthuse the audience. In cinema the world is projected at the spectator, but in a virtual world the user should be projected into the world [Poo00]. Furthermore Grau specifies the attempt to increase the illusion in virtual environments through assimilation of avatar and user, higher picture resolutions, intensifying interactivity by using intuitive interfaces coupled with natural experiences and emotional involvement. He concludes a tendency to render the medium invisible. [Gra01] Telepresence virtually erodes the impact of distance but transforms the classical space perception [Gra01]. According to Grau it means experiencing three different spaces. The real place CHAPTER 2. THEORETICAL BACKGROUND 27 that the user is in, the virtual space and the remote real space where another user might be. Terms like artificiality or naturalness are concepts of reflection. Following Grau this means they name perspectives and relations [Gra01]. He concludes the definition of reality to be a product of observation [Gra01]. “Für mich schafft die Telepräsenz-Kunst einen unikalen Kontext, in dem die Teilnehmer dazu aufgefordert werden, erfundene fremde Welten aus Perspektiven und Maßstäben zu erleben, die nicht den menschlichen entsprechen.”[Kac93b] “In my opinion telepresence art creates a unique context in which participants are invited to experience imaginary worlds from perspectives and benchmarks that do not correspond with those of mankind.” [literal interpretation] For Eduardo Kac [Kac93b] telepresence art means questioning unidirectional communication, as are classical art and mass media and to aesthetically phrase the cultural change deriving from the real-time exchange of data, which is individual and bidirectional. Media and reality seemingly merge into each other. The direct experience turns into a moderated experience. Physical distance is no longer an obstacle for physical experience [Kac93b]. Two or more users are put in relation to one another, the intensity of their connection and at the same time the unbridgeable spatial gap between them account for the fascination of telecommunication projects. [Dan05] 2.4.2 Art Recreating Sensual Perceptions In many interactive art pieces the borders of the body are extended beyond the skin into a virtual body. In the following I will have a closer look at different art projects dealing with this topic. Desire for immortality and perfection constitutes itself, as per the art theorist and critic Florian Rötzer [R9̈6], in technical utopia. In the middle of the 1990s the body became the center of interest. Artists like Stelarc [stea] saw the body as an object that could be designed and shaped, technology should become a body part. The fleetingness of the body made it powerless. The media artist Jeffrey Shaw [Sha96] detects a conflict in the body as basis for both its living and its mortality. For him the visualized body is the negation of its mortality. Information and communication scientist Pierre Lèvy [L9̀6] even envisioned a virtual biological continuum in which the human senses are virtualised and the body is doubled, creating a collective body. CHAPTER 2. THEORETICAL BACKGROUND 28 Stahl Stenslie und Kirk Woolford launched their project “CyberSM” in 1994. This project “was an attempt to create real time, visual, auditory and tactile communication in the world of cyberspace.” [steb] The users wore bodysuits [see Figure 2.4] that enabled them to communicate over physical stimuli. By touching a virtual body on a screen the other user felt the touch through their suite. The suite was made up of vibrators, stimulators and heat conductive materials. “It allows us to extend our physical perceptions over distances, through computer networks, and beyond virtual realities” [steb]. With the “Interskin” project they took this vision further moving away from the screen interface. The bodysuit itself became the interface through which two users could touch each other over far distances. First it provided a one to one conversion. One user touches her breast the other feels her breast being touched. Probably, what could have made it more subtle and interesting would have been to redirect these sensations. Figure 2.4: “CyberSM” [steb] by Stahl Stenslie und Kirk Woolford, 1994 The idea of “CyberSM” takes advantage of the possibility of the sense of touch to overcome distances and bring the touched object nearer to the subject. Through touching and being touched the mind creates a third virtual body, which bridges the gap between the users [Ste96]. But as Kirkwood later describes, this whole experiment only worked while the users were able to talk CHAPTER 2. THEORETICAL BACKGROUND 29 to each other and share their sensations not only via touch but also listening to the others voice. The users were unable to communicate only through touch, as its connotation was mostly sexual.[Woo96] With “fuck-you-fuck-me”(TM) Alexej Shulgin goes even further. As an artist he explores the boundaries between art and technology and their impact on the “real life” [fuc]. In this project he combines a hardware component, the so-called “Genital Drive” [see Figure 2.5], with software for Windows 95, Windows 98 or Windows NT that connects two computers over TCP/IP. This should enable two remote users to perform a sexual act using the genital drive in real time. The users can choose between a female and a male version. Figure 2.5: “fuck-you-fuck-me”(TM)[fuc] by Alexej Shulgin “Improvised Empathic Device” [swa] by Doug Easterly and Matt Kenyon created in the year 2005 focuses on a reality very real for some and for others rather virtual. They monitor a web site which counts U.S. casualties in the Iraq war. Every time a new name of a dead soldier appears on the web site, a needle is triggered to pierce the arm of the user wearing the I.E.D. armband. Thus it immediately draws the attention away from the daily life of the wearer to the realm of a death in the Iraq war. In the projects of Kenyon and Easterly the “subjects are not released into a natural environment, but trapped within a synthetic environment whose conditions are tempered by various systems of information.” [KE06] CHAPTER 2. THEORETICAL BACKGROUND 30 In 2003 Christa Sommerer and Laurent Mignonneau created “Mobile Feelings”, a mobile art project that wirelessly communicates the heartbeat and breathing of the user [SM06]. It enables bodily communication for the users over distance. Going beyond sound and images, it lets the user feel the heartbeat and the breathing of the distant communication partner. “Mobile Feelings” enables users to share very private sensations and does so over a public mobile network, disarranging the borders between private and public space [SM06]. Perception of the other person’s breathing establishes a “stronger connection and sense of presence between remote users.” [Bak06] Within this project Sommerer and Mignonneau explore the emotional quality of touch and breathing in the communication process [SM06]. One observation they made was that when users focus on the heartbeat and the breathing of the other, they shut away vision and sound to fully concentrate on the haptic feedback. Figure 2.6: “Faith, Honor and Beauty” [fai] by Aziz/Cucher, 1992 The artist and designer Jenny Tillotson [sma] uses the impact of scent on health and wellbeing in her works. She created a dress as a sensitive “Smart Second Skin” which interacts with human emotions. The dress releases different aromas, making its wearer aware of her “smell sensory universe”. “By comparing fabric to skin with it’s own personal scent symphony that changes with CHAPTER 2. THEORETICAL BACKGROUND 31 emotion, the fabric comes alive through smell by a process in which the wearer gives life to the dress.” [sma] Anthony Aziz and Sammy Cucher (Aziz/Cucher) [AC] are digital photography artists in the beginning of the 1990s playing with the idealization of the body and unreachable perfection. Their photographs show portraits with extinguished eyes and mouths or female and male nudes without primary sexual characteristics [see Figure 2.6]. Looking at these alienated photographs I recalled the avatars in Second Life that also negate or hide gender, unable to speak, see or feel but still in search for the perfect representation. [AC] 2.5 Art and Prototypes in the 3D Online World 2.5.1 In-world Art in the 3D Online World of Second Life During the 1980s and early 1990s, the Internet and the World Wide Web were used as platforms for artists developing their potentials, for example as a communication tool or visualizing lacks and bugs through subversively and critical interventions. The theorist Marc Ries defines: “Netzkunst ist ereignishaft, dem Augenblick des Kommunikationsaufbaus und –austauschs zugetan.” [Rie02] “Net art is instantaneous, devoted to the moment of creating and exchanging communication.” [literal interpretation] The spirits were high and the artists tried to get to the bottom of this new medium. The media artist Jodi states: “[. . . ] Ich glaube, der Computer ist ein Mittel, in den Geist eines Menschen einzudringen.” [Tri06] “I believe the computer is a means to intrude upon a human’s mind.” [literal interpretation] The art scene in Second Life is nothing comparable to what happened back then. Although the potential is there, Second Life becomes more of a platform to represent real life art than to create CHAPTER 2. THEORETICAL BACKGROUND 32 Second Life art. Building on the artists and activists Pit Schulze and Florian Zeyfang [SZ95], avantgarde art works as an outsourced development department if it uses old metaphors like museum, gallery or city, in a new and undeveloped territory. “Sie produziert dabei mit Vorliebe Arbeitsweisen und Ästhetiken, die bereits sattsam bekannt sind und öffnet die Türen für ein gewohntes Zuhause im Neuen” [SZ95] “In doing so it produces with relish amply known working environments and aesthetics and opens the doors for a familiar home within the new.” [literal interpretation] Following an article of Professor Boris Groys [Gro00], net art is fixed in a topology. Each file or each sign has a distinctive address. Thereby every net art project has the characteristics of originality. Within the context of Second Life this topology of unique addresses is lost for the benefit of a 3D territory with ephemeral places of residence for objects and users. As per the net artist Cornelia Sollfrank, art should break with perceptual patterns and customs [Tri06]. There are several artists and artist groups thinking about what Second Life is and not only using it as a tool. The “Second Life Liberation Army” [lla] is exercising the virtual rebelion. They blast off virtual bombs to counter the dictatorship of Linden Lab. These bombs do no harm. They only interrupt the avatars around them for some seconds. The aim of the SLLA is to start a discussion on the power structure within Second Life and seek for political rights for the avatars. “As Linden Lab is functioning as an authoritarian government the only appropriate response is to fight” [lla]. But instead of disapproving this attempt of civil disobedience, Linden Lab favors it as an in-world creative process [reb]. Thus in a way undermining this rebelion. 0100101110101101.org, known as Eva and Franco Mattes, are working on two projects in Second Life. They started in 2006 with “Portraits”. In 2007 they initiated the project series “Synthetic Performances”. “Portraits” is a collection of pictures of Second Life avatars. In the tradition of Andy Warhol’s “13 Most Beautiful Women” Eva and Franco Mattes take pictures of virtual identities and show them both printed on canvas and in-world. They reference the virtual and the real in duality. They exhibit pictures from the virtual in the realm of a gallery, taking pictures from Second Life that reference a real world artist. CHAPTER 2. THEORETICAL BACKGROUND 33 “The Mattes’ work questions both the traditional role of portraiture and the nature of the morphing relationship between identity and public presentation in virtual worlds. Like Andy Warhol’s legendary Factory, Second Life is about the creation of alternate identities, of building and living a fantasy.”[mat] With “Synthetic Performances” the duo is working with a feature of 3D online worlds that the World Wide Web can’t handle. Performance Art is an experience as opposed to painting or photography, which are representations recalling absence. “Man kann nur etwas erleben, was im Wahrnehmungsbereich präsent ist. In der Telekommunikationskunst führen An- und Abwesenheit miteinander ein Ferngespräch, in dem Repräsentation und Erleben nicht mehr Gegenpole sind.” [Kac93a] “One can only experience that which is within the perception area. In telecommunication art, presence and absence conduct a long distance call in which representation and experience are no longer counter poles.” [literal interpretation] Performances in their nature only existent during the act of staging can be experienced again only through representations that are archived, documented by video, photography or text but they can’t be recalled like films, videos or books. Nevertheless Eva and Franco Mattes discovered a possibility to restage performances in Second Life. Using their own avatars they performed Chris Burdon’s “Shoot”, Vito Acconci’s “Seebed”, Valie Export’s “Tapp und Tastkino” and Joseph Beuy’s “700 Oaks”. But then again, as is in reality, the performances are documented on video. “Tapp und Tastkino” [exp] for example animates its audience by exhibiting male fantasies. It follows the tradition of expanded cinema with the commitment of the whole body. In this street performance Valie Export was wearing a box in front of her naked chest. The box became the cinema and the chest the screen. The audience needed to reach inside the performance. The elements of the performance were voyeurism and tactile reception. Where else it is possible to transform the voyeuristic part to the virtual environment, the tactile part is left aside. “‘Interaktivität’ ist hier als direkte sinnliche Erfahrung das Gegenmodell zu der medial geprägten Einseitigkeit der Wahrnemung.” [Dan05] CHAPTER 2. THEORETICAL BACKGROUND 34 “Here, interactivity as direct sensual experience, is a counter model to the media coined one-sidedness of perception.” [literal interpretation] The antithesis of sensual experience, claimed by theorist Dieter Daniels [Dan05], vanishes while the performance is staged in the realm of Second Life where the experience is mediated only visually. Eva and Franco Mattes are not the only artists staging performances in Second Life. Second Front calls itself a “performance art group in the online avatar based-VR world” [slf]. The eight members of the group claim to be influenced by Dada, Fluxus, Futurist Syntesi, the Situationist International and contemporary performance artists. “Second Front creates theaters of the absurd that challenge notions of virtual embodiment, online performance and the formation of virtual narrative” [slf]. Their latest performance called Zombie Attack. 28 Days Later . . . took place in August 2007. Quoting the horror movie 28 Days Later by Danny Boyle, the group turned their avatars into zombies loosing flesh and spitting blood. During the performance the zombie avatars approached other avatars and infected them, turning them into zombies too. As do Mattes’, Second Front also records their performances and makes them available on their blog outside Second Life. 2.5.2 Attempts to Recombine Physical and Online Worlds The Ars Electronica Festival 2007 devoted one part of the Festival, the Second City, only to projects concerning Second Life. A deserted shopping street in the city of Linz was the stage for several installations. As the first the Ars Electronica Festival in 1995 was almost fully devoted to net art, it was possible to access these net art projects anywhere through the World Wide Web. This made the physical space of the festival exchangeable [Rie02]. Dealing with Second Life’s physical space was most important where the real and the virtual world should merge. By building the Second City artists wanted to answer several questions: “What happens when established forms of digital communication are transferred directly into physical, public space? What status does privacy have in that world and in this one? In which light do digital artifacts appear when they, in their form adapted to digital space, are transformed into concrete physical objects?” [Bar07] CHAPTER 2. THEORETICAL BACKGROUND 35 In both worlds, the real and the virtual, a beach was created with canvas chairs, parasols and computer terminals. Avatars and users were acting in the same environment. The avatars could be sitting virtually next to their users. This project was launched by the Ars Electronica Futurelab, especially for the Second City. “The Stiff People’s League” [see Figure 2.7] deals with the same subject of blending the worlds. It was created by the Sociable Media Group/MIT Media Lab at the Massachusettes Institute of Technology as a mixed reality soccer game. The croquet game in Alice in Wonderland, where the mallets become alive, functioned as the archetype. Real players arrange themselves around a soccer table that is interconnected with a soccer stadium in Second Life. Avatars and players are playing with and against each other. Figure 2.7: “The Stiff People’s League”[sti] by Sociable Media Group/MIT Media Lab, 2007 The works of Aram Bartholl, a media artist, questions how the digital world influences our reality. “What comes back from cyberspace into physical space?” [dat] He takes typical features of MMPORG’s out in the real world. During the festival he exported a flat low-resolution 3D image of a Second Life tree into the city streets. “Tree” inverts the common practice of importing real world images into a virtual environment transforming it to simplify and incomplete versions of the real objects. CHAPTER 2. THEORETICAL BACKGROUND 36 Figure 2.8: “Tree” by Aram Bartholl [dat], 2007 Within the Second Life Shop Bartholl invited the visitors to engage physically with the virtual objects and features. During the “Handmade”-Workshop the visitors designed and tinkered new clothes for their avatars. “Cut and Paste” passes over the copyrights of virtual objects. Virtual goods were printed out and duplicated for the visitors to wear them during the festival. “WoW” quotes the feature of Second Life for easy recognition of avatars. Above each avatar hovers constantly its nickname, which makes it unnecessary to introduce each other. Everybody knows the names of the others. In the Second Life Shop the visitors had the possibility to configure their own name out of paper and plastic and wear it, walking in the streets displaying their identity to the public. Linda Kostowski and Sasha Pohflepp sold virtual objects in their project “Export to World”, which were printed on paper. The purchaser could then fold the two-dimensional representations into three-dimensional objects. Intrigue E by Silver and Hanne Rivrud takes the metaphor of avatar behavior and transforms it into human behavior. Using a mobile phone a “user” can trigger the behavior of an “avatar”. Both are real people acting in real public space with the exception that the person playing the avatar is remotely controlled and dependent on the “user”. This setting involves passers-by and CHAPTER 2. THEORETICAL BACKGROUND 37 creates seeming uncontrolled situations. 2.5.3 Prototypes Recreating Bodily Sensations in Game and Online Worlds Art projects are not alone in their work on the issue of expanding human senses with the help of technology, the consumer industry is also catching on. The interface of “fuck-you-fuck-me” by Alexej Shulgin [see 2.4.2] rather satirizes the term of cyber sex and cyber erotic. What at first sight seems highly ironic, is already sold in mass production. For example the iBuzz [ibu], a “musical orgasm machine” consisting of a vibrating bullet, can be connected to the iPod, a portable media player, and vibrates in tune with the music [see Figure 2.9]. This add-on is sold over the Internet for about £30 Pounds. Figure 2.9: iBuzz : “musical orgasm machine” [ibu] But iBuzz is not the first and only intimate interface. The sex industry is already on the market producing a range of different remote controlled sex toys [see Figure 2.10]. One example is the Sinulator [sin], a remote control that operates different sex toys via the Internet. Similar products can be found on highjoyproducts.com [hig]. Prizes range from $ 70 Dollars to $ 140 Dollars per set. “The world’s most popular vibrator can now be controlled over the Internet! Imagine engaging a partner in an Online Sex session at Highjoy.com, and having an orgasm with them hundreds of miles away. ” [hig] CHAPTER 2. THEORETICAL BACKGROUND 38 Figure 2.10: Online Sex session at Highjoy.com [hig] In Second Life many laces for virtual sex exist and there are many virtual sex toys for sale. But it’s still all about cybersex. Kyle Machulis, a computer scientist, first launched a computer controlled sex toy [see Figure 2.11] in 2005 using a video game console controller to operate the sex toy with force feedback commands [Kyl06]. In August 2006 he presented a first prototype of an open-source intimate interface controlled from inside Second Life. As per Machulis a computer controlled sex toy needs an appealing interface, stimulation through vibration, proper visuals and above all the certainty that there is another person behind the representing avatar [Kyl06]. Figure 2.11: “SeXBox”: Using force feedback signals for sex toys [sla] Therefore he created the SeXBox, “an open source platform that allows HCI [Human Computer Interfaces] researchers to quickly and easily implement interfaces for software controlled sexual interaction through a computer.” [Kyl06] CHAPTER 2. THEORETICAL BACKGROUND 39 Browsing the news I found an article with the title “Spielen 2.0: Luftstöße simulieren Beschleunigung und Bremsen beim Rennspielen” [wes07], “Gaming 2.0: Blasts of air simulate acceleration and breaking in racing games” [literal interpretation]in “derStandard” September 2007. This is one of the gaming market’s answers to the numerous discussions in art and theory dealing with the topic of immersion in virtual environments. TN Games [tng] has developed a “3rd Space Vest” which should simulates for example gunfire in a first person shooter game or acceleration in car racing games. When the player is hit in the game she will feel force feedback on her body produced by air blasts. It should be possible for the user to locate the direction of the gunfire that hit her. Spatial awareness is created through the simulation of killing. This vest has been on the market since October 2007. Figure 2.12: “LifeCycle”: First Life Locomotion in Second Life [lif] But there are also other projects out there trying to melt virtual and real worlds that do not CHAPTER 2. THEORETICAL BACKGROUND 40 deal with sex or violence. For example on the blog of Andy Fundinger [wor] one can see that several experiments have been done in trying to connect Second Life with real life. In January 2007 for example he connected a real life control panel to an in-world control panel. Turning knobs and pushing buttons in each world triggers the same action in the other world. “LifeCycle” [see Figure 2.12] is another project by Kyle Machulis. It merges real life and virtual locomotion in Second Life. The user pedals a stationary exercise bike, driving any in-world vehicle. The speed of the bike controls the speed of the vehicle. Machulis envisages multiple user applications such as pedal-boats, tandem-bikes, bike races or even feedback loops for the user, telling her how much she has worked out. The research group Tanikawa Lab at the University of Tokyo, Japan, under the leadership of Professor Michitaka Hirose developed a position-tracking system that enables the Second Life user to navigate through the 3D online world using only her body. The system uses a web cam and tracking markers to compute the position of the user in physical space and translate it into the three-dimensional virtual space. If the user turns around or jumps her avatar executes the same movements. [Tab07] Assistant Professor Junichi Ushiba of the Laboratory for Biomedichal Engineering at the Keio University, Japan, went even further. He developed a Brain-Computer Interface [bra07] that enables the user to navigate Second Life by controlling their brain waves through imagination. The user wears electrodes that are embedded in a headset. The electrodes measure brain activity in the sensory-motor cortex, the part of the brain that controls the movement of the limbs. For example if the user thinks about her feet than the avatar walks forward. If she wants her avatar to turn to the right, she thinks about her right hand. 2.5.4 Recreating Haptic Sensations for the 3D Online World of Second Life In chapter 2.5 I presented artists and researchers dealing with the convergence of virtual and real worlds. Among them are projects that recreate real life artefacts in Second Life, for example Eva and Franco Mattes’ “Portraits” or “Synthetic Performances” [see 2.5.1], on the other hand some projects also confer virtual artefacts a physical shape, for example Aram Bartholl’s “Tree” [see 2.5.2]. “The Stiff Peoples League” [see 2.5.2] or the Brain-Computer Interface [see 2.5.3] demonstrate ways to influence the virtual world with bodily processes in the physical world. CHAPTER 2. THEORETICAL BACKGROUND 41 The art projects “Mobile Feelings” [see 2.4.2] by Christa Sommerer and Laurent Mignonneau and “CyberSM” [see 2.4.2] by Stahl Stenslie und Kirk Woolford or the very down-to-earth intimate interface “SeXBox”[see 2.5.3] by Kyle Machulis arrange remote connections between distant users by stimulating the sense of touch or perceiving the others breath. These projects are all likely to include the body in the virtual space through its actions and physical behavior. Haptic and olfactory interfaces presented in section 2.3 use direct interaction to immerse the user in a virtual environment. As I explained in section 2.2, human-to-human communication and therefore relationships are not always conscious and direct. When a person enters a room she does not touch every object to get a feeling of the objects and thus of the room. In a virtual environment the user needs to virtually get in touch with the objects and thus the room. The physical presence of other people has a strong impact on the perception of particular spaces. This experience is not created willingly, it is an subconscious process. These facts motivated me to design a practical research application that secretly supports the immersion of the user in the virtual environment. I chose Second Life as setting for this experiment, for its openness towards in-world experiments and its presence in the media even though many actual users are frustrated with the system. The main issue lies in enhancing humanto-human online communication through bodily sensations, going beyond vision and hearing, to create an affective level and atmosphere. The outcome of this research is a sensitive interface called “Do you feel your second life?”. Chapter 3 Practical Research Application 3.1 3.1.1 Do You Feel Your Second Life? Objective “Do you feel your second life?” is an experimental art project. It makes use of existing products both virtual and real life. On the one hand I am testing the 3D online world of Second Life produced by Linden Lab and on the other hand I am experimenting with USB gadgets, cheap ready-to-use devices, powered through a USB port and sold online or in IT Accessories shops. Merging these various components, I create a sensible interface for an online virtual world. [see Figure 3.1] My aim is to explore the connection between virtuality and reality and which roles the user and her self-awareness play. This interface should enable the user not only to imagine the virtual environment she is acting in, but also to feel it with her whole body. Most haptic/interactive interfaces use gestures or the human body to modulate the virtual space. In my work I use the virtual body of the avatar, moving and communicating in the virtual world, to transform the body of the user in the real world. This project fulfils two purposes. First I explore how far it is possible to involve the physical body within virtual environments. Does physical engagement help create immersion? On the other hand I set a focus on the physical body of users who center their life more around virtual environments, for example web2.0 or video games, than real environments. Personally I feel a lack 42 CHAPTER 3. PRACTICAL RESEARCH APPLICATION 43 Figure 3.1: Setup: “Do you feel your second life?” of direct communication. This sensible interface shouldn’t replace direct contact between people but satirize the virtual connections between them. Exploring “Do you feel your second life?” the user should get a feeling for the presence of the virtual space. As the avatar of the user moves between other avatars their presence and thus the contact with them is represented by changes in temperature, odor or muscle stimulation. The form of the data is defined by how many avatars are around and how far away they are from the user’s avatar. The data should infiltrate the body of the user, for example by an increase in temperature or inhalation. I consider Second Life to be an intact public space. This public display creates an extreme private sensual experience. 3.1.2 Project Description “Do you feel your second life?” is itself not a new product. It is an experiment of what can be done in the field of virtual reality with pre-existing and affordable technology. This approach doesn’t CHAPTER 3. PRACTICAL RESEARCH APPLICATION 44 favor high-tech or innovative spirit, rather it emphasizes the accessibility and the modularity of ready-to-use devices and the online world. It combines these online and virtual products and puts them in a different and new context. Changing their primary function and extending their scope. The sensible interface plays with the bodily sensations of the user while she is hooked up to the virtual realm. The interface renders it possible to experience one’s presence in the virtual world and expands the communication aspect from audio-visual to multisensory. Communication takes place over social and physical distance, perceiving intimacy and attraction or disgust towards the counterpart. Bodily sensations should trigger these emotional excitements. With this sensitive interface I try to answer several questions: • Does physical engagement help create immersion? • Will playing with the sensations of cold and warmth, of scent and pain help the user to immerse herself or does it make her feel uncomfortable? • Will the sensual interface enhance or disturb the users online experience? • What are the reactions of the attached users and the passing avatars? The project consists of several discrete components that reshape an individual and modular interface. “Do you feel your second life?” exists in the physical world and also online in the virtual world. The physical part is deep-seated in the real world (see 3.2). It consists of a wooden design and several everyday objects, in this case USB gadgets. These objects are products used by a multitude of users in miscellaneous ways. They are familiar and common in use and could be easily interchanged. The virtual part in Second Life is bound to the representation of the user, the avatar. It measures the distance between the users avatar to other avatars. This distance is transformed into aspects of communication, both in-world and physical (see 3.3). I have marked the avatar with a symbol indicating the connection to the physical world (see 3.2.4). This virtual part is not stationary as the avatar moves around almost unrestricted. It is a new feature in the world of Second Life, thus unfamiliar and unaccustomed for the user. Once registered to Second Life the user can log in the world at any computer that has the program installed, comparable to an internet browser. The user is independent from physical space. CHAPTER 3. PRACTICAL RESEARCH APPLICATION 45 My specially developed software guarantees the communication of the virtual and physical modules (see 3.4). It gathers information online, processes the data on the local computer and operates the commands through the physical interface. The user herself closes the circle by interacting with her avatar according to the bodily sensations she experiences. 3.1.3 Constraints This approach of modularity and using predefined objects sets the limits for functionality and usability very tight. In Sections 2.3, 2.4 and 2.5 I show many examples and attempts for recreating bodily sensations in connection with digital or online presence and communication. I mention different projects using the olfactory sense stimulating the human nose with various aromas and well-engineered haptic interfaces. I present Second Life related projects that substitute common interfaces like keyboard and mouse for body actuated input devices. “Do you feel your second life?” deliberately uses low-tech technology. The USB gadgets are very simple devices. I chose to use the bare gadgets and not to enhance their functions on purpose. They draw their power from the computer’s USB port and start working immediately when plugged in. This way I leave the possibility open to the users to rebuild this interface at a low cost for their own use. The USB gadgets are only output devices, meaning that the actual bodily constitution of the user cannot be measured. This still restricts the user to common input devices as keyboard and mouse. There exists a big variety of USB gadgets, elaborating purely on their functionality it comes down to “warm something up”, “produce fresh air”, “spread aroma”, “flash and blink”, “launch and shoot” and “store”. Thus I have chosen examples that best address the human sensual perception. Another constraint is the Linden Scripting Language (LSL) provided in Second Life. It is rather rudimentary. It limits for example outgoing commands per second thus in sum restricting the accuracy of the physical feedback. This small detail has crucial impact on the coherence of the interface and possibly interferes with the user experience. Main purposes of the LSL are creation of objects and land, visual modification of the own avatar and in-world communication. In this context I have chosen the communicational aspects in contact with other avatars and the visual representation of the sensual connection between user and avatar. This way I refer to the verbal CHAPTER 3. PRACTICAL RESEARCH APPLICATION 46 and nonverbal aspects of in-world communication discussed in chapter 2.2. 3.2 Interface Design 3.2.1 Expanding User Perception in Second Life through “Do you feel your second life?” “Human recognition never perceives the world as it really is but perceives expected patterns. The brain tries to match features as closely as it can with established patterns.” [Cra03] Sticking to the semantic level of the terms “Second Life” and “secondary senses” shouldn’t Second Life address especially the secondary senses? This theory seems far-fetched, as Second Life focuses mainly on visual and audio output. Taking a closer look at the principles of Second Life it seems unclear what this world really tries to be, a copy of the real world or a fantastic alternative world. On the one hand it copies from the real world its atmosphere built on the laws of physics. The Avatar itself is an anthropomorphic representation of bits and bytes, creating the impression of a physical body. But on the other hand it is possible to create an avatar that couldn’t survive in reality because of his bodily constitutions. The body of the avatar is three-dimensional but not solid as it does not cast a shadow. The avatars can fly, they can teleport and walk under water for hours, thus neglecting a physical body. The online world seems to undermine exactly this secondary senses for the sake of creativity and imagination. Steven Poole, a British journalist and author, describes this separation for the aesthetics in game worlds. The player doesn’t want to be directly in the game, as this is often exhausting and painful. She wants to imagine it. [Poo00] “A game is a frame in which we see things differently.” [Juu05] Following Crawford a game requires the assurance of complete safety, physically, socially and financially [Cra03]. At least the financial safety is not covered in Second Life. With the possibility of loosing or gaining money Second Life tries to bring itself into normal life by breaking the boundaries of the fictional world. Thus Second Life breaks the magic circle and integrates itself in the process of immediate satisfaction of needs [Hui81]. CHAPTER 3. PRACTICAL RESEARCH APPLICATION 47 Browsing recent comments on Second Life a link between this online world and the “Metaverse”, Neal Stephenson describes in his novel “Snow Crash” [Ste93] recurs. The “Metaverse” is described as a borderless online world, where every user is represented as 3D Avatar, gathering in virtual bars etc and living in their virtual houses, rooms or offices. The design of the avatar is a fairly important statement in this world. People using public ports to enter the “Metaverse” are only represented in black and white. To a large extent this is what Second Life and its Avatars too are about, but there is a big difference, the fictional “Metaverse” has impact on the users. A computer virus can enter their brain and cause severe damage. “Snow Crash” is clearly a fictional story, though none the less scientific, and this arouses ideas. Jesper Juul, a game researcher, mentions that game worlds exist like parallel worlds in real-time. The time and the action of the user are projected on this world, where they take on fictional meaning [Juu05]. My question is what happens if this projection is bidirectional and the environment is back projected onto the user? One of my issues in experimenting with the interface is to make Second Life sensitive. Very important for me is not to copy human senses one to one. Second Life lives from its inhabitants, their productivity and their social interaction. I chose the presence of the avatars to be the parameters for the interface recreating the desire for communication. The more avatars are around the user’s avatar, the more she engages her own body and her own physical presence. The USB gadgets should evoke emotional excitement in the user as it happens in human-to-human contact (see 2.2.1). Within the experiment of “Do you feel your second life?” I use the very private sense of olfaction to indicate the closest proximity to another avatar. Metaphorically speaking the user absorbs the presence of the others. Where as normally in Second Life users can ignore each other, it now becomes impossible to do so. Concerning the use of odor impulses, which are perceived within a minute of being exposed to an aroma [Kay04], I am using this only with caution, for the most extreme closeness. When approaching other avatars the skin of the user is stimulated by fresh wind, warmth or vibration. I am using an indirect transformation of the avatar’s movement for “Do you feel your second life?”, since I do not believe that real experience can be covered or even doubled by technologically mediated experiences. The media artists Anne-Marie Schleiner states: CHAPTER 3. PRACTICAL RESEARCH APPLICATION 48 “Es geht um die Realität. Das Reale muss von uns erneuert werden.” [Tri06] Reality has to be renewed not simulated. Merging these aspects, my conclusion is not to try and create the illusion of transporting myself inside Second Life by simulating reality, but to experience alternative stimulations. Thereby bringing artificiality to life. Building “Do you feel your second life?”, I was concerned about extending the borders of the virtual environment beyond the screen to the borders of the body and even inside it. The body absorbs the representations of the virtual. Heat and pain break the barrier of the skin. 3.2.2 Linking Physical and Virtual Interface Elements in “Do you feel your second life?” Cyberspace, the “Metaverse” or virtual reality have somehow implied a dark, obscure and gloomy representation for about the last twenty years. In fiction virtual reality is a place, to which to flee to from a monstrous, technology obsessed reality. This aesthetic can be traced back in literature, film and even in art projects such as “CyberSM” [see 2.4.2]. “Do you feel your second life” neglects this apocalyptic aesthetic. The interface design is based on the principle of recognition. The interface and its in-world representation are linked trough the design. The design is inspired by a well-known Second Life feature and this virtual element is transported into the physical world. Second Life is built on basic geometric shapes. These primitives or simply prims are: box, cylinder, prism, sphere, torus, tube, ring and sculpted prim. Every complex structure is built out of these prims. The box is the main building block. Furthermore its relevance is expanded by Second Life’s use of it as a distribution-kit. The box is used as a container for objects, clothes, animations and notecards1 . This addition eases the distribution of goods and freebies2 . The physical interface design of “Do you feel your second life?” reapplies the default values of the virtual prim-box. The size of the prim-box measures 0.5m times 0.5m times 0.5m. The default texture is “wood”. The interface box is built of untreated spruce wood and also measures 1 2 A note card is a virtual business card. They are often used to pass on a greater amount of textual information. Freebies are owner-built objects free of charge. Landowners or Shopkeepers launch them to acquire new visitors and customers. CHAPTER 3. PRACTICAL RESEARCH APPLICATION 49 0.5m times 0.5m times 0.5m. Even though at first glance both boxes look alike, each one stands for the pros and cons of their world. The untreated wood is a natural material and builds a contrast to the fictitious and insubstantial wooden-textured box in Second Life. The avatar can lift the prim-box easily, shape it and transform it. But the user can’t reform the physical box. It is heavy and bulky because of its size. The user can duplicate the prim-box with one click. Rebuilding the physical box is laborious and time-consuming. Where as the virtual box is only a visual representation of the concept of wood, the physical box not only looks like wood and feels like wood but it really is made from wood. Wood is a warm material. Upon touching it, the fingertips feel the roughness of its surface. Coming very close, the user smells its distinctive aroma. Figure 3.2: Prototype of the wooden container box The first prototype [see Figure 3.2] provides five USB ports on the front side of the box and a serial port and the connection to the power supply on the back. The title of the project is engraved in the center of each side of the box: “Do you feel your second life?”. The hollow interior serves as a storage for the USB gadgets akin to the container function of the virtual prim-box. The virtual equivalent to the wooden interface-box is a prim-box functioning as container [see CHAPTER 3. PRACTICAL RESEARCH APPLICATION 50 Figure 3.3: Screenshot: Virtual container box in Second Life Figure 3.3]. This virtual container includes the connectivity tag holding all script information, a note card explaining the project and its objective and two additional gestures to use in conversation. The avatar can open this box [see Figure 3.4] and store the contents in her inventory3 . After plugging the USB gadgets into the front side of the physical interface-box the user sits down on the box while she spends her time in Second Life. The user is invited to arrange the USB gadgets as she pleases or rearrange them, testing various arrangements. The cables connecting the gadgets with box now surround the user. They visualize the connection between the physical and the virtual body. One may recall the user caged within technology (see 2.4.1) for the sake of experiencing and exploring the virtual realm. 3 The Inventory is applied in a folder structure. All belongings of an avatar from outfits to large vehicles are stored in the inventory. CHAPTER 3. PRACTICAL RESEARCH APPLICATION 51 Figure 3.4: Screenshot: Opening the virtual container box 3.2.3 3.2.3.1 Ready-to-use Interface Devices: USB Gadgets Existing USB Gadgets Since the beginning of the 20th century industrial objects and goods have found their way into art. The first one to use articles of everyday use was Marcel Duchamp [rea76]. He defines these objects, unaltered by the artist, as artworks termed “Ready made”. His arrangements challenge art itself. This technique of using everyday articles was carried on in different contexts in modern art. In “Do you feel your second life?” I chose everyday articles in form of USB gadgets for their affordability and simplicity in use. I take the gadgets as they come from the manufacturer. They are not treated in any way, but I extend their intended functionality. USB gadgets are simple electronic devices that draw their power from the USB port, thus powered solely by the computer. They start working as soon as the computer is booted. I do not want to give the user the feeling that she will be overloaded with high-tech devices that she cannot handle. This simplicity of use was very important in choosing the gadgets, they are easy to find and purchase by the common user. CHAPTER 3. PRACTICAL RESEARCH APPLICATION 52 Figure 3.5: USB aquarium, USB missile launcher, USB hamster wheel, singing USB Santa Clause, USB circus cannon [usb] There are many stores and online shops that sell all different kinds of USB gadgets. These gadgets are cheap and very easy to use. Most of them are funny little devices. The ordinary user disports herself with the following gadgets: a USB aquarium, a USB missile launcher, a USB hamster wheel, a singing USB Santa Clause or a USB circus cannon [see Figure 3.5]. Some other gadgets include practical features as well, for example a USB cup warmer, a USB desk lamp, a USB shaver, a USB pencil sharper or a USB toothbrush. [see Figure 3.6 ] CHAPTER 3. PRACTICAL RESEARCH APPLICATION 53 Figure 3.6: USB cup warmer, USB desk lamp, USB shaver, USB pencil sharper [usb] 3.2.3.2 Choices of USB Gadgets for “Do you feel your second life?” For the interface prototype I chose five different gadgets. The aim was to address bodily sensations via the olfactory and haptic senses. My choices were an USB aroma-fan, a USB heating-cushion, a USB warmer-glove, a USB massaging-mouse and a USB ventilator. I bought these gadgets both online and at an electronics store. • The USB aroma-fan effuses a sweet scent. [see Figure 3.7] Figure 3.7: USB aroma-fan [rar] CHAPTER 3. PRACTICAL RESEARCH APPLICATION 54 • The USB heating-cushion is placed on a seat to warm up the backside. [see Figure 3.8] Figure 3.8: USB heating-cushion [rar] • The USB warmer-glove is worn on the left or right hand and warms it up. [see Figure 3.9] Figure 3.9: USB warmer-glove [rar] • The USB massaging-mouse includes two separate pads that conduct current through the skin when applied. [see Figure 3.10] Figure 3.10: USB massaging-mouse [rar] CHAPTER 3. PRACTICAL RESEARCH APPLICATION 55 • The USB ventilator is placed near the face or the hands to sense the movement of the air. [see Figure 3.11] Figure 3.11: USB ventilator [Photo by C. Heidecker] These USB gadgets are wired to the computer and thus have to be placed around the desktop. The reach of the objects is therefore very limited. They won’t work anywhere else other than within close proximity of the computer and the user. This proximity mirrors the proximity one has to have in order to sense another person’s presence via physical contact or spatial behavior (see 2.2.1). In general the user plugs these USB gadgets in when for example she feels a need for fresh air, or her fingers get cold and she wants to warm them up. In the context of “Do you feel your second life?” these objects are controlled by the software. They start and stop whenever the right parameter is hit. The parameters are set in-world by the interaction of the user with other avatars. The programmers and theorists Alexander Galloway and Eugene Thacker define interaction as a model of control in a network, “where decision-making proceeds multilaterally and simultaneously.” [GT05]. In this manner the user is to some extent controlled by the objects she uses to control herself. The mechanism for control lies within her interaction with the other avatars. These five USB gadgets used for the demonstration of the interface prototype are not imperative. A crucial benefit of this interface is its modularity, the USB gadgets are interchangeable. Different users can obtain and arrange different sets of gadgets. One example would be to use two different aroma-fans, one with a pleasurable odor, the other with a displeasing odor. Displeasing odor can be used in unpleasant situations, for example if the user does not like her avatar to be touched. In this case she would immediately react to the outpouring odor and interact with this peculiar avatar. The pleasure of a good odor turns into discomfort. CHAPTER 3. PRACTICAL RESEARCH APPLICATION 3.2.4 56 Extending the Avatar Design in Second Life through Visual Modification Second Life is a world where everything is interchangeable. When the user no longer likes the look of her avatar she just switches from girly to punk. Or would she prefer the fury look? Even tattoos become simply a fashion statement like t-shirts and sunglasses. The user buys clothes and accessories, wears them and discards them as she pleases. Figure 3.12: Screenshot: Second Life name tag Still, there is one consistency in the visual representation of the avatar. Each has a name-tag hovering above her head, giving the avatar her virtual identity [see Figure 3.12]. This tag assures that every avatar can be identified by her name even when she has taken on another shape. Membership in a group in Second Life is included in the name-tag too. The group name appears under the avatars name. The visual identification of the in-world feature “SL Voice” attaches itself to this tag too (see 2.2.2). Activating “SL Voice” extends the tag with a white dot. This dot emits symbolical sound waves when the user is speaking. Connecting the avatar with the interface of “Do you feel your second life?” is a statement of connection. Hence I extend this tag with a symbol of connectivity. The activation of “Do you feel CHAPTER 3. PRACTICAL RESEARCH APPLICATION 57 your second life?” in-world marks the avatar with this symbol visible for every other avatar to see [see Figure 3.13]. On the one hand this symbol works as visual feedback for approaching avatars by changing in size and color depending on their numbers and distance. On the other hand the symbol is a reminder to the user that her avatar is sending this information to the interface. Figure 3.13: Screenshot: avatar marked with connectivity tag This symbol of connectivity is new and on first sight nobody will recognize what it is, though it is integrated in the symbolic language of Second Life. As part of the in-world feedback system of the project it should catch other avatar’s attention and engage them in a conversation on what this symbol is about. 3.3 3.3.1 Enhanced In-world Communication in Second Life Modalities of Second Life User Communication In chapter 2.2 I present the nonverbal aspects of human-to-human communication and how they are transferred in the 3D online world of Second Life. The three-dimensional structure of Second Life allows spatial behavior and even a kind of physical contact between avatars. Still, this CHAPTER 3. PRACTICAL RESEARCH APPLICATION 58 happens virtually and does not involve the physical body of the user herself. “Do you feel your second life?” experiments with the features of spatial behavior and physical contact. The USB gadgets should stimulate the sensual experiences that are missing in-world (see 2.2.3). The experiences of wind, warmth, odor and muscle stimulation recall the sensations that happen in contact with another person. The user should feel the emotional excitement that normally occurs in social contact with other people. I am building on the four “zones of proximity” by Michael Argyle (see 2.2.1): the intimate zone, the individual or private zone, the social-advisory zone and the public zone. Each zone stands for one sensual experience, thus for one USB gadget. Other avatars entering in these zones trigger the USB gadgets accordingly. The USB ventilator is aligned with the social-advisory zone, the USB warmer-glove and the USB heating-cushion with the private zone and the USB aromafan with the intimate zone. When an avatar enters this intimate zone she might even touch the users avatar. This virtual touch triggers the USB massaging-mouse transferring the excitement of sudden physical contact. User experience of sensual perception is unidirectional. She feels their presence through her skin and even inhales their odor. To respond to the avatars triggering these experiences I make use of the various text-messages included in Second Life (see 2.2.2) by interconnecting different modes of text-messages with the zones of proximity. For example the range of “Whisper” refers to the intimate zone, “Talk” to the private zone and “Shout” to the social-advisory zone. An “Instant Message” is sent to the avatar touching the user’s avatar. The virtual container is given exclusively to this avatar in reward. The public zone is out of reach for sensual perception. Still, the avatar sends a “Region-Message” to announce her ability to sensually experience. The messages themselves are provoking and short. They should draw the avatars attentions towards the users avatar. The messages attract their attention, enticing them to come closer. But text-messages are not the only way to give feedback in-world. The user can express her feelings by activating two special gestures. She can choose between the two gestures included in the package of “Do you feel your second life?”. One gesture signals other avatars to approach her avatar, the other one tells them to stay away. CHAPTER 3. PRACTICAL RESEARCH APPLICATION 3.3.2 59 Process of Communication Building on Crawford, this kind of interaction is a recurring process of input - process - output [Cra03]. The sensitive interface is both passive and active. The user is not only dependent on the action and the movement of the other avatars but she can actively seek their proximity or willingly avoid them. The prototypes that recreate bodily sensations presented in 2.5.3, for example the “3rd Space Vest”, the “LifeCycle” or any intimate interfaces makes use of direct interaction as do the art projects presented in 2.4.2. One example is the “CyberSM” project by Stahl Stenslie und Kirk Woolford. When a user touches a body part on the screen, the remote user feels the stimulation of exactly this part of her body. I chose to use an indirect form of interaction. The sensual stimulation happens rather unconsciously, as most avatars don’t know about their impact on the user. Secondary there are no visible borders between the zones of proximity. The other users need to estimate how far they are away. The only hints they have are the text-messages they receive. This unconscious interaction reminds of nonverbal human-to-human communication. Spatial behavior and the frequency of seeking physical contact with the other in a conversation are based on personal and cultural background (see 2.2.1). These social actions happen automatically, linked to the emotional level of communication. “Do you feel your second life?” starts the communicational process even before intervisibilty is established, by sending the “Region-Message” and announcing her connectivity with the physical world. As avatars approach her she sends messages in regular intervals over several chat channels (see 2.2.2). This heavy traffic of text-messages will cause interference in the conversations of other avatars. The repetition of forever the same messages could provoke protest from these avatars as all other conversations are disrupted or blocked, depending on the frequency the messages sent. At the same time the avatars passively trigger the USB gadgets. In a well-populated area every gadget might turn on, activating the full range of possible sensual stimulation. Void and scarcely populated areas causes less stimulation. However, the user herself chooses where to go. So it is also up to her to actively engage in the interaction process. The ultimate gesture another avatar can make in this process is touching the user’s avatar. For this most intimate approach they are rewarded with receiving the virtual container box holding the essential information about “Do CHAPTER 3. PRACTICAL RESEARCH APPLICATION 60 you feel your second life?” (see 3.2.2). The aforementioned provocation could evolve in following possible scenario: The annoyed avatars start communicating with the user, telling her to stop sending these messages. In return she explains her motivation. This situation then leads into a discussion about the project and what kinds of influence they have on each other. Consequentially, the user would be involved in the content of the conversation but also supported by sensual experiences, creating an emotional level of communication. The ultimate aspiration would be to connect more than one user to this kind of sensitive interface, counterbalancing the starting point of the conversation. 3.3.3 Interaction Schema The following interaction schema breaks down the real life and the Second Life events provided by “Do you feel your second life?”. It summarizes the enhanced user perception and communication modalities. This Schema is the basis for the implementation of the project explained in chapter 3.4. User Avatar touches container-box object: Real Life – Second Life Instant Message: “OPEN ME, WEAR ME, FEEL ME!” User Avatar applies “Do you feel your second life”: Real Life USB massaging mouse vibrates once. Second Life Region Say: “DON’T LOOSE TOUCH WITH REALITY!” CHAPTER 3. PRACTICAL RESEARCH APPLICATION 61 Figure 3.14: Schema: Zones of proximity transferred into Second Life No Avatar is in the range of 100m: public zone Real Life – Second Life – One or more avatars are in the range of 100m: social-advisory zone Real Life The USB ventilator starts rotating. The more avatars are detected, the faster it rotates. Second Life Shout: “BLOW ME DOWN!” One or more avatars are in the range of 20m: private zone Real Life The USB warmer-glove heats up, as soon as one avatar is detected. If more avatars are within reach of 20 meters, the USB warmer-cushion also heats up. Second Life Talk: “GO INTO HEAT!” One or more avatars are in the range of 10m: intimate zone Real Life The USB aroma-fan starts. CHAPTER 3. PRACTICAL RESEARCH APPLICATION 62 Second Life Whisper: “I LIKE YOUR SWEET SMELL!” One or more avatars touch the connectivity tag: Real Life The USB massaging-mouse starts vibrating for as long as the avatar touches the connectivity tag. Second Life Instant Message: “CAN’T TOUCH THIS!”. The avatar receives the vitual container-box object. 3.4 Implementation 3.4.1 Data Circulation The implementation is divided into 3 crucial parts: • gathering the interaction parameters online and storing them in a database • processing these parameters on the local machine • executing these processed commands in the microcontroller powering the USB ports The flow of data is applied in a circular manner. The linear in-world events are converted into discrete values of 0 and 1 where 1 initiates the current flow to the USB port, 0 disconnects it again. The most important part in this system however is the user. She closes the circle of the data flow [see Figure 3.15]. She processes the sensations initiated by the simulation of the USB gadgets into continuous in-world interaction. CHAPTER 3. PRACTICAL RESEARCH APPLICATION 63 Figure 3.15: Schema: data circulation 3.4.2 3.4.2.1 Processing Online Data to a Local Machine Linden Scripting Language Basics and Examples The in-world scripting language of Second Life is called Linden Scripting Language, short LSL. It is based on C and Java. The scripting environment is implemented in-world. With LSL it is possible to control objects and avatar behavior. A script can be applied to any in-world object. Second Life itself has implemented three different ways of communication from in-world with the internet and reverse. E-Mail: A SLS script is able to send an E-Mail from within LSL and Second Life XML-RPC: An external application can trigger events in Second Life through a XML-RPC call. HTTP GET-Request: A LSL Script can send a HTTP Request to any outside world server. CHAPTER 3. PRACTICAL RESEARCH APPLICATION 64 The following examples are taken from the online LSL Portal [wik]. E-mail works directly from in-world to the specified email account. The connection is extremely direct but the disadvantage is a high latency. // sends an email to address with subject and message. llEmail(string address, string subject, string message); IIEmail("[email protected]", "Just a LSL E-Mail", "I just sent you a LSL E-Mail"); With XML-RPC, Extensible Markup Language Remote Procedure Call, an external application can trigger an in-world event through assigned channels. The LSL script answers the requests in return. // creates a channel to listen for XML-RPC calls. // will trigger a remote_data event with channel id once it is available. llOpenRemoteDataChannel(); // send an XML-RPC reply to message\_id on channel with // payload of string sdata and integer idata llRemoteDataReply(key channel, key message\_id, string sdata, integer idata); llRemoteDataReply(channel_id, message_id, "Default Reply", 0); // closes XML-RPC channel. llCloseRemoteDataChannel(key channel); llCloseRemoteDataChannel(myChannel); HTTP Request sends requests from an in-world script to an external server. The implementation provides instant transmission and low latency. The LSL script is able to send 100 requests every 100 seconds. It uses the methods GET, POST and PUT. This allows triggering events in-world from the internet and vice versa. // sends an HTTP request to the specified URL with the body // of the request and parameters CHAPTER 3. PRACTICAL RESEARCH APPLICATION 65 llHTTPRequest( string url, list parameters, string body ); llHTTPRequest("www.someurl.com", [par_1, val_1], "Default Body" ); LSL implies the function llSensor() to measure the amount of avatars or prims in a certain distance and at a certain angle in the same region. // performs a single scan for name and id with type within range meters // and arc radians of forward vector llSensor( string name, key id, integer type, float range, float arc); llSensor( "Princessin Oh", NULL_KEY, AGENT, 96.0, PI); 3.4.2.2 Applied Script in ”Do you feel your second life?” The LSL script written for “Do you feel your second life?” uses the connectivity tag (see 3.2.4) as script-holder object. A status flag “start” indicates if the avatar “wears” the script-holder object and thus is active. Each avatar has her unique identification key, her Second Life name. The applied script measures the amount of avatars around and their distance to itself with llSensor(). These parameters are then sent via llHTTPRequest() to a PHP script on an external server. The parameters are updated every second, the maximum outgoing rate possible in Second Life. The PHP script then filters the incoming parameters and stores them in the database using SQL statements. Example 1: A new avatar puts the connectivity tag on and thus connects to the database. LSL script: // returns the name of the avatar, that wears the connectivity tag owner_name_query = llRequestAgentData(id, DATA_NAME); // sets start to 1 // the avatar is marked as active start=1; CHAPTER 3. PRACTICAL RESEARCH APPLICATION 66 // unique name of avatar and activity flag are sent to external server urlForStoringStatus = "http://www.xxx.at/PHP/SL.php?agentId=" +name +"&start=" +(string)start; http_request_id = llHTTPRequest(urlForStoringStatus, [HTTP_METHOD,"GET"],""); // the message is sent to the whole region llRegionSay(1, "DON’T LOOSE THE TOUCH WITH REALITY!"); SQL statement: // select the correct avatar using a unique identification key "SELECT ‘Key‘ FROM ‘SL‘ WHERE ‘Key‘ = ’$agentId’" // add new avatar to database "INSERT INTO ‘SL‘ VALUES (’$agentId’,’$start’,’0’, ’0’, ’0’,’0’ )" Database: Key Start Far Medium Near Touch Princessin Oh 1 0 0 0 0 Example 2: The avatar called “Princessin Oh” is touched by one avatar, two avatars are in the range of 10m, 3 in the range of 20m and 4 in the range of 100m. LSL script: // detects the number of avatars in the range of 10m llSensor("", NULL_KEY, AGENT, 10.0, PI); // unique name of avatar, activity flag, the number of detected objects // and a counter for the distance are sent to the external server CHAPTER 3. PRACTICAL RESEARCH APPLICATION 67 urlForStoringStatus = "http://www.xxx.at/PHP/SL.php?agentId=" +name +"&start=" +(string)start +"&number=" + (string)numOfDetectedObj +"&count="+(string)count; http_request_id = llHTTPRequest(urlForStoringStatus, [HTTP_METHOD,"GET"],""); // whispers message llWhisper(0,"I LIKE YOUR SWEET SMELL!"); SQL statement: // update parameters of avatar "UPDATE ‘SL‘ SET ‘Start‘=’$start’, ‘Far‘=’4’, ‘Medium‘=’3’, ‘Near‘=’2’,‘Touch‘=’1’ WHERE ‘Key‘=’$agentId’" Database: Key Start Far Medium Near Touch Princessin Oh 1 4 3 2 1 The complete LSL and PHP scripts are documented in Appendix A and B. 3.4.3 Processing Data from a Local Machine to the Interface The software processing the parameters and sending the data to a microcontroller runs on the local machine. The software that processes the parameters and sends it to the microcontroller is installed on the local machine. I used Processing to develop this software. Processing is an open source programming language and environment and a tool for software prototyping and production [pro]. CHAPTER 3. PRACTICAL RESEARCH APPLICATION 68 The program opens a graphical user interface. The prompt asks the user to enter her Second Life name and the unique identification key to identify her avatar. The software includes the Serial library to connect the computer with the AVR microcontroller ATMEGA16 [see 3.4.4] via the serial port and the MySQL library [mys] to communicate with the database on the external server. // creates an instance of the MySQL object // MySQL( server, database, user, password, parent ) msql = new MySQL( "www.xxx.at", database, user, pass, this ); // open serial port COM1 // Serial(parent, name, rate) myPort = new Serial(this, "COM1", 57600); Three fundamental functions are implemented as dbCheck(), dbRead() and setSerial(). The function dbCheck() first connects to the database and verifies the entered identification key. // connects to the server and database as user with password // returns true if successful if(msql.connect()){ // queries the SQL command SELECT, the result, avatar name and starting // flag, is kept internally and can be read with next( ) msql.query( "SELECT ‘Key‘, ‘Start‘ FROM ‘SL‘ WHERE ‘Key‘ =’"+buffer+"’"); if (msql.next()){ // gets the String-value of column "Key" from the current row agentId = msql.getString("Key"); ... // gets the int-value of column "Start" from the current row // returns 1 if LSL script is running CHAPTER 3. PRACTICAL RESEARCH APPLICATION 69 // returns 0 if LSL script is closed flag = msql.getInt("Start"); .... } } // closes the connection to the server msql.close(); dbRead() connects to the server and reads out the distance parameters of the identified avatar. if(msql.connect()){ // queries the SQL command SELECT for each parameter. msql.query( "SELECT ‘Touch‘, ‘Far‘, ‘Medium‘, ‘Near‘, ‘Start‘ FROM ‘SL‘ WHERE ‘Key‘ =’" + agentId+"’" ); while (msql.next()){ flag = msql.getInt("Start"); if(flag == 1){ // store the int-values of each column in a global variable far = msql.getInt("Far"); medium = msql.getInt("Medium"); near = msql.getInt("Near"); touch = msql.getInt("Touch"); } ... } // closes the connection to the server msql.close(); setSerial() sets and resets the ports on the microcontroller. Ports 1 to 5 on the microcontroller are configured as output. The ports are turned on and off according to different ASCII signs. // Writes bytes, chars, ints, bytes[], Strings to the serial port // Send a capital B out the serial port and turn port 1 on. CHAPTER 3. PRACTICAL RESEARCH APPLICATION myPort.write(B); // Send b out the serial port and turn port 1 off. myPort.write(B); "B" : Set Portc.1 // USB ventilator "b" : Reset Portc.1 "C" : Set Portc.2 // USB warmer-glove "c" : Reset Portc.2 "D" : Set Portc.3 // USB heating-cushion "d" : Reset Portc.3 "E" : Set Portc.4 // USB aroma-fan "e" : Reset Portc.4 "F" : Set Portc.5 // USB massaging-mouse "f" : Reset Portc.5 The complete software code is documented in Appendix C. 3.4.4 Hardware Schematic Diagram Figure 3.16: Schematic: hardware 70 CHAPTER 3. PRACTICAL RESEARCH APPLICATION 71 “Do you feel your second life?” uses the AVR microcontroller ATMEGA16 [see Figure 3.17]. It is connected to the computer via the serial port. It is powered by a 5 volts power supply unit. The five output ports PC1 to PC5 controlling the USB ports are powered according to the incoming commands. The five USB ports are supplied by a second 5 volts power supply unit. Figure 3.17: AVR Microcontroller: ATMEGA16 [fre] 3.5 3.5.1 Evaluation Issues of Virtual Publicity and Physical Privacy Second Life is open for almost anybody to enter. It is a public space where avatars meet and encounter unknown avatars. But behind each of these avatars stands a private user. This user might be sitting in her office or her living room, somewhere that constitutes her private space. She seeks a public experience while hiding in privacy. The screen is the separator between public CHAPTER 3. PRACTICAL RESEARCH APPLICATION 72 exposure in Second Life and the users private space. She looks upon the online world from outside. She is safe from any physical harm that could happen in-world (compare with financial loss in 3.2.1). In human-to-human communication it is not usual to approach a stranger close enough to smell her breath or even to touch her upon first sight. It is an intrusion upon the individual space of this person (see 2.2.1). Normally she would be annoyed, draw back and maybe it would cause anger. In the virtual space this is different. Bumping into ones avatar doesn’t release this heavy emotional excitement. “Do you feel your second life?” tries to overcome this gap between online and real life communicational behavior. The sensitive interface I designed takes the public exposure within Second Life and transforms it into a very private experience. Avatars, which are part of the general public, generate haptic and olfactory sensations within the private space of the user. The avatars approaching the user’s avatar trigger different sensations while approaching. Far away they are felt as a slight breeze. Approaching, the user feels warmth. And when they are really close she can even smell them. These sensations are not personalized. She senses the presence of any avatar but cannot distinguish particular ones. It is not important who the avatars are but that they are there. This leaves the question of how does the user perceive these sensual experiences. Is it pleasurable or disturbing? 3.5.2 3.5.2.1 A First User Test Test Environment and Accomplishment Before I started the design process for the sensitive interface I posed myself several questions concerning immersion, usability and user experience (see 3.1.2). I performed user tests for different user groups to answer these questions on the basis of objective data. For this the prototype of “Do you feel your second life?” was set up in a laboratory situation [see Figure 3.18]. The test environment included a desk, a PC with a keyboard, a mouse and a screen, as well as the wooden interface box (see 3.2.2) and the USB gadgets (see 3.2.3). Second Life and the software (see 3.4) for “Do you feel your second life?” were installed on the PC. To enter Second Life I prepared one avatar called “Princessin Oh” and equipped her with the in-world interface. I formed two user groups. One group was experienced with Second Life or other 3D online or CHAPTER 3. PRACTICAL RESEARCH APPLICATION 73 Figure 3.18: User test setup [Photo by C. Heidecker] game worlds the other had never used Second Life or anything similar before. Both groups were familiar with the input devices keyboard and mouse and the WIMP interface basics, “Windows, Icons, Menus and Pointing Devices”. The number of female and male users was balanced. To begin with, the users were informed about the physical and in-world features of the sensible interface. At first each one was asked to arrange the USB gadgets around the desktop as she or he pleased. Each user then had up to an hour for individual testing. During the test process I was available for any upcoming questions concerning the sensitive interface or the use of Second Life. After the testing period ended I handed out an anonymous questionnaire that included questions about the user’s previous experiences with virtual environments in general and Second Life in particular, the personal sensual experiences and in-world impressions during the test. CHAPTER 3. PRACTICAL RESEARCH APPLICATION 74 Figure 3.19: During the user test [Photo by C. Heidecker] 3.5.2.2 Test Outcome and Results “Do you feel your second life?” was received positively by both test groups. Even though there were several issues with sensual and in-world interaction and Second Life itself. The evaluation of the questionnaires is briefly summed up to the following. The favorite arrangement of the USB gadgets placed the USB ventilator close to the left arm of the user for proximity. The USB heating-cushion was in most cases placed on top of the box in order to sit on it. The USB aroma-fan was placed near the Screen. The left USB warmer-glove was preferred to the right one. The most favored area to place the pads of the USB massaging mouse was on the stomach. The general tenor was that the sensitive interface was rather comfortable and enhanced the immersion in virtual environments. Most users felt distracted by the interface at first, but with time they became accustomed to it. The users were highly interested to test other USB gadgets for their relevance as some chosen gadgets proved problematic. The effect of the USB heatingcushion was hardly perceivable as it took too long to warm up. The USB warmer-glove worked CHAPTER 3. PRACTICAL RESEARCH APPLICATION 75 Figure 3.20: Test user [Photo by C. Heidecker] quite well but it was rather uncomfortable for male users as it was too tight for their hands. All users agreed that the USB aroma-fan was quite disturbing. Even though the odor was pleasurable in the beginning it soon turned into a discomforting smell. The main issue was that the smell stayed in the room and could not be dissolved. In very crowded areas of Second Life the USB aroma fan was running constantly as the latency of the script was too high to stop it immediately when other avatars were out of reach and before the next came within reach. The communicational aspect was rather disappointing. Conversations happened seldomly [see Figure 3.21]. This could be traced back to the fact that the majority of the test users went to the most crowded places in Second Life. Unfortunately these areas were inhabited only by idle avatars, which earned Linden Dollars for staying in the region to attract even more avatars. Most reactions were gained in the so-called Sandbox areas where every avatar is free to build their own objects and test their own scripts. Several problems arose with Second Life. Every landowner is able to manipulate the preset rights of avatars on his land. Therefore many areas block external scripts, which means that the interface does not work in these areas. The application Second Life needs an extensive CHAPTER 3. PRACTICAL RESEARCH APPLICATION 76 Figure 3.21: Screenshot: History of the in-world communication during the test. amount of main memory which lead to sporadic crashes of the software of “Do you feel your second life?”. Even though some users could imagine using this sensible interface for themselves at home, experienced users showed an interest in developing the interface further, though they added that Second Life was not the appropriate medium for it. Commercial applications were mostly seen to be in the sex industry. Chapter 4 Conclusion and Outlook for the Future As I am finishing my project and write these lines, the hype of Second Life is already diminishing. Browsing the news again, user drop-out increases and the digital land becomes more and more empty. According to the Austrian newspaper “derStandard” [slm07] September 2007, Linden Lab lost more than 5 thousand premium accounts, which the users were paying for in U.S. Dollars to maintain. Especially business companies seem to have overestimated this hype. The level of familiarity is increasing but the percentage of regular users is very low according to “derStandard”. However my personal assessment of the experiment of “Do you feel your second life?” is positive. The sensitive interface was successfully completed. Research and user testing showed that the so-called secondary senses are a crucial issue in computer-human interaction and that a broad interest in the extension of the human sensory system has already been sparked. Second Life might only be a first attempt at an online virtual environment. Seen as a tool for prototyping it was an adequate solution. Future improvements to this sensible interface could lead to a modular interface for 3D worlds in gaming and serious applications in which the user can choose her preferred grade of sensual experience and immersion. A first step in this direction is to build a community around “Do you feel your second life?”. A blog for discussion and the publication of a toolkit and developing instructions would animate to think ahead and expand the possibilities of user experience. In 77 CHAPTER 4. CONCLUSION AND OUTLOOK FOR THE FUTURE 78 my opinion the crucial issues for the success of such a sensitive interface are to combine sensual output as I showed with “Do you feel your second life?” with the projects presented in chapter 2.5.3, that showed input devices that involve the whole body of the user. “I hear and I forget; I see and I remember; I do and I understand.” [Cra03] Even though this Chinese proverb does not explicitly mention the senses of touch, smell or taste, it hints that watching and listening alone do not render a person complete. The act of doing makes her an understanding person. Doing involves the whole body. Isolating single senses constrains human ability. List of Figures 2.1 Screenshot: “Your world. Your imagination” [sl] . . . . . . . . . . . . . . . . . . . 4 2.2 Screenshot: “Get a First Life: A One Page Satire of Second Life” [fl] . . . . . . . 9 2.3 Screenshot: Chat-window in Second Life . . . . . . . . . . . . . . . . . . . . . . . . 11 2.4 “CyberSM” [steb] by Stahl Stenslie und Kirk Woolford, 1994 . . . . . . . . . . . . 28 2.5 “fuck-you-fuck-me”(TM)[fuc] by Alexej Shulgin . . . . . . . . . . . . . . . . . . . . 29 2.6 “Faith, Honor and Beauty” [fai] by Aziz/Cucher, 1992 . . . . . . . . . . . . . . . . 30 2.7 “The Stiff People’s League”[sti] by Sociable Media Group/MIT Media Lab, 2007 . 35 2.8 “Tree” by Aram Bartholl [dat], 2007 . . . . . . . . . . . . . . . . . . . . . . . . . . 36 2.9 iBuzz : “musical orgasm machine” [ibu] . . . . . . . . . . . . . . . . . . . . . . . . . 37 2.10 Online Sex session at Highjoy.com [hig] . . . . . . . . . . . . . . . . . . . . . . . . . 38 2.11 “SeXBox”: Using force feedback signals for sex toys [sla] . . . . . . . . . . . . . . . 38 2.12 “LifeCycle”: First Life Locomotion in Second Life [lif] . . . . . . . . . . . . . . . . 39 3.1 Setup: “Do you feel your second life?” . . . . . . . . . . . . . . . . . . . . . . . . . 43 3.2 Prototype of the wooden container box . . . . . . . . . . . . . . . . . . . . . . . . . 49 3.3 Screenshot: Virtual container box in Second Life . . . . . . . . . . . . . . . . . . . 50 3.4 Screenshot: Opening the virtual container box . . . . . . . . . . . . . . . . . . . . 51 3.5 USB aquarium, USB missile launcher, USB hamster wheel, singing USB Santa Clause, USB circus cannon [usb] . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 3.6 USB cup warmer, USB desk lamp, USB shaver, USB pencil sharper [usb] . . . . . 53 3.7 USB aroma-fan [rar] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 3.8 USB heating-cushion [rar] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 79 List of Figures 3.9 80 USB warmer-glove [rar] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 3.10 USB massaging-mouse [rar] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 3.11 USB ventilator [Photo by C. Heidecker] . . . . . . . . . . . . . . . . . . . . . . . . . 55 3.12 Screenshot: Second Life name tag . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 3.13 Screenshot: avatar marked with connectivity tag . . . . . . . . . . . . . . . . . . . 57 3.14 Schema: Zones of proximity transferred into Second Life . . . . . . . . . . . . . . . 61 3.15 Schema: data circulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 3.16 Schematic: hardware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 3.17 AVR Microcontroller: ATMEGA16 [fre] . . . . . . . . . . . . . . . . . . . . . . . . 71 3.18 User test setup [Photo by C. Heidecker] . . . . . . . . . . . . . . . . . . . . . . . . . 73 3.19 During the user test [Photo by C. Heidecker] . . . . . . . . . . . . . . . . . . . . . . . 74 3.20 Test user [Photo by C. 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URL, Appendix A LSL Script // declaration of variables key owner_name_query; key target = ""; key http_request_id; integer start=0; integer count=1; integer numOfDetectedObj=0; integer touched=0; vector startsize=<0.5,0.1,0.1>; vector endcolor=<1,1,1>; float timeInSec=5.0; float radius=1.0; string urlForStoringStatus=""; string name=""; x // default state, avatar activates connectivity tag // unique name of avatar and activity flag are sent to the external server // sets start to 1: the avatar is marked as active // sets start to 0: the avatar is marked as disconnected default { state_entry(){ start=0; urlForStoringStatus = "http://www.xxx.at/PHP/SL.php?agentId=" +name +"&start=" +(string)start; http_request_id = llHTTPRequest(urlForStoringStatus, [HTTP_METHOD,"GET"],""); } attach(key id){ if(id){ owner_name_query = llRequestAgentData( id, DATA_NAME); start=1; } else{ start=0; llResetScript(); } } // requests the uniquename of the avatar dataserver(key queryid, string data) { if (owner_name_query == queryid){ name = data; } else{ xi start=0; llResetScript(); } // sets "Start" in the database to 1 for the first time // USB massiging-mouse vibrates once urlForStoringStatus = "http://www.xxx.at/PHP/SL.php?agentId=" +name +"&start=" +(string)start; http_request_id = llHTTPRequest(urlForStoringStatus, [HTTP_METHOD,"GET"],""); llRegionSay(1, "DON’T LOOSE THE TOUCH WITH REALITY!"); state GO; } } // counter // sets the counter for the different distances // count=0 distance = 100m // count=1 distance = 20m // count=2 distance = 10m state NEXT { state_entry(){ if(count<3){ count++; } else{ count=1; } state GO; } xii } // avatar is active // measures the amount of avatars the range of 100m, 20m and 10m // detects if avatar is touched // sets the values of parameters // sends parameters to database state GO { state_entry(){ if (count==1){ llSetTimerEvent(timeInSec); llSensor("", NULL_KEY, AGENT, 96.0, PI); } if (count==2) { llSetTimerEvent(timeInSec); llSensor("", NULL_KEY, AGENT, 20.0, PI); } if (count==3){ llSetTimerEvent(timeInSec); llSensor("", NULL_KEY, AGENT, 10.0, PI); } } sensor(integer total_number){ if(total_number!=numOfDetectedObj){ numOfDetectedObj=total_number; } if (count==1){ // sets "Far" in the database to the number of avatars within 100m // USB ventilator starts urlForStoringStatus = "http://www.xxx.at/PHP/SL.php?agentId=" +name xiii +"&start=" +(string)start +"&number=" + (string)numOfDetectedObj+"&count="+(string)count; llShout(0,"BLOW ME DOWN!"); } if (count==2){ // sets "Medium" in the database to the number of avatars within 20m // USB warmer-glove starts if number = 1 // USB heating-cushion starts if number > 1 urlForStoringStatus = "http://www.xxx.at/PHP/SL.php?agentId=" +name +"&start=" +(string)start +"&number=" +(string)numOfDetectedObj +"&count="+(string)count; llSay(0,"GO INTO HEAT!"); } if (count==3){ // sets "Near" in the database to the number of avatars within 10m // USB aroma-fan starts urlForStoringStatus = "http://www.xxx.at/PHP/SL.php?agentId=" +name +"&start=" +(string)start +"&number=" + (string)numOfDetectedObj+"&count="+(string)count; llWhisper(0,"I LIKE YOUR SWEET SMELL!"); } http_request_id = llHTTPRequest(urlForStoringStatus, [HTTP_METHOD,"GET"],""); } no_sensor(){ numOfDetectedObj=0; if (count==1){ // sets "Far" in the database to 0 // USB ventilator stops urlForStoringStatus = "http://www.xxx.at/PHP/SL.php?agentId=" +name xiv +"&start=" +(string)start +"&number=" + (string)numOfDetectedObj+"&count="+(string)count; } if (count==2){ // sets "Medium" in the database to 0 // USB warmer-glove stops if number = 0 // USB heating-cushion stops if number <= 1 urlForStoringStatus = "http://www.xxx.at/PHP/SL.php?agentId=" +name +"&start=" +(string)start +"&number=" + (string)numOfDetectedObj+"&count="+(string)count; } if (count==3){ // sets "Near" in the database to 0 // USB aroma-fan stops urlForStoringStatus = "http://www.xxx.at/PHP/hSL.php?agentId=" +name +"&start=" +(string)start +"&number=" + (string)numOfDetectedObj+"&count="+(string)count; } http_request_id = llHTTPRequest(urlForStoringStatus, [HTTP_METHOD,"GET"],""); } // avatar detaches connectivity tag attach(key id){ if(id){} else{ // sets "Start" in the database to 0 // USB ventilator stops // USB warmer-glove stops // USB heating-cushion stops // USB aroma-fan stops xv start=0; urlForStoringStatus = "http://www.xxx.at/PHP/SL.php?agentId=" +name +"&start=" +(string)start; http_request_id = llHTTPRequest(urlForStoringStatus, [HTTP_METHOD,"GET"],""); llResetScript(); } } // avatar is touched touch_start(integer num_detected){ // sets "Touch" in the database to 1 // the virtual container box is given to the other avatar // USB massiging-mouse starts urlForStoringStatus = "http://www.xxx.at/PHP/SL.php?agentId=" +name +"&start=" +(string)start +"&number=" + (string)touched+"&count=4"; http_request_id = llHTTPRequest(urlForStoringStatus, [HTTP_METHOD,"GET"],""); llInstantMessage(llDetectedKey(0),"CAN’T TOUCH THIS!"); llGiveInventory(llDetectedKey(0), "CONTAINER do you feel your second life?"); } touch_end(integer num_detected){ // sets "Touch" in the database to 0 // USB massiging-mouse stops urlForStoringStatus = "http://www.xxx.at/PHP/SL.php?agentId=" +name +"&start=" +(string)start +"&number=" +(string)touched+"&count=4"; http_request_id = llHTTPRequest(urlForStoringStatus, [HTTP_METHOD,"GET"],""); } xvi timer(){ state NEXT; } } xvii Apendix B PHP Script SL.php <?php include ’config.php’; include ’opendb.php’; // fetches parameters from HTTP Request $agentId=$_GET[’agentId’]; $start=$_GET[’start’]; $count=$_GET[’count’]; $number=$_GET[’number’]; // select the correct avatar using a unique identification key $result=mysql_query("SELECT ‘Key‘ FROM ‘SL‘ WHERE ‘Key‘ = ’$agentId’"); if (!$result) { echo ’request failed: ’ . mysql_error(); exit; } $row = mysql_fetch_row($result); // avatar exists in database xviii if ($row[0]==$agentId){ // avatar disconnects connectivity tag if($count==0){ $update=mysql_query("UPDATE ‘SL‘ SET ‘Start‘=’$start’, ‘Far‘=’0’, ‘Medium‘=’0’, ‘Near‘=’0’, ‘Touch‘=’0’ WHERE ‘Key‘=’$agentId’") or die ("update failed"); } // distance = 100m if($count==1){ $update=mysql_query("UPDATE ‘SL‘ SET ‘Start‘=’$start’, ‘Far‘=’$number’ WHERE ‘Key‘=’$agentId’") or die ("update failed"); } // distance = 20m if($count==2){ $update=mysql_query("UPDATE ‘SL‘ SET ‘Start‘=’$start’, ‘Medium‘=’$number’ WHERE ‘Key‘=’$agentId’") or die ("update failed"); } // distance = 10m if($count==3){ $update=mysql_query("UPDATE ‘SL‘ SET ‘Start‘=’$start’, ‘Near‘=’$number’ WHERE ‘Key‘=’$agentId’") or die ("update failed"); } // avatar is touched if($count==4){ $update=mysql_query("UPDATE ‘SL‘ SET ‘Start‘=’$start’, ‘Touch‘=’$number’ WHERE ‘Key‘=’$agentId’") or die ("update failed"); xix } } // add new avatar to database else{ echo "Key : $agentId <br>"; echo "key noch NICHT vorhanden!<br>"; $insert=mysql_query("INSERT INTO ‘SL‘ VALUES (’$agentId’ ,’$start’, ’0’, ’0’, ’0’,’0’ )") or die ("insert failed"); } // close connection with database mysql_free_result($result); mysql_close($conn); ?> config.php <?php $dbhost = ’www.xxx.at’; $dbuser = ’sluser’; $dbpass = ’xxx’; $dbname = ’secondlife’; ?> opendb.php <?php $conn = mysql_connect($dbhost, $dbuser, $dbpass) or die (’Error connecting to mysql’); mysql_select_db($dbname) or die( "Unable to select database"); ?> xx Appendix C Software implemented with Processing main.pde import de.bezier.mysql.*; import processing.serial.*; MySQL msql; Serial myPort; // variables to set canvas properties PFont font; String buff = ""; String idbuff = ""; String titel ="Enter Your Avatars Name!"; String subtitel = "Right Mouse Button Stopps"; String active = ""; String agentId = ""; boolean didntTypeYet = true; xxi int leftmargin = 10; int rightmargin = 20; // programmstatus int match = 0; // valuse of Far/Medium/Near from database int far = 0; int medium = 0; int near = 0; int touch = 0; // flag ==1 start flag ==0 stop int flag = 0; // number of database requests int run = 0; int stopped=0; void setup(){ // setup canvas size(200, 200, P3D); background(250); font = loadFont("Univers45.vlw.gz"); textFont(font, 12); // connect to database String user = "d0052ddf"; String pass = "r0ckbar"; String database = "d0052ddf"; msql = new MySQL( "www.princessin.at", database, user, pass, this ); //connect to COM1 myPort = new Serial(this, "COM1", 57600); } xxii void draw(){ switch(match){ case 0: background(250); text(titel, 15, 190); insertText(); break; // Error connecting database case 1: background(250); text(titel, 15, 190); break; // avatar does not exist in database case 2: titel = "Couldn’t Find "+idbuff; buff = idbuff = ""; match=0; break; // avatar exists in database case 3: background(250); fill(0); text(subtitel, 25, 190); fill(250); beginShape(); vertex(50, 50); xxiii vertex(50, 150); vertex(150, 100); vertex(50, 50); endShape(); dbRead(); msql.close(); // check if avatar is active if (run==1){ active= idbuff+ " Is Active"; myPort.write(’F’); // Port c5 on delay(500); myPort.write(’f’); // Port c5 off setSerial(); }else if(run>1){ setSerial(); active= idbuff+ " Is Active"; } fill(250, 0, 0); text(active, 25, 25); break; } } // set mouse buttons to start/stop application // stop = right button , start = left button void mousePressed() { if (match == 3){ if (mouseButton == LEFT) { subtitel ="Right Mouse Button Stopps"; stopped=0; xxiv background(250); fill(0); text(subtitel, 25, 190); fill(250); beginShape(); vertex(50, 50); vertex(50, 150); vertex(150, 100); vertex(50, 50); endShape(); loop(); }else if (mouseButton == RIGHT) { subtitel ="Left Mouse Button Starts"; myPort.write(’b’); // Port c1 off myPort.write(’c’); // Port c2 off myPort.write(’d’); // Port c3 off myPort.write(’e’); // Port c4 off myPort.write(’f’); // Port c5 off background(250); fill(0); text(subtitel, 32, 190); fill(250); rect(50, 50, 100, 100); noLoop(); } } } xxv dbCheck() // check if there is an id like the entered one void dbCheck(){ // check if key exists String[] liste = split(idbuff, ’ ’); String buffer = join(liste, ""); int x = 0; if(msql.connect()){ msql.query( "SELECT ‘Key‘, ‘Start‘ FROM ‘SL‘ WHERE ‘Key‘ =’"+buffer+"’"); if (msql.next()) x= 2; else x= 1; // avatar does not exist in database switch (x){ case 1: match = 2; run = 0; break; // avatar exists in database case 2: if (idbuff != ""){ flag = msql.getInt("Start"); // flag ==1 start flag ==0 stop if(flag == 1) match = 3; xxvi else{ active= idbuff+ " Is NOT Active"; match = 3; run = 0; } }else match = 2; break; } } else{ titel = "Connection failed!"; match = 1; run = 0; } } xxvii dbRead() // read from database: Far, Medium, Near, Start void dbRead(){ if(msql.connect()){ msql.query( "SELECT ‘Touch‘, ‘Far‘, ‘Medium‘, ‘Near‘, ‘Start‘ FROM ‘SL‘ WHERE ‘Key‘ =’" + agentId+"’" ); while (msql.next()){ flag = msql.getInt("Start"); // flag ==1 start flag ==0 stop if(flag == 1){ far = msql.getInt("Far"); medium = msql.getInt("Medium"); near = msql.getInt("Near"); touch = msql.getInt("Touch"); } else{ //titel = "Avatar Is Disconnected"; //buff = idbuff = ""; active= idbuff+ " Is NOT Active"; match = 3; run = 0; } } }else{ titel = "Connection failed!"; match = 1; run = 0; } } xxviii insertText() \\ feed of unique identification key / name of avatar void insertText(){ if(millis()%500<250){ noFill(); }else{ fill(250, 0, 0); //fill(255); stroke(0); } float rPos; // Store the cursor rectangle’s position rPos = textWidth(buff)+leftmargin+5; rect(rPos+1, 150, 10, 21); if(didntTypeYet){ fill(0); } fill(0); pushMatrix(); translate(rPos,141+25); char k; for(int i=0;i<buff.length();i++){ k = buff.charAt(i); translate(-textWidth(k),0); text(k,0,0); } popMatrix(); } xxix void keyPressed(){ char k; k = (char)key; switch(k){ case 8: //BACKSPACE if(buff.length()>0){ buff = buff.substring(1); idbuff = idbuff.substring(0,buff.length()); } break; case 10: // Enter // check if entered key exists in database if (idbuff!=""){ dbCheck(); } else{ titel="Enter Your Avatars Name!"; } break; // Avoid special keys case 13: case 65535: case 127: case 27: break; default: if(textWidth(buff+k)+leftmargin < width-rightmargin){ didntTypeYet = false; buff=k+buff; idbuff = idbuff +k; xxx } break; } } xxxi setSerial() /* "B" : Set Portc.1 // USB ventilator on "b" : Reset Portc.1 // USB ventilator off "C" : Set Portc.2 // USB warmer-glove on "c" : Reset Portc.2 // USB warmer-glove off "D" : Set Portc.3 // USB heating-cushion on "d" : Reset Portc.3 // USB heating-cushion off "E" : Set Portc.4 // USB aroma-fan on "e" : Reset Portc.4 // USB aroma-fan off "F" : Set Portc.5 // USB massaging-mouse on "f" : Reset Portc.5 // USB massaging-mouse off */ // sets and resets serial port void setSerial() { // one or more avatars are in the range of 100m if (far>0){ myPort.write(’B’); // Port c1 on }else{ myPort.write(’b’); // Port c1 off } // one or more avatars are in the range of 20m if (medium>0){ myPort.write(’C’); // Port c2 on } if(medium>1){ xxxii myPort.write(’D’); // Port c3 on } if (medium ==0){ myPort.write(’c’); // Port c2 off myPort.write(’d’); // Port c3 off } // one or more avatars are in the range of 10m if (near>0){ myPort.write(’E’); // Port c4 on }else{ myPort.write(’e’); // Port c4 off } // the avatar is touched if (touch ==1){ myPort.write(’F’); }else{ myPort.write(’f’); } // resets all if (match == 0){ myPort.write(’b’); // Port c1 off myPort.write(’c’); // Port c2 off myPort.write(’d’); // Port c3 off myPort.write(’e’); // Port c4 off myPort.write(’f’); // Port c5 off } } xxxiii