Tag: research
Dispatches From The Front: 12 Hours On ChatRoulette
by chris on Feb.12, 2010, under general
I can’t stand a lot of popular (and, sadly, sometimes scholarly) writing about cyberspace. So much of it is breathless hype, superficial snapshots, and baseless theoretical wankery.
For example, when Second Life was booming, a lot of people were writing a lot of things about its business and investment potential, without ever having once walked around in it. That’s a critical difference, because you stop thinking about Second Life as next international marketplace the first time you’re caged and accosted by an anthropomorphic fox, endowed in a diverse, imaginative, and physically impossible manner. The data tell a different story.
Now, people like Eszter Hargittai have been diving deep into the data for years. But the great thing is that now everyone is doing it.
Take, for example, ChatRoulette. ChatRoulette is a service whereby any two users with webcams can be randomly assigned to one another. You log in, you click go, boom, you’re chatting with another random user.
Now, just from that, I might imagine all sorts of things about ChatRoulette. I might characterize ChatRoulette as the next wave in deliberative discourse, allowing individuals from different backgrounds and cultures to talk face to face in a totally unscripted and unforced fashion. I might prophesize an even smaller global village, where people could simply reach out to one another, connect, say hello, and find out that hey, someone cares. I could create all manner of handwaving, hypothetical bullshit.
Luckily, we have data. Not drawn from any peer-reviewed journal. This is ChatRoulette, as documented by one intrepid, devoted, and bored reddit user, who spent 12 hours on the site and posted the results:
1276 cams viewed
- Conversations 34
- Avg. Conversation Duration: 23.7 sec
- Long: 5 min 56 sec
- 298 naked masturbating men
- 678 non masturbating males
- 152 fake cams
- 148 females or mixed m/f
- boobs shown you ask? 0.0
- Cum shots: 2
- man having sex with racoon viewed 23 times
- not counted: repeats, no cam, empty rooms people with dolls and signs.
Edit: I generally waited untill the other person switched the cam, although for fake vids I switched the cam Edit: Logged on and saw my first legit real girl with exposed breasts. Final Edit: will log 12 more hrs. after my show to get a complete 24 hr sample.
This, ladies and gents, is what good Internet research and analysis looks like. So thank you to the brave few on the front lines.
Bailenson
by chris on Feb.09, 2010, under general
I attended a Berkman Center luncheon the other day where the keynote speaker was Jeremy Bailenson. Bailenson runs the Virtual Human Interaction Lab at Stanford. From their page:
The mission of the Virtual Human Interaction Lab is to understand the dynamics and implications of interactions among people in immersive virtual reality simulations (VR), and other forms of human digital representations in media, communication systems, and games. Researchers in the lab are most concerned with understanding the social interaction that occurs within the confines of VR, and the majority of our work is centered on using empirical, behavioral science methodologies to explore people as they interact in these digital worlds.
The talk (video, audio at link) was really great:
Unlike telephone conversations and videoconferences, avatars – representations of people in virtual environments – have the ability to control their physical appearance and behavioral actions in the eyes of their conversational partners, strategically enhancing or hiding features and nonverbal signals in real-time. Jeremy Bailenson – founding director of Stanford University’s Virtual Human Interaction Lab – explores the manners in which avatars change the nature of remote communication, and how these transformations can impact the ability to influence others in social and professional contexts.
A lot has been written about cyberspace law and policy, but not a lot of people (to my knowledge, at least) have done the heavy-lifting on exploring how people actually behave in these environments. Even the HCI literature, or that to which I have been exposed, tends to focus on usability, rather than framing effects and so forth.
I was very much impressed by the talk Bailenson gave, and by the work his lab is doing. While I’m not sold on the merits of all of it – I have a deep and ineradicable bias against anything that takes Second Life seriously – the point is that this is the sort of research that needs to be pursued if we are to understand how digital environments affected human communications and interaction.
Read their papers. Or, at least, check out the talk. It’s good stuff.