Virtuality pt 2: Personality Tone

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Virtuality pt 2: Personality Tone

Postby Tarryk » Tue Sep 21, 2004 6:43 am

I'm starting this so as not to step on the wrong subject, since I think the original Virtuality thread has more than enough strength to carry it's own point, this one should be "seperate but related".

I noticed, from an analytical level, the differences in personality tone between StBoo and myself. Misunderstandings happen, and the example presented between StBoo and I in the Virtuality thread was a complicated yet very applicable definition of virtual misunderstanding.

What follows uses a few aspects from that particular misunderstanding, with a few twists and turns along the way to change the scenario to a more appropriate example of why judgementalism in a virtual environment can be dead wrong.

Check it:

Person X and Person Y speak online for the first time.

Person X says something that can be taken several different ways, on several different levels, with several different tones. However, since 99% of all statements made in text fall into this very generalized category, no fault can be put on Person X for not being specific enough. It's a statement made from the heart, with nothing but altruistic intent.

Person Y takes it in a negative manner. Despite the benign intentions of Person X, a judgement on ethics is passed by Y, who then labels X with a negative or contradictory response. No fault can objectively be placed on Y for this judgement, since we cannot be held personally responsible for the tone, context, and semantic appraisal that our individual experience has come to expect.

Person X presents a rebuttal, having felt a little taken aback by person Y's sudden leap to judgement.

Person Y feels insulted, as though X was preaching or patronizing. This is due in part to Y's initial judgement of X.

Two benign, friendly, intelligent beings end up hating each other. X and Y become enemies, convinced that the other wronged them. Neither ever committed any wrong.

Rationalization 1: Circumstance has a huge influence in the chaotic mess of virtual reality.

Conclusion 1: It is difficult--if not outright impossible--to truly know someone's demeanor or their true intent in a virtual environment.

Rationalization 2: It is defaulted human nature to appraise, analyze, and eventually judge others around you based on your interaction with them.

Rationalization 3: Virtual Reality offers a SEVERELY limited interaction between two people, devoid of physical presence, overtone, body language, and literally hundreds of other reality-based forms of interaction.

Final Conclusion: There is no closure online. The very spirit of entropy increases on all fronts in VR, as no truly informed conclusions can be drawn between two beings without the added influence of more direct physical and psychological connections that VR does not allow (yet?)
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Postby Darth Bootay » Tue Sep 21, 2004 7:31 am

Fortunately, between you and I at least, there is a pre-existing and ongoing dialog that makes it easy for one or the other of us to step back and say "huh? did you mean...?" and then quickly discover a more accurate interperetation of intended tone and context, even though we have very different ways of viewing and expressing any given subject. Even our own natural reserves of pride and ego cannot interfere with that. Usually sooner than later, we come to an understanding, if not always agreement.

Using the two of us as an example is EXTREMELY complicated, as you noted. Neither of us is typical, both possessing rather strong and very atypical personalities and points of view. We practice methods that can be used as examples of both what is best and what is worst in trying to hold a good discussion. It might just be that the only typical thing we have going is the fact that we are both opinionated people, and even then we make a poor example because of the way we communicate.

I am perpetually in difficulty in the realm of virtual communication. This is due to the fact that when I have to write, I find it almost impossible to be concise and not over-explain a point without being vague and cryptic. In face to face communication, I am easily understandable, as it's a fair estimate that around 70% of what I say isn't even verbally communicated. Though even there I have this truely annoying need to over-analyze something before talking about it. /shrug

I'll have to agree to disagree with you on the point of being able to judge anything virtual, though. Won't argue it or put up my reasons, as I pick my battles and I know that one stands a high probability of far too much text for no actual purpose. LOL. I'll save that for something we can really give and take on in good fun.
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Re: Virtuality pt 2: Personality Tone

Postby Cowtipper » Tue Sep 21, 2004 1:20 pm

I agree with many of the points provided in both Virtuality 1 and 2. If you want to see some of the worst elements of human nature, games and on-line games in particular seem to be great places to observe them. Of course, you guys pretty much put that on the table already.

With that said, I hope there will be a third installment of Virtuality and it will be better than the Karate Kid 3 movie. Maybe Virtuality 3: Revenge and Cold Soup.

Tarryk wrote:The very spirit of entropy increases on all fronts in VR, as no truly informed conclusions can be drawn between two beings without the added influence of more direct physical and psychological connections that VR does not allow (yet?)


My emphasis is on 'yet.' I am going to paint a little picture, because this idea amuses me.

Games take on a whole new meaning and the immersion factor is incredibly realistic. You 'plug-in' or wear equipment that allows your body to experience sensations from within the game.

You enter Cowtipper's Virtual Insanity 65: We're Running Out of Ideas (because there will be many sequels of my game), and with your own eyes as if you're in the body of your character, you take in the Red Light District which is the starting point for all new characters. You look around, and feel the cool breeze on your face, and smell the dumpster in the alley behind you. As you walk forward, you notice that you can feel your feet firmly touch the ground, as if you're actually walking. You become oriented and start feeling comfortable, so you begin to walk towards the big flashy green waypoint markers that direct you to Newbie Hotel.

As you walk up to newbie hotel, there is this really attractive woman wearing 'next to nothing' (a new fashion line from Cowvin Kline). You have to take two looks, she is just that attractive. She notices you, looks you up and down, and displays a knowing smile as she seductively walks in your direction. She stops a few feet in front of you and strikes a pose that will give old men heart attacks, and says in a gruffy, deep voice "Hay baby, want to come up and have some fun?"

Nothing personal against the men who play female characters, nor the women who play male ones. I can almost see something like this happening. Although by that time, they'll probably have some better technology for voice synthesizing.
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