Introduction
The Legion Project is a test bed
for ideas I have developed about the nature of
subjectivity and agency in cyberspace.
In particular, I maintain that in the cyberspace domain our subject
stance becomes fractured and distributed in a way that can be modeled by
Dissociative Identity Disorder, and that this is a natural and adaptive mode of
being in that domain. The main feature
of this project is a 3D avatar virtual world, LegionWorld, which embodies these
ideas in its architecture in a way that makes them functionally explicit and
testable. My goal was to create this
virtual world and then user test it to see if it validates my ideas. What follows is a presentation of the theory
that informs this project, plus a description of my implementation of the
project and results gathered from testing.
The creation of LegionWorld
required a great deal of 3D modeling and VRML conversion, and I worked with a
team of two talented undergraduate
students, Bart Landry and Tom Ivey.
Their technical abilities, feedback and input helped to make LegionWorld
a reality.
Part 1: Dissociative
Identity Disorder and cyberspace
Pathology or paradigm?
The very nature of cyberspace is
acting as a sort of “universal solvent” to break up our long cherished notions
of monolithic self and subjectivity. The
ease with which we can take on new identities and new connectivities in the
virtual domain implies a self which is multivalent, fluid and de-centered-- a
self which often operates in parallel, in different modalities and different
capacities. I propose that a model for
this new, postmodern, postrationalist, cyberspatial self can be found in the
cluster of psychological manifestations currently known as Dissociative
Identity Disorder (DID), and formerly and more popularly as Multiple
Personality Disorder (MPD).
There is precedence for my proposal
to use what is commonly seen as a form of mental illness as a ground for more
fully realized being. Deleuze and
Guattari put forth the ideal of the happy schizophrenic as a paradigm for
dealing with our postmodern condition of existential free-fall (Deleuze and
Guattari, 1977). Through a process of
“schizo-analysis” they transform the concept of madness to one of primal
creativity analogous to artistic creativity.
This schizo-analysis is an essentially destructive process designed to
break down the sorts of Modernist, totalizing
institutions that Deleuze and Guattari see as oppressing and confining
our true selves. The result is a nomadic, rootless self, free of family, belief
and structure, and dedicated to relentless change.
The schizophrenic lives in a more
or less completely self-constituted world, where fragments of personality are
imbedded in a matrix of delusional projections.
It is a world where inner-driven states are substituted for any kind of
consensual reality, and a world where it is almost meaningless to talk about
having “personality” at all. The task of
Deleuze and Guattari’s happy schizophrenic is to harness this condition of
non-referentiality to the use of forging a new kind of self, in an essentially
linguistic transformation, free of the moral and psychological despotism of
Modernism.
Schizophrenia is very different
from DID, however, and while much of what I am proposing may seem at first
glance similar to Deleuze and Guattari’s project, there are in fact vast
differences. The challenge for both
myself and Deleuze and Guattari, is to take a condition held by most to be
maladaptive and pathological, and turn it into a paradigm for better and more
effective living. I believe that I have
the easier task.
The concept of dissociation
The concept of Multiple
Personalities is itself a fluid one, and it has evolved over not just
centuries, but millennia, and throughout cultures as varied as nomadic hunter
gatherers of the sub-arctic to contemporary industrial societies. At its core, this concept involves the
inherent capacity of the human psyche to dissociate, to spread itself out over
psychic space and time. Colin Ross
defines dissociation quite simply: “Dissociation is the opposite of
association...For definitional purposes the psyche may be reduced to a
collection of elements in complex relationships with each other. Psychic elements include thoughts, memories,
feelings, motor commands, impulses, sensations, and all the other constituents
of psychic life. Any two psychic
elements may be in a dynamic relationship with each other, which is to be
associated, or relatively isolated and separate, which is to be dissociated.”
(Ross, 1997, p 116).
Dissociation is an important factor
in normal psychological functioning, allowing for a degree of mutability and
adaptability which would be impossible without it. It is probably best to think of dissociation
on a continuum, from ordinary daydreaming, through such phenomena as forgetting
where one is going on the freeway, to the particularly florid manifestations of
dissociation which are commonly labeled as Multiple Personality. Although the phenomenon is usually thought of
as purely psychological in nature, it can actually be either biologically or
psychosociologically driven, as given by Ross (Ross, 1997, p 116):
1.
Normal psychosocial dissociation-- Daydreaming during a boring lecture.
2.
Normal biological dissociation-- Forgetting that you got up in the night to go
to the bathroom.
3.
Abnormal psychosocial dissociation-- Amnesia for incest.
4.
Abnormal biological dissociation-- Amnesia following a concussion.
These biological aspects of
dissociation reinforce the notion that it is an entirely natural ability, and
serve to lessen emphasis on pathological manifestations. This sort of grounding in the ordinary is
necessary, to blunt criticism that I am building some kind of fool’s paradise
on a foundation of mental illness.
Nothing could be further from the truth, as I am claiming that
dissociation is not only an adaptive, but a highly desirable strategy for
dealing with the complex, multi-dimensional social relationships enabled by
cyberspace technologies. It is more
“sane”, if you will, than strategies which try to preserve a monolithic unit of
self and agency in the face of almost exponentially increasing demand for
parallel processing and multiplicity.
The earliest known references to
dissociative phenomena are to be found in Neolithic cave paintings, in which
shamans can be seen transforming into animals and spirits, presumably for
purposes of enabling the clan in its survival efforts. In fact, throughout the long march of what we
call pre-history, such dissociative abilities had great survival value, by
creating a closer connection with the worlds of spirits and animals, with which
humans coexisted. Persons adept at such
dissociations were given positions of considerable power and respect in
“primitive” societies.
The shamanistic tradition has
survived almost to the present day in the circumpolar regions of Asia and North
America, and study of these cultures provides our best view of how shamanism
operated over tens of millennia. Some of
the arguments made about shamanism are similar to arguments which might be
given to my proposed schema, so it is illustrative to examine this incredibly
ancient tradition.
Most shamans, as near as can be
determined, seemed to be healthy and not suffering from mental disorders. They were integral members of their societies
and often went through long periods of training to become adept, all of which
argue against any sort of pathological component to their craft. The shamans of the far north rarely, if ever,
used hallucinogenic plants, relying instead exclusively on self-hypnosis. They were, in effect, rigorously trained
professional dissociators who functioned variously as priests, weather
forecasters, doctors and conveyors of the oral tradition.
Colin Ross (Ross, 1997, p 153)
lists 11 dissociative features of the shamans work, and relates each to
DID. These parallelisms are worth
mentioning here, as they further ground the experiences of DID patients in a
milieu that is not pathological:
Structured, Meaningful Hallucinations-- Shamans deliberately induced special states
of being, in which they could communicate with other realms of being, such as
the spirit and animal worlds. Like the
“hallucinations” of DID patients, however, these events were not indicative of
psychosis, but rather clearly dissociative in nature.
Trance States-- Trance states were essential prerequisites
for spirit communication, out of body experiences, possession, etc. DID patients frequently enter trance. One of the major diagnostic criteria for DID
is ease of hypnotizability.
Hypnotic Anesthesia-- Such activities as walking naked in the
arctic winter, holding hot objects, and self-piercing indicate hypnotic
anesthesia. DID patients often report
anesthesia for the pain of abuse, or self-inflicted pain.
Symbolic Dreams-- Shamans’ dreams were often lucid and directed
at conveying information about the spirit world or the real world. Likewise, DID patients’ dreams often involve
conveying information about past abuse, organization of the personality system
or other buried information to the waking personality.
Ritual Dismemberment-- Often initiation as a shaman involved ritual
dismemberment analogous to death, associated with spiritual fragmentation. DID patients have, by definition, undergone
dismemberment of the self as a strategy for survival.
Possession by the Souls of Ancestors-- In trance states, shamans would often
deliberately become posed by the souls of dead ancestors, who would impart
advice and wisdom. It is fairly common for DID patients to have at least one
alter who claims to be a dead ancestor.
Possession by Helping Spirits-- These “familiars” were often invoked by
shamans during trance states as helpers and guides. DID patients almost always have helper
personalities, some of whom claim to be from other dimensions or to be spirits.
Exhaustion Following Strenuous Trance Work-- Intense trance events often left shamans
tired for a period of days. Intense DID
treatment sessions have a similar effect.
Stimulating Dissociation through
Intoxication-- As mentioned, it was rare for shamans of old to use
intoxicants, except, rarely, hallucinogenic mushrooms. DID patients, on the other hand, frequently
resort to chemical paths to dissociation, and often manifest substance-abusing
alters.
Out-of-Body Experiences-- A common technique for shamans was astral
projection, or out-of -body travel, where they would project themselves into
the spirit or real world to accomplish tasks.
Many DID patients have had out-of-body experiences, often at the time of
childhood abuse, as a means of psychic escape.
Transformation of Identity-- During the possession state of trance, the
shaman became reciprocally identified with the possessing spirit in a manner
analogous to alter switching in DID patients.
As can be seen from this list of
correspondences, there is much commonality between the “professionally”
achieved and culturally approved dissociative states of the sub-arctic shaman,
and the dissociative states of the DID patient.
A present day culture in which
dissociative phenomena are active in daily life is described by Suryani and Jensen in their study of trance
and possession phenomena in Bali (Suryani and Jensen, 1993). They found that highly dissociative trance
states were an accepted part of the culture and no negative feelings attached
to persons so dissociating. In fact,
there are certain persons who are easy to put into trance states by startling
and other techniques, and there is a great deal of good-humored fun made at the
expense of these persons, without it becoming at all mean-spirited.
Multiple personalities
The above discussion of DID as
related to non-pathological functioning is important, as it will serve to
ground our perceptions of this phenomenon while we tread the increasingly
exotic terrain covered by the manifestation of DID usually called Multiple
Personalities. The category called DID
in the DSM-IV (Diagnostic and Statistical Manual, Fourth Edition, of the
American Psychiatric Association) was in fact called Multiple Personality Disorder
(MPD) in the DSM-III, and so quotes from some materials will refer to the
syndrome by that name.
According to Putnam, “The core
feature of MPD is the existence of alter personalities who exchange control
over an individual’s behavior. It is
important to state from the outset that whatever an alter personality is, it is
not
a separate person.” (Putnam, 1986, p 103, italics the author’s). Putnam goes on to quote the definition of an
alter personality given by Braun and Kluft as “an entity with a firm,
persistent, and well-founded sense of self and a characteristic and consistent
pattern of behavior and feelings in response to given stimuli. It must have a range of functions, a range of
emotional responses, and a significant life history (of its own existence).”
(Kluft, 1984, p 23).
Stephen Braude has constructed an
interesting interpretation of multiple alters in terms of what he calls apperceptive centers (Braude 1991). First he postulates that mental and
behavioral states are indexical if a person believes such states to be
his/her own. This is a purely
epistemological property of such a state.
In contrast, if a person experiences a state as his/her own, then that state can
be said to be autobiographical, a phenomenological property of that
state. Apperceptive centers are defined
as “an individual most of whose autobiographical states are indexical” (Braude,
1991, p 78), and he proposes that distinct alters tend to be distinct
apperceptive centers. He distinguishes
multiples from other strong forms of dissociation by claiming that multiples
tend to have more than one apperceptive center at one time, whereas other forms
of dissociation, and non-dissociated states, do not. I find this interpretation to be the most
appealing of any I have read.
The sense of self maintained by alter
personalities is solid enough that they often appear to each other as being
very different, physically, emotionally and psychologically. They often claim vociferously to be
independent persons, in the face of all evidence to the contrary. For instance, one alter might insist that
another’s clothes are not just in bad taste, but are of the wrong size, or even
appropriate for the wrong sex. Sometimes
alters even see other alters as being differently located physically, as
sitting in a different chair or being in a different room. In really extreme cases, one alter might wish
to kill another, adamantly denying any connection whatsoever with that alter.
In addition to such well delineated
alter personalities, it is typical to find a number of personality fragments--
smaller units of personality of limited scope and ability. Typically a personality fragment will be limited
to one affect, such as anger or joy, or one functionality, such as driving a
car or absorbing pain. This sort of
fracturing can yield fragments so specific that it is ultimately useless to
consider them as personalities.
Alter personalities can be thought
of as units of functionality which enable the DID patient to function in the
external world, or cope with the complex demands of the inner world such people
inhabit. External duties include holding
a job, managing relationships with other people, taking care of bodily needs,
etc. Internal duties include such
activities as managing which alter is “out” (in control of the physical body)
at any time, holding and managing traumatic memories, and settling internal
squabbles between alters. A complicated
set of personalities often arises to accomplish these tasks, frequently
numbering a few tens or scores of distinct alters.
Although alter personalities tend
to be distinct entities which resist stereotyping, there are nevertheless
patterns of types which appear to be common across DID patients. Putnam has generalized a set of such types
(Putnam, 1986, p 230), varying along lines of functionality and affect. It is worth noting them here, as they give us some insight into
the organization of multiple personalities:
The Host Personality-- Usually defined as the alter who has
executive control of the body most of the time.
This personality is typically depressed, compulsively good,
conscience-stricken, and feels overwhelmed by circumstances. Quite often, the host personality is
completely unaware of the existence of other alters until presented with them
during therapy. Hosts may not be single
alters, but are sometimes elaborate facades put up by a group of cooperating
alters.
Child Personalities-- These seem to be found in virtually every DID
patient. They are frozen in time and do
not age. Such personalities often serve
the function of holding traumatic memories of childhood abuse; they are
frequently counterbalanced by other child alters who embody pure childhood
innocence.
Persecutor Personalities-- These personalities will try to sabotage the
patient’s life and even inflict bodily harm.
They are sometimes responsible for “suicide” attempts which are really
cases of “internal homicide”, where a persecutor personality attempts to kill
the host.
Suicidal Personalities-- As distinct from above, these are
personalities driven to kill themselves, as opposed to other alters. They may be unaware of the existence of the
host, or other alters.
Protector and Helper Personalities-- These personalities serve as a counterbalance
to the destructive and suicidal alters.
They come in a number of forms, depending on what the multiple requires
protection from. In female multiples,
they are often male alters of great physical strength.
The Internal Self-Helper-- Relatively emotionless personalities, who
provide information bout the internal workings of the personality system. Very useful allies for therapy.
Memory Trace Personality-- A passive personality who usually has a more
or less complete memory of the DID patient’s life. Most alters have access to only a severely
limited range of memories.
Cross-Gender Personalities-- It is very
common for multiples to have alters of opposite sex. In females, male alters tend to serve in such
masculine roles as physical protection and operation of machinery. In male DID patients, female personalities
are older ”good-mother” figures who provide counsel, and tend to be active in
the patient’s internal dynamics more than manifesting outwardly.
Promiscuous Personalities-- These alters exist to express forbidden
impulses, often sexual in nature.
Administrators and Obsessive-Compulsive
Personalities-- These personalities
frequently emerge in the workplace, where they may be quite competent
professionally, although seen by fellow workers as distant and
authoritarian. They may also function to
manage the internal organization of the DID patient’s fragmented personality.
Substance Abusers-- Drug abuse in DID patients is frequently
limited to one alter, and this alter may be the only one to suffer withdrawal
symptoms.
Autistic and Handicapped Personalities-- Autistic personalities are often sent “out”
during periods when no other alter is interested in executive control, or
especially during situations of confinement or control.
Personalities with Special Talents or
Skills-- Alters displaying great
skill in work-related, artistic or athletic fields are common, and often tend
to be more like fragments than complete alter personalities.
Anesthetic or Analgesic Personalities-- These alters seem to be formed during initial
episodes of abuse, and deny feelings of pain.
They are activated when the body is injured by self or others.
Imitators and Impostors-- Some multiples have alters who imitate the
functions of other alters. In some
instances, the impostor will handle situations the personality they are
mimicking cannot.
Demons and Spirits-- These alters sometimes manifest, especially
in persons from rural areas or with fundamentalist religious beliefs. Spirit alters are similar to Internal
Self-Helpers and demon alters are similar to Persecutors.
The Original Personality-- Many multiples have a “core” personality from
which the others are derived. Typically
this alter is not active, and is described by others in the system of alters as
having been “put to sleep” to protect it from trauma.
As can be seen from the above list,
alter personalities tend to assume some sort of functional role, either in the
external life of the multiple, or in the complex internal dynamics of the
system of alters. Such diversification
according to functionality will be very useful in developing a model of
distributed agency in the cyberspace domain.
Causes of Dissociative Identity Disorder
The fact remains, and it must be
addressed, that DID is presented as a pathological state, not as a condition of
elaborated opportunities for interaction with the world. To understand the pathological nature of DID,
it is necessary to consider its causes.
Colin Ross elaborates four pathways
to DID (Ross, 1997). These are:
1.
Childhood Abuse Pathway
2.
Childhood Neglect Pathway
3.
Factitious Pathway
4.
Iatrogenic Pathway
The Childhood Abuse Pathway is by
far the most common pathway to DID, a sad commentary on the ability of our
species to terrorize its young. Ross has
an interesting gloss on this pathway to DID: “It seems to me that the
fundamental problem in DID is the problem
of attachment to the perpetrator.”
(Ross, 1997, p 65, italics the author’s). The abused child is put in a classic double
bind by conflicting biological and psychological imperatives. On the one hand, the child must attach to its
parents in order to thrive, or even to physically survive. On the other hand, the parent to whom she (by
far, most DID patients are women) must attach is abusing the child, typically
sexually, as well as physically. The
child is powerless to predict, stop, or avoid the abuse and so falls back on
the only avenue of escape available, extreme dissociation.
Dissociation is a skill all
children are adept at. It manifests as
deep role-playing behavior in play, as total immersion in entertainment, and as
“imaginary playmates.” These
dissociative abilities are drawn upon by the abused child to help keep the
attachment systems up and running, so the biological organism does not die. These attachment systems are personified as
separate identities, who idealize the abuser and are amnesiac for most or all
the abuse. An additional drive for creating alter personalities is the need to create stable internal persons who will
always be available for comfort and attachment.
This strategy is typically effective to the extent that it allows the
child to survive, but becomes maladaptive when the abuse is no longer a factor.
Seen in this light, the cause of
DID is not the abuse per se, but rather the bind that such abuse puts the
abused child in. I have been thinking
about DID as a model for cyberspace subjectivity for some time, and the heavy
involvement of child abuse in the etiology of DID has always left a bad taste
in my mouth, like I was basing my model on something inherently evil. I feel better proposing this model, as I can
frame DID as a creative response to a horrible condition, rather than a direct
result of that condition. A subtle, but
meaningful distinction.
The Childhood Neglect Pathway
typically results in DID less severe in nature and more responsive to treatment
than that caused by sexual and physical abuse.
In this pathway, the abuse suffered by the child is extreme neglect,
often to the point of being locked in a closet or room for prolonged periods,
resulting in the loss of a secure attachment figure. Children thus abused use their dissociative
abilities to retreat into an internal world, and they populate this world with
internal figures with which to form attachments.
Factitious Pathway DID is the
result of elaborate faking on the part of the patient.
Iatrogenic Pathway DID likewise
results from factors other than (at least primarily) childhood abuse. Poor therapy techniques are at the root of
this pathway, creating DID where there was none, or exacerbating mild cases
into much worse ones.
It is worthwhile to note that the
factitious and iatrogenic pathways to DID do not necessarily involve child
abuse, or indeed any abuse at all. This
leaves open the possibility of a form of intense dissociation on the order of
DID, but not identical with it, based on a postulated “corrosive” effect of
information technologies on the subject stance.
A new kind of self
From the foregoing, we can see that
dissociation can be an adaptive response to trauma, one that enables an
individual to maintain some sort of integrity in situations where basic
survival systems might break down without such intervention. I believe that the enabling technologies
lumped under the heading of “cyberspace” have so altered our relationships with
the world that it amounts to severe trauma.
A dissociative strategy will serve to cope with this information trauma,
and allow us to thrive and even flourish.
Humans have evolved over the eons
as communicating creatures of a certain bandwidth, as dictated by our hard-wired
sensory and nervous systems, mediated through the software of language. Until very recently, we have been interacting
with our physical and social worlds through channels which were essentially
serial and hierarchical, a mode whose final realization resulted in the
totalizing intrusions of the Modernist project.
Our evolution has reached a new
phase now, one dominated by cultural and technological forces much more fluid
and mutagenic than any previously known.
We have created an electronic skin, a bioapparatus, that shapes our
reality and determines the flow of information through our synapses. The crucial and defining feature of this new
bioapparatus is that it operates in parallel mode, presenting us with fundamental
incompatibilities with our existing processing structures.
This incompatibility, as I see it,
is the source of the information trauma being inflicted by cyberspace
technologies, and the way to deal with this trauma is to enable ourselves for
parallel processing. DID provides a paradigm
for just such multivalent operation.
As given by Braude above, the
defining characteristic of DID is the presence of more than one apperceptive
center (alter) at one time (Braude, 1991).
This is all well and good, but most interpretations of DID treat these
alters as essentially functionally distinct units. Indeed, therein lies the pathology of DID:
alters do not know what other alters are up to.
Such a completely fragmented world view would model the parallel input
streams of our postmodern information realm, but it would be unable to
interpret or synthesize any of it.
Braude counters this commonly held
view about the distinctness of alters thus: “Nevertheless, certain features of
experience seem to presuppose a type of psychological unity that can only be
explained adequately in terms of a single underlying subject, even in cases of MPD.” (Braude, 1991, p 166, italics mine), and “We
have seen, not only that an alter’s characteristic functions inevitably overlap
with those of other alters, but also that they cannot literally be isolated
from a common pool of dispositions attributable to the multiple as a
whole. In that case, however, we need
not deny either the reality and functional distinctness of the alters or the
reality and functional complexity of the underlying subject to whom the entire
repertoire of abilities belongs.” (Braude, 1991, p188)
A practical interpretation of this
model of DID can be found in those clinical cases where treatment has stopped
short of the usual goal of complete integration. In these cases, what is left is a group of
alters who are now cognizant of each other and capable of cooperation to
preserve the viability of the aggregate (The Troops for Truddi Chase, 1990). Such multiples walk a fine line between unity
and multiplicity, and this is the very arena where I place the evolutionary
advantage that Deleuze and Guattari attempted to find in schizophrenia.
This, then is the model of DID that
I am proposing to deal with the psychic shock of living in cyberspace. It may even be thought of as an elaborate
ruse, a pretending to be multiple, and that is fine as long as the depth of the
pretense is sufficient to enable the required level of dissociation, as is
certainly the case in DID.
The new, cyberspatial self will
employ those same enabling technologies, which the linear self found so
threatening, to extend into the parallel domain. In particular, we can conceive that the
various alters in a DID multiple’s repertory might be represented by
semi-autonomous agents. These agents are
able to parse multiple input streams for relevance to the “core” personality,
and perform some form of buffered parallel-to-serial conversion on any data
stream selected. This conversion will be
necessary, because of the limitations imposed by our biological apparatus. Possibly advances in genetics will enable us
to address these limitations, as well, at some future time.
Our dissociated, cyberspatial self
is modeled thus: There is a core
personality, a body in space and psyche in information space. This body is extended, through the
bioapparatus of cyberspace technologies, into a realm of enhanced sensory and
communication modalities and this enhanced information load, in turn, places
greater processing and integrating strain on the psyche. Parts of the psyche are now off-loaded,
however, onto agents capable of acting in behalf of the core personality, and
capable of coordination with each other.
Like the alters of a DID personality, these agents will come and go, as
required by circumstances of the information environment.
These dispersed agents will be
interacting with agents dispersed from other core personalities, and so much of
the success of this model will depend on the ability to faithfully encode into
them the desires and capabilities relevant to core needs. This, of course, requires faith that we will
be able to solve the problems inherent in creating such “smart” agents. I believe that current research in
“bottom-up” evolution of intelligence has the promise to provide such
breakthroughs, however, so I am optimistic that our cyberspatially dissociated
self will become a reality.
Part 2: Implementing
the LegionWorld test bed
Initial design decisions
The LegionWorld 3D avatar virtual
world is meant to test the notion of distributed and fractured subjectivity in
the cyberspace domain. I planned to
embody these ideas into the actual structure of the virtual world, much as our
assumptions about monolithic identity are built into the structure of normal
consensual reality.
For the initial design of
LegionWorld, I wanted to create special composite avatars which, rather than
being singular and specific entities, were more like a small “gang” or “swarm”
of sub-avatars. Each of these sub-avatars
would, in turn, be emblematic of a state of affect and/or engagement, such as
Angry/defensive or Excited/engaged.
These states were chosen for initial testing, because they are
relatively easy to recognize and represent.
The sub-avatar most closely representing the user’s current state would
be at the head of the gang, and the others would recede to a stand-by position
in the rear. Most importantly, however, they would not disappear, but be always visible as a reminder that many
personalities are in constant contention for control. As the affective state of the user changed,
the makeup of the composite avatar would likewise change to reflect that state,
by swapping different sub-avatars to the head position. Persons using such avatars in LegionWorld
would be constantly reminded of the fractured and distributed nature of the
subject position, and it was my hope that this would rapidly become a natural
and intuitive mode of self-representation.
Initial avatar design called for
switching sub-avatars according to key words and phrases extracted from the
text stream that the user was typing. In
this way, it was hoped that the makeup of the composite avatar would at least
roughly track the affective state of the user, without the requirement of
deliberately choosing specific avatar representations. For instance, parsing phrases associated with
an active, engaged state would automatically put the sub-avatar representing
that state at the head of the gang; if the user’s text output turned morose,
then the composite avatar would change to reflect that state. I decided early on to concentrate on the
user’s text, as opposed to text streams from other avatars, as a way of
reducing complexity. Also, it seemed to
me that such a strategy would more closely model real life personality
switching, which often happens for purely internal reasons, as opposed to being
driven by external factors.
The next design decision concerned
the arrangement of the sub-avatars to create the required effect. I decided that a group of three or four
sub-avatars would be sufficient for an initial proof of concept, providing
enough complexity to be effective, but with few enough variables to be
analyzable. Given that number of
components, the composite avatar could assume a variety of forms, including
such geometric shapes as squares, triangles and circles, as well as more
irregular clumpings. It seemed that the
effect I was striving for would be best achieved by having the dominant
sub-avatar up front, with the rest of the sub-avatars in an irregular group in
the background. It also seemed that a
certain amount of random jostling among the sub-avatars might add to the verisimilitude
of the model.
The issue of avatar movement
through space was the next to be addressed.
I decided that the ideal for my model would be to employ some sort of
flocking algorithm, so that the head sub-avatar would be free to navigate at
will, and the rest of the sub-avatars would follow along the way birds follow a
lead bird. I realized, also, that this might
prove too complex to achieve, and I decided as a backup that the group would
move as a single unit.
For the first phase of testing, I
decided to use three avatars representing the following states:
Angry/defensive, Excited/engaged and Shy/disengaged. I deferred the issue of designing individual
sub-avatars until later.
Since the main emphasis in LegionWorld
would be on avatar design and behavior, the nature of the 3D environment itself
was seen as important, but not critical.
One promising strategy was to set up different areas of the world with
artifacts that might evoke affective states, so that avatars could be changing
as a result of interactions with the virtual environment itself, as well as
from interactions with other avatars.
Initial implementation decisions
The first, and most critical,
implementation decision was to decide whether to create a virtual world from
scratch, or to use commercially available world building/browser software. My first inclination was to create a world
using VRML2 and Java, as this would give the greatest amount of control and
flexibility. Indeed, it seemed difficult
to realize many of the unique features of LegionWorld, without being able to
code them into the architecture of the browser itself. I was definitely interested in using a
browser that was VRML2 compliant, rather than a proprietary system, as I feel
that open standards will evolve around VRML2 and I want my work to be a part of
that movement.
Starting, as I was, from a position
of almost total ignorance in VRML2 and Java, I decided to take a two tiered
approach to this problem: I would begin
a crash effort to acquire enough capability to create a world from scratch, but
at the same time, I would choose a commercially available system and begin
proof of concept experiments immediately. This turned out to be a wise decision.
I was already familiar with the
Traveler software from Onlive! Inc., a VRML1 system with proprietary extensions
to make it somewhat similar to
VRML2. This would have been a natural
for a proof of concept platform, except they had quit developing it before it
was VRML2 compliant. Also, making
avatars with that system had proved to be remarkably difficult. I looked at the SGI Cosmo VRML player, but it
had no well developed method for dealing with avatars in shared spaces, a
problem it had in common with most VRML browsers.
I finally discovered a browser I
had not previously encountered, Community Place from Sony. This was actually a suite of products which
seemed to be almost tailored to my needs.
There was the fully VRML2 and Java compliant browser client, but also a
freeware server designed to run on Windows95/NT machines, and a simple VRML2
authoring tool. There were also a few
shared, multiuser worlds to visit for seeing how others were developing for the
platform. After downloading the latest
version of this package, I decided that this would be my proof of concept
development system, and would become my primary development system, if creating
a shared world from scratch proved to be an unattainable goal.
Experiences with initial LegionWorld build
While I was deep into studying
VRML2 and Java, in preparation for world building from scratch, I had my team
start immediately on prototyping possible avatars in Studio3D Max. I had decided to start with a triad of
avatars: Angry/defensive, Excited/engaged and Shy/disengaged. It was now time to design the sub-avatars
which would comprise these three types.
After some debate about various body types and attributes, the team
agreed that the avatars did not necessarily have to resemble human forms, or to
even adhere to any realistic standards of morphology. Once achieved, this breakthrough was quite
liberating in our discussions of viable body types.
The first sub-avatar to emerge was
Shy/disengaged, known at first as Morose/disengaged. In keeping with our decision to abandon
realistic morphology, and since avatars in this world would not walk in any
real sense, this first sub-avatar had no legs at all, and very long arms which
reached almost as low as legs would have. It had a very appealing expression of
resigned indifference, and was colored a medium green with red eyes. Its rather thin torso was humanoid in the
same sense that common alien stereotypes are humanoid, but certainly no more
so. Still, it seemed to perfectly
characterize the affective state I was trying to evoke.
The next sub-avatar was
Angry/defensive, a close analog to the classic protector personality common in
DID patients. Like Shy/disengaged, this
sub-avatar was legless and had very long arms, but was otherwise quite
different. The dominant feature of this
sub-avatar was its sheer bulk, which made it impossible to overlook. Combined with this bulk was a visage
suggesting unrelenting obstinacy and a predisposition for confrontation. Its dull red color and horns led me to think
of it as “raging bull”. The entire team
agreed that it was very evocative of its target state.
The final sub-avatar of this triad
was Excited/engaged. Unlike the previous
two, this one lacked both legs and arms to connect it to the ground plane, and
instead appeared to float free. Its
visage was somewhat reminiscent of an insect, with large dark eyes on a light
blue body and a subtly shaded “frill” behind the head. Its sprightly appearance was quite in keeping
with a state of excited engagement, and I found myself calling it “perky”.
The first iteration of the 3D world
itself was ready at about this time. It
was a large, flat plane containing an object in each corner designed to elicit
affective states. One corner held a
large, jail-like structure, all in gray, containing scenes of death and
torture. I dubbed this the “house of
pain”. Opposite this was a bright blue
structure resembling a temple, with a large set of steps in front and a spiral
staircase inside, leading up to the roof.
The other two corners were furnished with a portico containing an
animated insect, and a spinning 3D star.
The world file, created in Studio3D
Max and exported to VRML, did not at first match the scale of the avatars, but
was much larger. After a few rounds of
first scaling the world and then the avatars in Studio3D Max, and then
exporting them to VRML, I instead began using VRML code directly to change the
sizes. This made the whole process less
tedious, needing only a text editor to effect the changes. Eventually, I decided to match my avatars to the size of the Sony
Community Place default avatars, and then scale the world to fit.
The first composite avatars were
created in Studio3D Max by grouping three subavatars in a rather loose delta
pattern, with the head subavatar somewhat farther in front of the other two
than they were from each other. The
first tests in the world were most interesting!
One thing I had not thought of during all this time was where the avatar
viewpoint was, in relation to the virtual bulk of the avatar. In my mind, due to overidentification of
avatar experience with human experience, the viewpoint was going to be through
the eyes of the head avatar. Of course,
that was all wrong, and the viewpoint was really at the virtual “center of
mass” of the three subavatars. I quickly
discovered that navigating this avatar through the virtual world felt like
navigating an aircraft carrier; the virtual “polar inertia” manifested by the
widely spaced subunits was extremely disconcerting. I also discovered that certain features in
the world, in particular the spiral staircase in the Temple, were completely inaccessible,
due to the sheer size of the avatar.
By now, I felt competent enough
with VRML to dispense with using Studio3D Max for most modifications. Instead, I began using VRML coding to arrange
three subavatars in a group, and modified the size and shape of this group
until navigation through the world was as effortless as I could make it. It was no surprise that the grouping which
turned out to be best in this regard was a tight equilateral triangle, so tight
in fact, that the subavatars actually interpenetrated each other a bit. Even at this reduced avatar size, the spiral
staircase proved unusable, and was regretfully scrapped. I decided to balance this optimum navigation
against conveying the idea that one sub-avatar was “up front” and in control,
by using a tight isosceles triangle configuration. This had the head subavatar slightly farther
from the common center, but not so much so that it made navigation too awkward.
One annoying feature that I
discovered was that the viewpoint of my avatars seemed to be somewhat above
their heads, meaning that one avatar
could look down at another, even though they were the same type avatar--something
completely impossible in real life, and rather disconcerting. There is a VRML2 node defined to handle this
viewpoint, but I could not get it to work.
A change of plans
After spending about two months of
intensive study of VRML2 and Java, I began to realize that the project to
create a completely custom virtual world, which would implement all my ideas,
was simply beyond my capabilities, primarily because of my limited command of
Java. This was a disappointing, but not
entirely unforeseen realization, given the time limitations I was working
within and the extreme complexity of creating such a client-server system. I evaluated the capabilities of the Sony
Community Place browser and server, and decided that the work I had been doing
on that platform could be extended to implement most of the concepts I wanted
to address. This meant that all the work
so far created was no longer mock-up work, but rather the real project.
Part 3: Refinement
and testing
A project web site
At this time, I began building a
web site to present the project to the public.
It has links to the Dissociative Identity Disorder theory informing the
project, to Sony for downloading the browser, and a link to download a zipped
file of LegionWorld itself. It also has
images of the avatars and screen shots of the world, plus a brief description
of the project, to give visitors an idea of what the LegionWorld experience
might be like.
Avatar model refinement
It was now time to refine the
avatar design, so that it would more completely convey the notion that several
personalities were in contention or had potential, but that only one was up
front and in control. So far, the only
device I had employed to achieve this was the arrangement of the subavatars in
space, and while this did achieve the desired result to some extent, I knew I
needed more. It seemed like I needed to
employ some scheme to limit the legibility of the standby subavatars, and after
discussing several options with the team, I decided on two such schemes.
The first method was to simply
remove color from the standby subavatars, making them a solid medium gray. The second method was to keep the color
information, but to make them semitransparent.
The standby subavatars in the gray version seemed to be lifeless, like
statues, and to have a relationship to the head subavatar more like
a group of objects to an owner. Those
subavatars in the transparent version seemed to better evoke the notion of a
potential presence. Their relationship
with the head subavatar felt a lot more dynamic, like they were still infused
with life, only in a diminished amount.
It was more believable to me that they might take over executive control
of the avatar, but I resolved to submit the matter to user testing, to
determine which avatar model I would finally choose.
I was anxious at this point to try
extracting words from the text stream, to use for keying avatar
selections. My conversations with Sony
about such capabilities were not encouraging, however. It seems there is no way for their browser to
either extract such information, or, having acquired the text through other
means, to allow it to effect avatar selection.
This was a great disappointment to me, but I had no choice but to work
within the capabilities of the browser.
As a backup plan, I would have
users pick from a list the avatar they felt most closely reflected their
affective/engagement states. How to
represent the avatars in this list now became a critical issue. Community Place has a standard format for
choosing avatars, a pull-down list where each avatar is represented by a
bitmapped image and its filename. As a
working model for initial development, I had made simple bitmapped logos for
each avatar, consisting of just a nickname, either in color for transparent
type avatars, or in gray for the gray type.
These nicknames were “Perky” for the Excited/engaged avatar, “Shy” for
the Shy/disengaged avatar and “Gruff” for the Angry/defensive avatar. It seemed that perhaps using such highly
loaded words as the only representation of the avatars was not a good strategy,
so I substituted bitmapped images of the various avatars themselves, and gave
them their old nicknames as filenames, with “T” or “G” suffixes to indicate transparent
or gray type.
Initial testing of avatar models
At this point, I felt that
LegionWorld was beginning to cohere as a viable project, but that I needed to
settle on one form of avatar, either the transparent type or the gray
type. To accomplish this, I tested
LegionWorld on two groups of seven subjects each. After giving them some background about what
I was trying to accomplish with representing multiple affective states by these
avatars, I demonstrated first the gray type avatars and then the transparent
type. I then asked the subjects to rate
each type as to how effective it was at conveying the idea of multiple
affective states. The results of this
test were what I had expected, although not as decisively so as I had
expected. In each of the groups, four
people thought the transparent type most effective, while three people thought
the gray type to be most effective.
Further attempts at avatar refinement
I wanted the group of subavatars
that made up the composite to be constantly shifting and jostling, as I thought
this would make them seem more like contending entities, rather than passive
fellow-travelers. To achieve this effect
I used VRML coding to make a small animation driver for each subavatar, which
would constantly shift its place in the group by varying small increments. I loaded these avatar files directly into the
browser to test them, and the effect was quite close to what I had in mind. The next step was to incorporate these
“nervous” avatars into LegionWorld, but at this point I ran into another
intractable impediment. Whenever I chose
an avatar of this type, the scene in the browser window would freeze, not
allowing navigation and stopping any animation of objects. Worse than that, after a few minutes, the
system would crash, after giving me a “low memory” warning. Clearly the Sony browser was having serious
difficulties with handling these avatars, but I did not know why, and my help
requests to Sony and the mail list were fruitless.
At about this time, through my
discussions with Sony, I discovered a
proprietary Sony VRML2 node that enabled me to place my avatar viewpoint
anywhere I chose to. Using this
proprietary node, Sony_eyepoint, solved two problems, but created two new
ones. It did, in fact, allow me to place
my viewpoint properly, at the front of the head subavatar’s face. Having the viewpoint thus located made
navigation in the world seem much more lifelike, and the avatars were no longer
able to look down at each other. Instead
viewpoint now corresponded to each avatar’s individual height.
Another feature that I wanted to
incorporate into my avatars was a visual cue in the viewport, letting the user
know which avatar model was in current use.
I was frustrated at first in my attempt to provide this functionality,
however, as the avatars were unable to see any part of themselves. The
Sony_eyepoint node, coupled with another proprietary node, Sony_rederingpoint,
allowed avatars to see themselves. I
took advantage of this newfound capability to provide a small single-surface
VRML rectangle in front of each avatar, color keyed to each individual
avatar. These rectangles were visible
from the avatar’s viewpoint, but being single-sided, were invisible when facing
an avatar. They appeared in the lower
left corner of the viewport, and functioned quite well for providing feedback
on current embodiment.
Using these proprietary nodes
caused some unforeseen problems, however.
For some reason, such avatars were unable to see the bitmapped
background images I used for such things as walls, ceiling and floor. The lighting model degraded as well when
using these avatars. Lighting became
much darker, and the headlight would no longer shine on other avatars, even
though it would shine on other objects in the world. These side effects were very strange and
unexpected, and Sony was unable to help me overcome them.
I was now forced into a decision
whether to go with avatars which allowed for proper viewpoint and
self-awareness, or with avatars which provided a proper lighting model and
background images; the two feature sets seemed mutually exclusive. I resolved to put that decision off until the
last minute, hoping that someone at Sony would be able to come up with a fix. Otherwise, I was pleased with the avatars,
and informal testing on a few people seemed to indicate that they functioned as
planned.
World model refinement
During this time, I had the team
working on another space to add to LegionWorld.
The first space, which I now called the Plaza, was very much an artificial,
“urban” kind of setting. I was curious
to see if users in a more “naturalistic” setting might choose different
avatars, or if this mattered at all in what was, in fact, a totally artificial
environment.
The new space, called the Island,
was a large open meadow, with a grove of trees on one side and a group of
rather spiky hills on the other. In
contrast with the Plaza, I did not use any bitmaps for the sky, so the Island
appeared to be floating in infinite blackness.
Of course, the Plaza would appear to be floating in blackness as well,
if I chose to use the avatars which could not perceive the bitmap backgrounds.
One interesting aspect of the
Island turned out to be its size. It was
significantly larger, in terms of virtual real estate, than the Plaza, being at
least twice as far across. Upon testing
this space, I noticed for the first time that in the Community Place browser it
was possible for an avatar to disappear from view at a certain distance. When that happened, even though that avatar
was still in the world, there was no indication of it, either visually or on
the built in “radar screen” locating device.
I postulated that “hide and seek” would evolve as a natural activity in
that space.
I now had two separate spaces in
LegionWorld and I needed a way to travel back and forth between them. I created a glowing red sphere to use as a
portal object, and I inserted it into the Island by inlining the VRML code,
using an Anchor node to attach the address of the Plaza. I then performed the same operation on the
Plaza, while attaching the address of the Island. It was now possible for avatars to navigate
from one space to the other by clicking on the portal object. As LegionWorld grows, the collection of
portal objects will expand to allow for maximum ease of navigation.
In testing the new portals, I noted
one feature that tends to break the
model of retained identity across spaces.
The first time a user teleports through a portal to the other space, a
default avatar is assigned, the one on top of the pull-down list. Revisiting any space then results in the
reassignment of the last avatar the user employed before leaving that space,
even if another avatar was used in the space returning from. I had much rather see the avatars tied to
users and stay constant across spaces, instead of having them tied to the
spaces. Once again, I was forced to bend
to the constraints of the browser design.
An amusing incident occurred while
implementing the portals. The Plaza and
the Island were built in Studio3D Max using very different scales, and I used
VRML scaling nodes equalize them. The
portal object was created for the Island and was about an avatar height in
diameter. When I inlined that same
object into the Plaza, however, it turned out to be almost as large as the
entire Plaza! In fact after I placed it,
I could not find it, even though I knew the coordinates where it was
located. The problem was, that it was in
fact located there, but my viewpoint and everything else was inside
it. Since solid VRML objects are
only visible from the outside, I could not see it until I turned off wall
collision and backed out through it.
One final detail was lacking: to
provide some kind of ambient sounds in the spaces. Bart Landry is an accomplished musician, so
the task of composing such music fell to him.
The music for the Plaza was a medium tempo piece, fairly neutral as far
as any kind of emotions it might evoke.
It had a loop time of about 7 seconds, but the loop was so seamless that
the repeat was not noticeable. The
background sound for the Island was a looped wind sound, which went very well
with the “wide open” feel of the space.
LegionWorld was now as fully
realized as I could make it in the time available to me. It encompassed two very different spaces, and
was populated with avatars which I hoped would convey to its users the idea of
multiple subjectivity. It was now time
for the first round of testing to see if my ideas were valid.
Testing the avatar model
I tested LegionWorld on seven
subjects, one of whom was familiar with the project and six who were not. Of those six, LegionWorld was the very first
VR experience for three of them, so they had no preconceptions about what to
expect. I tested by installing the
testers at one computer running LegionWorld, and myself at another in the same
room, but not close. All communication
was through the browser chat window, as if we were in separate locales. The sessions were logged for later analysis.
I wanted to establish some sort of
initial base line by using a tester who was famliar with the ideas behind my
project, although not with the details of its implementation. I encountered this first tester in the world
and asked questions about the effectiveness of the avatars in conveying the
concept of multiple agency, all the while cycling through the range of
available avatars. I was gratified when
that person replied, “I definitely get the sense that I am speaking to a
‘different’ person. Definitely.” And also, “...in terms of of how it gives one
a sense of communicating differently, with a different person/space, I think it
works well.” This was very much in line
with the informal testing I had done, and made me feel that my model was valid.
At this point I began testing
volunteers who had no experience with my concepts, to see if they would be able
to derive those concepts from their experiences in LegionWorld. As before, I met the subjects in the world,
but this time I did not ask about whether my model evoked my ideas. Instead, I presented the testers with various
aspects of the model, such as the different avatars, the objects in the world
and the two different spaces, and I asked them how these things affected
them. While the responses varied from
tester to tester, there was a large amout of consistency
The first issue I wanted to address
was whether the architecture of my avatar model did, in fact, convey the idea
of multiple personalities contending for executive control. I wanted to do that without asking leading
questions. If the tester did not bring
up that subject voluntarily, I asked something about his/her reaction to
encountering these avatars which were basically small gangs, with some members
seemingly fading away. Most of the
testers seemed to get the core idea of multiple representation, which was very
heartening. Here are some typical
responses on that subject: “...kind of
like alternate personas not in use, and I know I’m representing as one of them,
which seems strange...”, “...are you a clump or what? Do you have three parts/identities?”, “Puts
off the image that there are actually other people there.”, “...but why do you
have a group with you? Who are they,
your alternate avatars?...So in a way you have multiple personalities in this
world? One person controls all three
cyberbeings?” This was exactly what I
had hoped that my model would elicit from people, so I was quite pleased with these reactions.
The next phase of testing was to
see if the different avatar models were successful in conveying the desired
states of affect/engagement. To
accomplish this, I faced off in the world with each tester, and asked them to
respond to my presence as I switched from one avatar to another. If they had no response, I would try to
elicit one by asking questions like “How does this make you feel?”, or “How
would you feel embodied by this avatar?”.
I started this test phase each time with the Excited/engaged avatar, and
then proceeded to Shy/disengaged and finally Angry/defensive. Here are the results:
The Excited/engaged composite
avatar reliably evoked the desired responses.
In informal testing, a few people had questioned my choice of blue as
the color for its dominant subavatar, saying that blue reminded them of the
blues, and seemed inappropriate. I even
made another version in a lilac color, but the original just looked so perfect
that I kept it. Not one person in the
formal test trials objected to the blue color.
The testers, for the most part, read this avatar as being expansive,
friendly, silly, and likeable. Here are
some typical reactions: “...I like the
blue self, not the red or green.” “...blue = the likeable guy caught up in the
bad crowd.”, “The little blue guy is very likeable. Kind of like an alien duck.”, “Looks
friendly. The six protruding things
around the neck make it seem clowny. The
big circular eyes and the small mouth are carricatured.”, “You look wide open
and friendly. Big eyes, classic cartoon
features.”, “...neutral, like I am talking to a magui.”
The comments above were typical and
bolstered my hypothesis that this avatar would convey such a state of affect/engagement. One tester responded very differently to this
avatar, however: “...least humanoid,
most alarming...but I think I’d feel the most freedom with him...the pupil-less
eyes are very effective--soulless!...but perhaps easier to inhabit.” I found this response very intriguing. It seemed to indicate that humanoid form was
more desirable than I was giving credit for, and that big open eyes were not a
universal sign of benign intent.
Next, I tested the Shy/disengaged
avatar the same way. Again, the
responses and comments from the testers were generally favorable to my
hypothesis about this avatar’s evocative potential. It was perceived generally as standoffish,
remote, cool, even strange and spooky.
Here are some typical responses: “[it
makes me feel] stoned:) tired and it maks me feel sort of ingnored, like s/he
is looking right through me.”, “It’s a little spooky, especially the expression
it has. I like it not being connected to
the ground.”, “In this one you look like the strange guy in high school behind
the bleachers.”(!), “...non threatening, sullen, anorexic...the eyes look
vacuous, general feeling of emptiness.”, “I don’t think I’d be sidling up next
to this guy for a late night conversation...Just seems very non-friendly.”
These reactions to the Shy/disengaged
avatar were a bit more extreme than I had anticipated, but they were absolutely
in character with what I had planned, so this was again quite encouraging.
I was confident that the final
avatar, Angry/defensive would be correctly percieived, and the testers proved
my confidence well-founded. With one exception,
all of them read that avatar essentially the same; as being gruff, aggressive, confrontational. Testers reacted like this: “...reminds me of a bull.”, “This one looks
very mythical.”, “Yeah, well I think I should be snarly or something...although
it’s pleasantly absurd to just be and be repped by a fanged bull!”, “...angry. I wouldn’t go up to this avatar and start
talking...Looks rude and ruthless.”, “...looks like the av wants to start a
brawl or a flame war.”, “You look scary.”
Such comments made it clear that
this avatar evoked the desired affective/engagement states for most
people. However, there was one notable
exception who gave the following response:
“I actually like this one lots.
Seems friendly to me in the same way that a :( face is...the way that a
big tough guy is still very lovable / huggable.” I liked this response, because I had not
intended the avatar to be relentlessly menacing, and it was good that someone
saw a kind heart behind that gruff facade.
Testing the world model
My testing of the LegionWorld world
model was not as thorough as that of the avatar models, as befitting the
relative importance I placed on those two aspects of the LegionWorld
experience. I had designed the world to
elicit different affective states, however, so I took testers through a tour of
both the Plaza and the Island, while noting their comments.
The House of Pain produced the
strongest reactions, which came as no surprise: “..first tell me about that
poor bastard tortured. That is f up.”, “..and
the prison?...I feel weird about it being right here. I feel like if I do something wrong, I’ll end
up in there.”, “Looks pretty scary...gray, hanging...are they depressed or
what?” Such reactions were entirely
consistent with the nature of that object, and I put it in the world
deliberately to provide a “dark side”, which would make the world more complete. I was not out to create a utopia, at least
not for these initial tests.
Also equally predictable were
testers’ reactions to the Island. We
always started in the Plaza, and only after a session there would we travel by
portal to the Island. Upon arriving, the
general reaction was almost like being on holiday: “It’s beautiful--I love the flickering trees!”,
“The colors are nice, makes me feel refreshed.
Green always does that.”, “...the open space makes me want to fly...” So it seems that the types of objects, and
the nature of the space itself have the desired effects on affective
states. More testing will be required to
determine if that translates into users’ choosing “kinder, gentler” avatars.
There were a few unexpected
reactions, however. Two testers just
never felt at home in the virtual space, and gave reports like this: “I’m a
little lost...I feel lonely--I think I’m the only person in here...” And: “I have no body///it feels weird not to
know my size or shape...Sorry I don’t like this. I feel uncomfortable.” Since this was the first time for either of
these people to experience any virtual world, I was not overly concerned about
how that reflected on LegionWorld in particular. I think their concerns were about the basic
experience of inhabiting a digitaly-mediated space.
Conclusion
These test results were very
encouraging. They indicated to me that
the reasoning and design criteria that informed the avatar model were valid,
and could serve as the basis for further work in this direction. Even more exciting, I felt like LegionWorld, even
in its current embryonic state, was capable of supporting valid research into
the nature of embodiment and agency in the cyberspace domain.
There are aspects of this project
which need work. Testers had the
following comments: “It’s very disembodied and free...like how I’d feel if I were
a ghost.”, “...again I need to see myself.
I should at least be able to see my own shadow(s).” This is not really what I had in mind; I was
after a feeling of enhanced embodiment.
There needs to be a robust method for giving users feedback about their
current avatar model. Possibly, replacing the color-coded rectangle
with an actual avatar image would solve this problem.
Given the opportunity to further
develop this project, I would try to build it without recourse to a proprietary
browser, so that I could enable the parsed-text avatar switching mode. That lack is a very serious flaw in LegionWorld
in its current state, but in many other ways the project has lived up to, or
even exceeded my expectations. The efficacy
of the composite avatars in evoking their discrete affect/engagement states is
gratifying. The way in which these
composite avatars convey the notion of multiple, parallel idenities is even
more gratifying. The effect seems to be
quite real, reproducible and intuitive.
I believe I have made a small, but significant,
step toward enabling humans to survive, and even flourish, in an age characterized
by massive informational truama.
Bibliography:
Braude,
S.E. (1991), First Person Plural, Routledge, London
Deleuze, G.
and Guattari, F. (1977), Anti-Oedipus:
Capitalism and Schizophrenia, Viking, New York
Kluft, R.
P. (1984), An Introduction to Multiple
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(1997), Dissociative Identity Disorder, John Wiley and Sons, New York
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The Troops
for Truddi Chase (1990),When Rabbit
Howls, Jove Books
VITA
Thomas Vernon Reed was born in Pine
Bluff, Arkansas on June 26, 1948, the son of Harleen Roberta Reed and Thomas
Russell Reed. After completing work at
Pine Bluff High School, Pine Bluff, Arkansas, in 1966, he entered the
University of Texas at Austin. He
received the degree of Bachelor of Arts from the University of Texas at Austin in
December, 1971. From 1972 until 1993 he
pursued a career as an artist, having work hung in such prestigious venues as
the Louvre in Paris, the Smithsonian Institution in Washington, D.C., and the
Museum of Modern Art in Tokyo, Japan. In
September, 1993 he returned to the University of Texas at Austin to pursue
further undergraduate studies. In
September, 1995, he entered the Graduate School at the University of Texas at
Austin. He is a member of the Phi Kappa
Phi honor society, and of the International Interactive Communications Society.
Permanent Address: 5902
Haydens Cove
Austin,
Texas 78730
This report was typed by the author.