Showing posts with label avatar. Show all posts
Showing posts with label avatar. Show all posts

Sunday, April 01, 2012

Virtual worlds update - 1.7 b ww accounts

Virtual worlds – there’re not dead yet!! In fact the opposite is true. Virtual worlds have passed out of the spotlight in some regards but growth persists, with a heavily youth-oriented userbase. According to UK-based virtual world market research firm KZERO, there were 1.7 billion worldwide registered users of virtual worlds as of the end of 2011. This was more than double the under 800 million users at the end of 2009. As Figure 1 indicates, 97% of these accounts are currently held by users 25 years old and under.

Figure 1: Virtual world account holders by age tier as of December 2011.

On average, users have four avatars and are active in multiple virtual worlds. Habbo Hotel and Second Life are still well-known virtual worlds, the latter with 20 million regular users. Further, over 100 open sim grids are running using Second Life’s platform software, one of the larest of which is the education-focused Reaction Grid. Entertainment, socializing, and education continue to be application areas of focus in virtual worlds. Premium subscriptions, and in-world advertising and product placement, as well as virtual product and service sales remain the business model.

Monday, May 05, 2008

Editing human utility functions

There is a claim that potentially coming technologies, molecular nanotechnology and artificial general intelligence (AGI) for example, will not render human life much different. To the extent that humans control these technologies, it will be further cases of the same evolved human society using technological tools. But the claim goes on to include the ability to dramatically edit human biology as also not making a big change.

It is easier to agree with the first claim than the second. Regarding biology, even without editing utility functions, it is already being found that genes, hormones and other physical details determine a large part and much more of our existence than a conscious mind deigns to think. Genetic therapies, hormonal management and other tools may serve as de facto utility function editing. Better neuroscience, computer-based mindfiles, artificial intelligence aids for abstracting lifelogs and other advances could presumably allow for direct exposure and editing of human utility functions.

There are some examples of what occurs when humans have the opportunity to self modify through plastic surgery, steroids, tattoos and virtual-world avatars. With plastic surgery and steroids, the only objective appears to attain a closer social ideal of beauty or athletic prowess, but this could be a function of cost and legality. Tattoos show much more creativity and human expressiveness; many people think deeply about this self-modification and its personal meaning.

Virtual worlds, where the cost of identity modification is essentially free, show some interesting patterns. The predominant trend is that at their first experience with virtual avatars, maybe 80% of people seek to represent themselves as the cultural ideal (20 years old, the tallest, fittest possible). The rest, an increasing percentage over time, seek the long tails, experimenting and exploring and becoming highly individualized. Some examples are the avatar with a rotating satellite dish as a head, the miniaturized avatar for easier navigation and many humanoid personifications.

If the dynamics are similar in the case of human utility function editing: low cost, legal and ease of changeability, the expectation would be that a lot of experimentation and day-to-day change would occur. Utility functions and personalities might be available for design, sharing and download on the net, to be experienced directly or for entertainment. Sliders could allow for in-flight fine-tuning. Going out could mean not just selecting what to wear but who to be.

Which brings up an intriguing identity question, who are you when you can alter your genes, hormones, personality and drives at will?

Sunday, August 19, 2007

Second Life Meta-Me

The experience of identity is often heavily influenced by physicality (race, gender, height, nose size, etc.). Virtual worlds such as Second Life offer freedom from physicality via unlimited self re-presentation opportunities.

So far, merely the surface of human creativity has been scratched as the majority of avatars are tall, fit, young and attractive which underlines both physical world inferiority sentiments and an unproductive focus on superficial aesthetics.

Meta-me
Virtual worlds could be used to visually represent another more abstract layer beyond physical appearance, the more important and meaningful parts of individuals such as values, actions, ideas and creativity. This could be facilitated by bringing existing Internet-based information into virtual worlds. Visual representations could be executed with shapes, size, coloring, accentuations, vibrations, etc., for example, the bigger the glow around the avatar, the higher the social capital. People might even want to represent themselves in the physical world based on some of these ideas.

Reality filters
Not only could there be a deeper granularity of self-representation but also filters for viewing others. Filters could be based on preference, literally blocking those with unattractive value systems, efficiency, seeing only those other avatars who also wanted to interact regarding certain topics like education, business, sex, singularity, science, etc., or other attributes.

Below are some suggestions for new ways of avatorial representation:

1. Profile-based avatars
Avatars are a visual expression of their profile tags, for example an extropian transhumanist singularitarian might look different from a vegan sustainable development social worker from a politically conservative attorney, but maybe not. Interest indicators could be amalgamated or cycled through in kaleidoscope fashion. The assumption is that social interaction could be enhanced with overt interest-signaling.

2. Reputation-based avatars
Avatars are an expression of how others see them, a visual representation of how they have been rated by others, in-world or as a consolidation of Internet reputation mechanisms such as eBay, Amazon, LinkedIn, Yelp, etc.

3. Idea-based avatars
Avatars are visual representations of the degree and quality of the person's ideas. This may not be able to be rendered until the underlying information is more explicitly captured, either self-evaluated or as another level of reputation. Amazon asks "Was this review helpful?" and a creativity evaluator could inquire "Were innovative and good ideas described here?"

4. Value system-based avatars
Avatars are a visual representation of a person's values. Value systems can be elicited in a variety of ways including as specified directly in a profile, determined from a set of questions, deducted from a log of Internet-based activities or abstracted from physical world activities such as purchasing, recycling, volunteering, exercising, etc. A means of obejective data collection would be important, barcodes/rfid would work in the case of purchases. Would this be tyranny or freedom? Certainly it would be optional and some people would choose to increase their social capital by broadcasting high-congruity lifestyles.

5. Presence-based avatars
RSS presence feeds are streamed into Second Life and aggregated into a visual representation of facebook, jaiku, pownce, twitter, wakoopa, blogging, emailing, texting, social music listening (pandora, last.fm, etc.) and other lifecasting activities. How close a representation of self would people perceive this to be? The essence of individuality is increasingly available on the Internet.

6. Real life Sims Online avatars
Extending the Sims Online game, in-world avatars could follow the same percentages of time spent on activities that humans do in the physical world, working, exercising, relaxing, socializing, eating, sleeping, etc. An invaluable tool for extrospection, the sim could be sped up to show the natural end states of one's current activities, and altered to see different outcomes (e.g.; a 1% increase in exercise leads to greater longevity).