Virtual Communication 1 Running head: VIRTUAL COMMUNICATION Virtual Communication Conceptualizing the Effects of Information Technology on the Conditions for Communication Björn Bengtsson Umeå University Department of Computing Science S-901 87 Umeå, Sweden Phone: +46 90 786 99 15 E-mail: bjorn@cs.umu.se Virtual Communication 2 Abstract This paper presents the notion of virtual communication as communication in which one or more parties deviate so strongly from the perceived interlocutor that the communication becomes untrue to reality in some respects. Virtual communication is also implicit, where behaviors and actions communicate intentions and values. It is the premise of this investigation that modern information technology reinforce such phenomena. The paper reports some observations made during a literature review of related work. These observations yield implications for socio-psychological studies of computer-mediated communication and computer-supported cooperative work. In addition, the paper exemplifies the application of a virtual communication perspective by discussing and extending Walther's (1996) concept of "hyperpersonal" communication. Finally, some general conclusions are drawn about the impact of virtual communication on interpersonal relations. Virtual Communication 3 Virtual Communication Conceptualizing the Effects of Information Technology on the Conditions for Communication Modern information technology allows more and more people to communicate with each other in ever-new ways. The most prominent feature of the so called "information society" is an increasingly intense and mobile communication, based on a multitude of media and forms of expression--speech, text, pictures, hypermedia, multimedia, etc. Sometimes the communication is direct; human-to-human: Sometimes it is not so direct. Beyond this maze of colorful, innovative, yet regular conversations, there are deviant, irregular forms of conversation, growing in importance. Beside the "real" communication an "unreal," virtual communication is taking place. This is communication in which one or more parties are non-real, fictive, or deviates so strongly from the perceived interlocutor that the communication becomes imagined or untrue to reality in one or more respects. It is also implicit communication, where behaviors and actions communicate intentions, values, and beliefs. These phenomena are not completely new, but they are reinforced through modern information technology. Thus, they may be of great importance in affecting peoples' attitudes toward each other, toward information and culture, and toward the mechanisms and processes that regulate the functioning of society. The notion of virtual communication is perhaps best described by sketching some examples that illustrate the most salient features of these emerging phenomena. Following are a few points in case. Virtual Communication 4 No well-defined source Through modern information technology, we encounter information in shapes that, in reality, have no well defined, simple, or clearly delimited transmitter or source. These are, for instance, messages that have been generated by computers; that have been gathered from information in different databases; collective cut-and-paste creations; synthetic faces and voices, etc. It is the premise of this paper that we continue to try and interpret these messages and expressions using the same kind of pragmatics that we use when trying to understand individual human agents. This way, "virtual agents" or "virtual wills" (Janlert, 1995) appear as backward projections of the expressions we observe (see Figure 1). At this point in time, our experience of dealing with such virtual agents is limited, and some of the experiences we do have are problematic. One example is email management packages featuring "automated personalized responses." These packages attempt to read incoming messages, classify them, and route them to appropriate service agents (with suggested answers), or respond directly to them. Other examples of virtual agents are "the market" and "public opinion." These are entities that, despite their ethereal quality, play a very substantial role in our lives. What is truly fascinating about them is that modern information and communication technologies play a crucial role in creating and maintaining them, through intentional feedback loops that we do not seem to completely understand or control, leading to uncertainty and frustration. Insert Figure 1 here Virtual Communication 5 Intelligent agents Researchers and practitioners in artificial intelligence and humancomputer interaction are developing and employing increasingly complex and autonomous software agents (e.g., Maes, 1994; Liebermann, 1997). More and more, such agents are being incorporated into computer interfaces at various levels, and unleashed in computer networks. These "intelligent agents" are per definition virtual agents and with many of them we can (and must) communicate. As long as the interlocutor is aware of being engaged in virtual communication, this situation is perhaps less problematic than in other cases. Even so, one tends to stay unaware of how one's attitudes adapt to the situation. A main concern in the design of human-agent dialogue is that users are provided with means appropriate for realistically judging the competence of their computer partners. This is especially true given the tendency for people to respond to media, computers, and other communication technologies in fundamentally social ways, as demonstrated by Nass and colleagues (e.g., Nass, Steuer & Tauber, 1994; Nass, Fogg & Moon, 1996). To the extent that people's assessments of others are based on appearance or behavioral heuristics there is a very real chance that users will be mislead when applying such heuristics to interface agents and grossly overestimate their interaction partner's abilities. This prompts investigations of the impact of autonomous and anthropomorphic interfaces, with a special interest in the influence they might have on users, in terms of credibility, trust, understanding, and user expectations (see, e.g., Bengtsson, Burgoon, Cederberg, Bonito & Lundeberg, 1999). Virtual Communication 6 What you see is what I want you to see Using modern information technology we can control interfaces to such an extent that what would normally constitute "real" human-tohuman communication is virtualized. Interestingly enough, there are two competing modes of control; the transmitter's control of his or her appearance and expressions, and the receiver's control of how the incoming information is to be filtered and presented. A simple example is the use of e-mail filters. This raises the question of how to combine the desire to look the way you want with the desire to see what you want. In some cases, perhaps communication will come to mean a meeting (war) of interfaces, rather than a meeting personto-person? If we are headed for a more virtualized communication, we need to ask ourselves what we mean by authenticity. Not so long ago, word processors and other office software were promoted using the slogan "What you see is what you get." Nowadays, equally fitting designations for distributed virtual environments (DVEs)--and even video conference systems--would be "What you see is what I want you to see" or, why not "What I see is what someone else wants me to see." Sketches look finished Computer-generated images and animations tend to liquefy the normal pragmatics of pictures. They tend to give misleading signals as to the work and commitment invested in the picture, the purpose and intention with the picture, and its origin. A preliminary sketch may look as definitive and finished as the final version, giving the viewer the feeling that proposals for changes are not welcome. Socalled photo-realism can mislead the recipient into thinking that Virtual Communication 7 virtual objects, situations and developments represented really exist (see, e.g. Ritchin, 1990). The situation is further complicated when the pictures only have a very fragile, obscure, and complex connection to human intentions, and hence lack origin, author and sender, other than in a virtual sense. Actions speak louder To the extent that our behaviors and actions are observable, we communicate through them our intentions, values and beliefs. Sometimes we do this in a straightforward manner; sometimes we mask ourselves. Increasingly, the primary intention of actions is to communicate, and the reason is that information technology makes actions easier, of less import, and also that actions are often easily reversible. They require less effort and less involvement. This kind of implicit communication has hardly been an issue with older types of telecommunication, but given the fact that we now are able to perform tele-actions, to experience tele-presence; to act and behave in the world of information, implicit communication has become a reality. In this context, there are a number of interesting issues regarding communicative behavior. First of all, implicit communication may also be involuntary. That is, in a virtual world, your actions may be observed without your knowledge or approval; your actions may communicate even if that is not your intention. Secondly, the fact that actions are also often reversible is potentially misleading for two reasons. The first reason is that, given that many actions of the actions you could possibly perform in cyberspace are indeed reversible, and that most of them are also light-weight (i.e. very easy to carry out) you may well find Virtual Communication 8 yourself in situations where what you have done turns out, in fact, to be irreversible. For instance, cases have already been reported where people are issuing law-suits against web-based mail-order companies after being "seduced" into buying excessive amounts of products, simply because it was so easy. The second reason why reversible actions in cyberspace are potentially deceptive is that they allow for "virtual personas" to be constructed. These expressions appear as solid as anything else in the virtual world, yet they turn out to be highly ephemeral in the sense that whatever work invested in them may be easily undone with no detrimental consequences for their creator. As an illustration, consider the case of the cross-dressing psychiatrist, reported in Stone (1995) where a male psychiatrist took on a female identity on a text-based chat-line and as such became very intimate with a number of troubled women. When, in the end, the hoax was discovered by the online community, several participants experienced profound feelings of emotional violation and betrayal. The psychiatrist, however, simply opened a new account and continued participating in the community under a different name. In this example, one might argue that with the undoing of his virtual persona, the psychiatrist did in fact suffer some real-world negative consequences in that he lost a considerable amount of "social capital" (se, e.g., Ågren, 1998), most notably the trust of his former female companions. Mass behavior Implicit communication also introduces the possibility of "going with the flow" and other types off mass-behavior. What has previously been impossible, become possible through new information Virtual Communication 9 technology, in pace with people's actions becoming visible in cyberspace. Just as "the market" dictates the rise and fall of stock prices based on a million individuals' fears and hopes, decisions are taken by virtual agents made up by the people listening to them. In the "network nation" (Hiltz & Turoff, 1993) similar phenomena will certainly crop up in a number of areas and on many different levels. We may cast our individual votes by our ordinary actions in a way that was not possible before. Such methods, like other that build on more complex analyses of the actual and real-time behaviors of people, must be seriously considered as alternatives and complements to traditional economic and democratic processes. The future of virtual communication Virtual communication is communication in which some apparent participant or part of the context is fictitious or deviates substantially from the "real" interlocutor or context. The main point here is that the conditions for communication are not what they appear to be. Such phenomena are amplified by information technology that lowers the cost of transforming and synthesizing appearances in various modalities, and exposes us to information that may have no well defined source but still appear to us as expressions of some agent. If we continue down this path, we face a rapid growth of virtual communication, and an increasing population of virtual agents whose messages we will be forced to take seriously. Today's technology and interfaces do not accurately support the dialogue with virtual agents, but it is technically possible to increase the interaction. Virtual communication could have a major impact on society: Traditional democratic processes do Virtual Communication 10 not stand a chance to cope with the accelerated pace with which societal changes take place in cyberspace (Janlert, 1996; 1997). One of the problems with virtual communication is that it often is one-way: "The market seems nervous," but we have no way of asking why, or what would happen if… Present technology gives poor support to get into a dialogue with implicit and collective virtual agents, but we might be able to improve the situation; making communication more complete. In order to do this, we need to resolve questions such as when and how this is possible. Virtual communication raises many important issues about trust, identity, authenticity, etc. One question is how to combine the desire to look the way you want with the desire to see what you want. If communication becomes a meeting of interfaces, rather than a meeting person-to-person we need to develop a new set of social contracts, and devise mechanisms to implement them. I am by no means the first to pose these kinds of questions. They are issues that engage the interest of a variety of scientific disciplines and that are debated in many different forums. This paper, however, tries to contribute by approaching them from a distinctively technical perspective, in recognition of the social responsibility that must be shouldered by computing professionals-— the engineers of the information society. The work presented here is based on the conviction that computer scientists have a unique vantage point when it comes to tracing the consequences of seemingly insignificant design choices and accounting for their potentially far-reaching effects on nearly every aspect of our future lives. My hope is that, ultimately, the results of this project can be applied Virtual Communication 11 in the design of future computer-supported information and communication artifacts. Communication studies in the age of virtuality Virtual communication as a research area might provisionally be defined as follows (Bengtsson, 1997). The study of virtual communication is the study of information, communication, and action, mediated by new information technologies, where content, intentions, or actors may be nonexistent, distorted in some way, replaced, or even created--intentionally or unintentionally. Characteristics conducive to virtual communication The above definition requires the mediation of modern information technologies. This is based on the assumption that such technologies have a number of features that are crucial to making virtual communication possible. These are, most notably, the digitization of information, the possibilities for interactivity, and the networking of different information sources and receivers. The most prominent of recent communication technologies are the Internet and the protocol underlying the World Wide Web. These make up the basic building blocks for the creation of cyberspace—-a shared virtual reality. Two things that set the Internet apart from earlier communication technologies are the architectural differences and the digitization of information, as has also been pointed out by Newhagen & Rafaeli (1996). What is important, and crucial to the notion of virtual communication, is that neither of these features is manifestly apparent or obvious to the user. The Internet also stretches the concept of synchronicity: Where before, different interpersonal communication modes could be Virtual Communication 12 categorized as either synchronous (e.g., face-to-face, telephone conversation) or asynchronous (e.g., mail correspondence) in a relatively straightforward way, communication modes such as Internet relay chat (IRC)-—where users may take time to edit and revise outgoing messages but where there is still a sense of directness—seem to challenge such a dichotomy. Henderson (1995) points to the increasing control of the communication process by both producer and audience member. A fundamental quality of this process, not previously present in print or broadcast communications, is that the medium itself monitors, stores, and reacts to the behavior of the audience member. The need for a new awareness In the remarkably perspicacious book "Computers and social change," Perrolle (1987) remarks that "the exchange of computer images and models is part of the process of negotiating the nature of external reality—-and one which favors the image producer" (p. 13). What this means is that, as computer networks are swarmed by digitized pictures, simulations, etc., it gets ever harder for users to decide what is real or true, and what is not. When there is no way of discriminating between, e. g., a photograph of a living person and a computer-generated picture of a completely fictitious character, the definition of reality is very much up to the discretion of the creator of that picture. Perrolle goes on to say "if information comes in packages supplied by the system, the nature of external reality cannot be negotiated by those using it" (ibid., p. 13). This means that, not only do users encounter information whose validity it is hard to judge, but that this judgment is further hampered by Virtual Communication 13 the fact that there may be no way of telling where the information came from. Whenever a new medium emerged in the past, people largely applied the judgment processes they already used. Initially, that led to some gross mistakes, but as people became accustomed to the new medium, they learned how to deal with its demands. An optimistic approach to new media would simply be to wait for a continued evolution and sophistication on the part of media audiences. A more realistic stance is that digital media revolutionizes the world around us on an unprecedented scale, and that to counter its negative effects we have to increase our awareness of how program design affects the social construction of reality. We also need to harness the expressive powers of digital media, and equip ourselves with equally powerful tools for consuming it in a mindful fashion. In a wider perspective, the virtual communication position is motivated by concerns about society at large, and the impacts of modern information technology on such issues as the transformation of democratic processes, the threats to personal integrity, and the basic nature of future community. These and other considerations have traditionally belonged to the domains of social scientists. However, as society becomes ever more enmeshed in technology, technologists tend to adopt the roles of social architects and shoulder the responsibility of constructing our future society-regardless of whether they are aware of it or not. Increasingly, the designs of engineers shape the world to a greater extent than do those of politicians. Hence, even for computer scientists, societal issues arise as at least as pertinent as do those of conventional human-computer interaction design in the building of new artifacts. Virtual Communication 14 Floridi (1995) argues that the Internet is in need of an infrastructure of centers which, through coordinated efforts, would guarantee the stability, reliability, and integrity of this "digital encyclopedia." Although desirable, it seems highly unlikely that any global efforts to impose structure to and monitor the quality of this huge and dynamic space will prove feasible. We will probably have to relinquish the grand ideals of Ted Nelson's Xanadu (see Nelson, 1967; 1980) and instead focus on empowering users locally-at the interface--rather than trying to coordinate the construction of a global, coherent database of every conceivable bit of information. To this end, we need a new culture of selection, and tools that can help users search for, filter, refine, and evaluate what they are looking for. We need to devise efficient ways in which users may select and retrieve information relevant to them, despite the disorganized state of the Internet. Implications for socio-psychological studies of CMC and CSCW When functions previously involving personal contact are computerized, social contact between people is replaced, in part, by contact between humans and machines. It is also superseded by various forms of computer-mediated encounters between humans, but also between humans and automated entities. Social psychology has traditionally concerned itself mainly with people and the interactions between people. This is not to say that artifacts have been considered unimportant to these interactions, or left unattended by psychological research. For example, numerous studies have been conducted to investigate the impact of advertising on consumers; people's trust in mediated news broadcasts; and the effect of televised campaigns on the outcome of political elections Virtual Communication 15 (see, e.g., Pratkanis & Aronson, 1992). However, with the introduction of computers and the ongoing permeation of digital, interactive, and networked media into everyday life, social psychology is faced with a new range of entities and phenomena that need to be integrated into studies of interactions between individuals and society. Virtual information. New media offer the opportunity to convey purely virtual information. Virtual objects and phenomena present people with the challenge of determining the extent to which they are to be treated as "real," for two reasons. 1. A virtual object or phenomenon may or may not have a realworld counterpart. 2. A virtual object representing a real-world object may do this in an infinite number of ways, some of which effect a tight coupling between the representation and what is represented, and others where the connection between the two is blurred to various degrees, to the point where it is almost severed. This further complicates conceptions of what is real, or true, and what is not. Virtual information. The impact of computer-supported information and interaction technologies on communication studies can be traced along three main lines. 1. The object of study needs to be redefined. Human beings are no longer the only actors on the stage: Computers, as well as people, tend to function more and more as social actors in their own right. 2. The interfaces between individuals are being extended: As mediators of communication between people, computers allow for a much wider range of interpersonal interactions. Virtual Communication 16 3. The range of phenomena is broadened: Interactions are no longer restricted to physical networks, but can also take place in electronic networks, accommodating a larger, more interconnected, and more diverse set of "nodes" than ever before. Four areas where the notion of virtual communication may complement and inform traditional communication studies are, for instance, the application of theories on person perception to the design of computer agents; the study of how computer-generated messages and objects are attributed to virtual agents; the effects of VR experiences on the notion of "self"; and people’s attitudes toward virtual and semi-virtual interaction partners. Virtual actors. In the context of virtual communication, what constitutes a conversational partner has to be thoroughly revised. In discussions on computer-mediated communication (CMC), there has so far been little debate concerning the objects of study: Regardless of medium, in the end, communication boils down to messages exchanged between two or more people. However, computerbased information and communication technologies yield, in effect, an entirely new range of senders and receivers. 1. Using computer-supported tools, human interlocutors may blend natural and artificial means of expression in generating and interpreting messages. 2. As computers become more powerful and pervasive, more and more communication is taking place between individual human beings and the computers they handle, rather than between different individuals. In some cases, the computer serves merely as a repository for messages that are generated by a clearly identifiable human sender (e.g., electronic bulletin boards). In other cases, Virtual Communication 17 there may, in effect, be no such sender (e.g., automated email responses). 3. Even when there is no confusion about who or what is the source of messages received, current work in the field of humancomputer interaction is turning out autonomous agents and intelligent interfaces--techniques based on a conversational metaphor--that transforms the computer into a very tangible communication partner. Conclusions There are definitely strong connections between human-computer interaction (HCI) and communication research--and they will continue to grow stronger as communication and information technology (CIT) proceeds to take the place of traditional production industry in modern society (see, e.g., Janlert, 1995). It is the premise of this paper that, very soon, almost every object around us will be an information processing entity--and one with which we will be able to communicate. However, it is only lately that much of this common ground has begun to be unveiled and exploited. Still, there is an unrealized potential for cross-fertilization between the two disciplines. It is an exciting time. A review of current literature (Bengtsson, 1997) reveals how several areas of research (such as media studies, linguistics, cognitive and social psychology, political science) relate to and can be extended to concern issues in virtual communication. It is evident that several research fields can indeed inform the current investigation. Common areas of interest include: 1. How different media influence people's perceptions of reality, and of the veracity of the information they encounter. Virtual Communication 18 2. How cyberspace and VR will transform the concept of society and citizenship. 3. How the appearance of apparently intentional artifacts will affect people's interactions with their environment, and with each other. 4. How notions of identity and self adapt when people begin interacting as abstract information entities, and when the means for self-presentation are extended. 5. How people will search, retrieve, process, and relate to information in a rapidly changing and expanding media universe. Concerns specific to the virtual communication perspective seem to be the causal relations between software design decisions and those very same questions. This review leads to some general conclusions. First, virtual communication is obviously an area that overlaps or touches on a number of different disciplines and research areas. Second, it is also a new approach that puts an integrative perspective on objects of study and conceptual frameworks and theories normally not connected with each other. Third, it is evident how difficult it is to go beyond the borders of well established research areas, both to integrate other perspectives and to cover new developments arising from technical changes. Existing disciplines and areas of research are constrained by their historical context when confronted with technology changes. A good illustration is given by CMC studies, which were established at a time when text-based electronic mail and electronic conferencing were prevailing, and which now are experiencing difficulties to adjust concepts and theories to the pictorial and Virtual Communication 19 hypermedial forms of communication that are currently in the focus of interest. Fourth, and perhaps the most important conclusion, is the under-standing that significant portions of computer interface design work falls into the general category of communication message design, as has also been pointed out by Biocca (1992). This suggests that any research on new media and virtual reality (VR) must eventually consider the relationship between communication design and cognition. The case of hyperpersonal communication This section gives an example of how the virtual communication approach may inform and offer new perspectives on the study of CMC by discussing and extending Walther's (1996) concept of "hyperpersonal" communication. A fully integrated view of computer-mediated communication takes into account the sender, receiver, channel, and feedback as each contributes to interaction. At the level of the sender, computer-mediated communication partners may select and express communication behaviors that are more stereotypically desirable in achieving their social goals and transmit messages free of the noise that otherwise comes with unintended appearance or behavior features. At the other end, the receiver takes in these stylized messages, construct idealized images of the partner and the relationship, and--through reciprocation--confirms them. Combinations of media attributes, social phenomena, and social-psychological processes may lead to computer-mediated communication becoming what Walther (1996) has dubbed "hyperpersonal," that is, actually exceeding face-to-face Virtual Communication 20 communication in certain interpersonal aspects. According to Walther, mediated interaction may become hyperpersonal when users experience commonality and are self-aware, physically separated, and communicating via a limited-cues channel that allows them to selectively self-present and edit; to construct and reciprocate representations of their partners and relationships without the interference of environmental reality. Effects may be further amplified when communication is asynchronous and when the computermediated communication link is the only link there is. There is more to hyperpersonal communication Walther's definition of hyperpersonal communication focuses on the possibility for conversational partners to manage a more pleasant appearance than in face-to-face conversations. Specifically, the phenomena Walther describes do not merely serve to overcome a limited-cues situation; they require such a situation. In a similar vein, when the equivalent of interpersonal communication seems to emerge in text-based environments, it is "emulated" through paralinguistic signs. However, consider the movement from text-based environments to multimedia conference systems, and ultimately, to VR applications: "True" face-to-face communication may soon be accomplished. Modern video-conferencing systems have the capabilities to convey both sound and images in real time, and thus allow for the transmission of gestures, tone of voice, etc. One might think of a person-to-person meeting using such a system as a "real" meeting, where the participants happen to be located on either side of a window. Now, using VR techniques, it is quite possible to retain the codes of interpersonal communication, but there is also the Virtual Communication 21 potential for adding quite a few codes, e.g., for signaling mood and meaning (cf. Lanier & Biocca, 1992). Such possibilities seem even more deserving of the term hyperpersonal communication. Given a very high-bandwidth digital communication link, capable of conveying flawlessly the visual and auditory elements (and perhaps also others) of a face-to-face encounter, interactants may begin experimenting with superimposing such "special effects" on top of the normal dialogue to amplify their expressions. But it would also be possible to increase control of the design of one's appearance and behavior by modifying the normal channels, e.g., body language. This would afford people to visually express what they really want to express (which, for a "stiff" person, might be something less stiff and controlled and instead something more lively). Distinctions To clarify this discussion, I would like to make two distinctions. First, in this context, there are two different scales for measuring qualitative differences in mediated communication. One scale assumes that mediated communication emulates communication face-to-face and, in doing so, can be more or less successful. Success ranges from "impersonal" through "near interpersonal" to what Walther calls hyperpersonal. The other scale assumes that mediated communication can, in fact, recreate the meeting face-to-face, in all relevant aspects. On this scale, "impersonal" corresponds to "incomplete," "interpersonal" becomes "normal," and "hyperpersonal" takes on a new meaning. This brings us to the second distinction. Assuming that, using VR techniques, we can re-create a physical meeting between two people--participants can see, hear, and perhaps even touch and smell, each other--which possibilities exist Virtual Communication 22 for rendering this meeting hyperpersonal, adding dimensions that have no counterpart in real life? Well, as I see it, there are two possibilities, both of which will probably be explored. First, by "hyperpersonal" we could refer to a meeting that allows participants to experience a more "complete" meeting than is possible in real life. Participants may be able to reveal more of their true inner self; to partake in a "meeting of souls." For example, one could imagine people using colors or sounds to convey feelings to each other. Second, "hyper" could also imply the addition of things that are not real; masks, or varnish on top of the ordinary. This augmented reality could, but does not necessarily, imply deception. As an illustration, imagine this: As Donna sits down in front of her video-conferencing system, she freezes for a moment, letting a camera locate and fix her eyes. She then instructs a computer to continuously monitor the input from the camera, and to perform some slight alterations to each frame, before giving the result as output. Having done this, Donna calls up her boyfriend. During conversation, her boyfriend compliments her on her radiant eyes. Little does he now that Donna uses real-time thickening of her eyelashes... Insert Figure 2 here Figure 2 illustrates the assumption that, as mediation technologies grow more advanced, what could be called "the conversational gap" closes, i. e., the differences between interpersonal and mediated communication diminish. At the same time, these technologies will allow conversational partners to add new dimensions to their interaction. These dimensions may serve to Virtual Communication 23 enhance aspects of normal meetings, or they may serve as "special effects"; augmentations that are purely artificial. An interesting question is whether inflating certain phenomena already present in ordinary face-to-face encounters serves to produce something that could be considered "more real" or if the resultant interaction is more properly described as "hyper-real." Dramatic characters are sometimes said to be "larger than life," their essential features augmented and distilled into a distinctive role. And, although great dramas can surely tell us true things about real life, are they really true to life? Conclusions Research into interaction with--and by means of--computers should focus on acquiring knowledge that can guide the design of interfaces that provide users with means appropriate for realistically judging the competence of their conversational partners. For instance, we should explore how representational realism in human-like computer agents can be matched with subjective and objective measures of competence. Such research would do well to draw upon findings from social psychology concerning person perception, especially overattribution and social categorization. Even more important than the ease with which humans and computerized agents may cooperate is the issue of reliability. There are times when cooperation could prove just too "smooth"; where the humanness of a computer partner leads a human to infer qualities that are non-existent, or highly exaggerated, and invest too much trust and expectation in the computer. Computers often seem to be "unintelligent" in different ways than do humans. Even backed by artificial intelligence, computers Virtual Communication 24 tend to show their greatest weaknesses in precisely those domains where people excel, and vice versa. To some degree, one could suspect common ground taken for granted to be the source of (potentially disastrous) misunderstandings in human–computer interactions. From a virtual communication perspective, however, one might also speculate about how this discussion carries over into other conditions as CMC blurs the boundaries between interpersonal and mediated conversations. Whether a perceived interlocutor is, in fact, human or computerized (or both) becomes harder to determine as human and computerized agents converge at the concept of virtual agents. An important research goal is to investigate the interface's impact on users' ability to negotiate claims of external validity in conversation with virtual agents. Knowledge gained from such research will be important in guiding the design of digital communication services, search engines, information filtering devices, video-conference systems, decision-support systems, etc. How does one go about establishing "natural" methods for probing the interaction partner's status; its degree--and nature--of understanding? This makes an interesting challenge to interface designers, and one of growing importance. Conclusion Virtual communication is not restricted to computer-supported communications. It can occur in any kind of medium--face-to-face meetings, telephone conversations, radio and television broadcasts, newspapers, video conferences, electronic mail exchanges, web interactions, VR environments, etc. It can also occur in any modality--texts, sounds, voices, images (still or moving), Virtual Communication 25 animations, etc. Virtual communication is virtual, and virtuality works by impressions. Virtuality depends on appearances, rather than facts and conscious interpretations. What is important is not the mode of communication in itself, but rather that the conditions for communication are not what they appear to be. However, modern information technology may be conducive in giving rise to situations where those conditions are difficult or impossible to appraise. Fallacious? Fabrications, lies, and fiction are not necessarily examples of virtual communication. First, because they need not have a virtual quality. Second, because they do not necessarily affect the conditions of communication. To claim that the weather was splendid during a vacation (conference) on Hawaii when, in fact, the rain poured down constantly, is just a straightforward, non-virtual, lie. However, returning to work rubbed in tanning lotion (or after repeated visits to a solarium) would be virtually communicating a message to that effect. It would also constitute deception although it would not be a lie. Convincing a visiting lecturer that I am a native of Hawaii will directly affect the conditions of our communication. On the other hand, merely maintaining that Maui is the largest of the Hawaiian islands will have no such effects (though it may have some indirect effects, depending on the lecturer's knowledge of Hawaii). Again, the medium used is of little consequence. A TV news reporter apparently talking against the background of a city under heavy artillery fire may give a very convincing impression of being at the scene himself, when in fact he is standing in a studio thousands of kilometers away. Perhaps a less obvious case of virtual Virtual Communication 26 communication arises when news anchor displays a close-up of Venus with height differences exaggerated a hundred times—and does not comment on this. Most viewers will get the wrong impression of the Venusian landscape, even though the news show has not really presented any inaccurate information. It all depends on what the expectations are. As long as it is part of the apparent context of news programs that manipulated or fabricated pictures will not be shown without explicit cautioning or warning--when in fact such a policy is not in effect--virtual communication might be said to result. Immoral? Virtual communication is not inherently "bad” or "immoral." If we consider it legitimate at all to try to make a good impression, the vastly improved possibilities to design our appearance to our own liking does not change anything in principle, but the new tools for self-design certainly reminds us of the extent to which we are cultural products. The effort we put into to (re)forming human beings is impressive. Virtual communication does not require the intent to deceive. Moreover, successful deception is not generally required to achieve the desired effect. Politeness, for instance, is generally appreciated even if there are serious doubts as to its sincerity. The appearance has become a "real" and accepted part of a person even as appearances are known not to match the "real" person-the meaning of which simultaneously becomes obscure. We also have to consider the effects on the self of a selfimposed explicitly designed appearance. If I wish to appear as a trustworthy person, for instance, the designed appearance will also create an external pressure on me to behave like one, in order to Virtual Communication 27 keep up the image. Designed appearances may slowly change reality, and that may be an important motive to engage in such activities-the designed appearance serving as an externalized, idealized selfimage (Janlert, 1995). Designed? Virtual communication can occur spontaneously, without design. A good example is the case of emerging collective virtual agents. We may view virtual agents as a rather natural way of dealing cognitively with complex situations. Consider, for example, how children anthropomorphize, and how people have tried to comprehend natural events as the acts of gods. An important difference that sets the first example apart from the latter two is that technology is effective in shaping the events, opening up possibilities for designing agents on purpose, with properties to match the creator’s values and goals. This is also one of the main motivations for considering virtual communication on a technical basis. Conscious? Virtual communication is a dynamic category, since how things appear is partly in the eye of the beholder. One may wonder about the role played by awareness or lack of awareness of a discrepancy between the apparent and the real conditions. Awareness does not--in itself-make the communication real, because we are not free to compensate completely for the impression created by the virtual conditions (as illustrated, e.g., by the studies of computers as social actors). Also, virtuality in itself does not go away just because we know something is not real: We do not mistake a simulation for the real thing, and yet that simulation gives us virtual knowledge of the Virtual Communication 28 process it mimics--it may even teach us things we could not have learned by observing it in the real world. Transient? It is tempting to infer that some of these phenomena are of a temporary nature. For instance, once people in general become fully aware of the possibilities of manipulating and synthesizing photorealistic images, they might develop a new skepticism towards pictures (and Hollywood movies) that would counteract some of the potentially negative effects of virtual communication. Generally, if the conditions of communication are not what they seem to be, as time passes, we may come to learn to interpret impressions differently than before, adapting our perception. Nevertheless, the distinction between appearances and reality itself remains tenable only so long as it makes a difference: If people no longer care whether they are talking to a human or to a computer, then--we must assume--their idea of humans and/or computers have changed. Ultimately, our conception of what constitutes reality may change. There are many tendencies today--like the increasing value of "credibility" as compared to "truth" and "truthfulness" in the assessment of leading persons in politics, administration and industry--indicating a general drift from the real to the virtual. And the transactions going on in the virtual world; in information space; in media space, will certainly continue to grow in importance. Is virtual communication a passing phenomenon; a side effect of the transition from older types of information technology to the new computerized, networked, mobile information technology? Or will it remain when we eventually have adjusted to the change? 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Computer-mediated communication: Impersonal, interpersonal, and hyperpersonal interaction. Communication research, 23, 3-43. Virtual Communication 32 Ågren, P-O. (1998). Att förstå virtualisering [Understanding virtualization]. Unpublished licentiate thesis, Umeå University, Department of Informatics, Umeå, Sweden. Virtual Communication 33 Figures ? Virtual Agent Pheno menon / pression E x Obser er v Figure 1. Virtual agents as backward projections More Real? Mask Incomplete Recreated Face-to-Face Hyperpersonal Figure 2. Hyperpersonal communication