Computers: Nonverbal Communications 13704 Essay Example
Computers: Nonverbal Communications 13704 Essay Example

Computers: Nonverbal Communications 13704 Essay Example

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  • Pages: 17 (4610 words)
  • Published: October 16, 2018
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Computers function as a form of nonverbal communication.

CHAPTER 1:

Rationale and Literature Review

Magnafix asks if you have discovered the secret entrance to[entrance name].

Kahn Draxen's castle?

Newtrik lets out a deep sigh.

According to Newtrik, he believes that he will find the stone key soon, but as of now, he hasn't discovered it yet.

Magnafix wears a mischievous smile.

Magnafix presents Newtrik with a stone key.

Newtrik is filled with joy, evident by his bright smile.

Newtrik and Magnafix greet each other by shaking hands.

Newtrik expresses gratitude by saying, "Thanks!"

Magnafix's grin widens as he confidently declares, "It's not a problem..."

Newtrik departs from the west.

Introduction

The purpose is to keep the and their contents.

The aim of this thesis is to examine communicative phenomena.

Internet MUDs, which are also referred to as Multi-User Dimensions, are environments where they can

...

be located.

Currently, students can utilize these text-based virtual realities.

Most learning institutions' faculty, along with anyone who has a computer and a

Modem. The term "virtual reality" is frequently associated with it.

Playing MUDs does not require fancy headwear or costly gloves.

Virtual reality headsets are a type of hardware that generate immersive experiences, resulting in a form of virtual reality.

Enduring objects, places, and user identities are present.

These characteristics both define and limit the ways in which users can engage with them.

(Holmes & Dishman, 1994, p. 6) The simplest format of the development was originally created.

It has been almost 20 years since the technology for MUD interaction was created.

Due to the highly developed communicative environment, a new variety of it has emerged.

This fiercely compelling feature has attracted a vast number of users, potentially in the thousands or even millions.

MUDs often limit communicatio

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to enable ANSI formatting due to their dependence on text.

Given the anticipation of the internet's rise and technological advancements such as HTML codes and graphical MUDs, it is reasonable to expect that...

Interactions within this context are defined by the absence of governing feedback.

dramaturgical weakness, lacking significant status cues, and experiencing social anonymity, as stated by Kiesler and

As stated by Kiesler, Siegal, and McGuire (1984),...

The majority of interactions are attributed to these characteristics.

within experiments on computer conferencing and electronic mail, such is not the

Each MUD (there are hundreds) is a rich culture unto itself, making a strong case for them.

This research focuses on investigating the various ways in which MUD users engage with different modalities.

to mitigate the mentioned disadvantages, particularly in relation to nonverbal communication

In this virtual world, everything is made up of words.

Background information is provided in the following text:

The topic of discussion is the history of network computing.

In the late 1960s, the first computer network was established as an effort by the

The Department of Defense has a plan to establish network connectivity among multiple command sites.

It is important to ensure that central command can be carried out remotely, whether it is done by one person or several individuals.

Following the installation of the hardware, the military rendered the mentioned software inoperable or eliminated it completely.

allowed educational institutions to utilize the research resources

Multiple site networking is characterized by an interlaced network of computers.

In the early 1980's, connections rapidly spread and caused a division in the network.

into the MILNET, which is strictly for military uses, and the ARPANET, which was created with the advent of

According to Reid (1993), the Internet was created through the combination

of satellite communications and global networking.

In the 1970's, several corporations expanded their operations on a smaller scale.

Organizations utilize their own computer networks to enhance internal communication, which involves using email and computers for interaction.

Although conferencing was designed for information exchange, it operates in an asynchronous manner.

(messages are saved for future retrieval by other users, instead of being

synchronous co-authoring of messages, making it less interpersonal compared to MUDs

It would later become.

During the conferencing research, a separate group conducted a related study simultaneously.

Text-based adventure games owe their development to the significant contributions made by programmers.

The user would navigate through a maze that is depicted using text, occasionally coming across obstacles or challenges as they progress.

These first single user adventure games were programmed enemies with which to engage in battle.

Developed in the early 1970's, the technology expanded the world's notion of computers.

From mere super-cooled punch-card-munching behemoths to a more user-friendly

Computers are considered as playthings and even companions.

The networking technology and game technology inevitably intersected.

In 1979, Richard Bartle and Roy Trubshaw created the first MUD (known as "MUD").

Multi-User Dungeon; nowadays, the term MUD is widely recognized as a general term for

The original game Multi-User Dimensions (MUDs) of many varieties was developed at Essex University.

The use of

became extremely popular among the students at Essex University.

Initially, access to restricted areas was limited. However, with the overcoming of various technological obstacles, availability has expanded.

Access to "MUD" was granted to an increasing number of users in the United Kingdom.

Ultimately, the players of "MUD" assumed responsibility for developing their own game.

Various individuals created different variations of the game, which were also recognized and acknowledged by computer games magazines.

Reid (1993) generated

numerous articles about "MUD" during the early 1980's.

The text within the

and

is "Bartle (1990)."

These two results are connected because they caused a significant increase

By 1989, there were quite a few families in the Multi-User Dimension community.

There are various versions of MUD programming technology, each with different goals.

Various technologies attempted to distinguish themselves from their competitors.

Using MUSH, along with innovative programming techniques, to incorporate new abbreviations into usage.

Multi-User Shared Hallucination (MUSE), Multi-User Simulated Environment (MOO)

Among the various types of muds, there are MUD, object-oriented, DUM, which stands for Depend Upon Mud forever, and MAGE, which stands for Multi-Actor Gaming.

Various types of MUDs exist, such as MOO (MUD Object Oriented), MUSH (Multi User Shared Hallucination), and MUCK (Multi User C Kernel).

Currently, there are approximately five hundred publicly estimated.

According to Turkle (1995, p. 11), there are MUDs that can be accessed, but the exact number of them is unknown.

The number of players each week varies between private MUDs and commercial "pay-for-play" MUDs.

MUDs often die out for various reasons quite frequently (e.g., a MUD

Running on a university computer could suddenly lose its privileges.

Especially if the university was not aware of such use, "large MUDs

According to Koster (1996), creating a new website can be accomplished by spending a few hours with FTP.

Due to lack of interest, the content can expire shortly thereafter.

Despite the passage of time, MUDs such as Ancient have proven to possess lasting charm and have remained robust throughout numerous years.

Anguish, DragonMUD, and LambdaMOO collectively have over seven thousand players.

The participants.

It is important to mention that despite the rate at which people join and

The number of people using the internet is continuously growing

and there are no indications of it slowing down (Sellers, 1996).

MUDs have been one of the least-visited areas of the Internet.

with articles published in mainstream publications like Time (September 13,

The text contains the following and their contents:

1993), The Atlantic (September 1993), The Wall Street Journal (September 15,

MacWorld (January 1995), MacUser (November 1995), Technology Review (July 1994), and The Village

Voice (December 21, 1993), it is unlikely that even the most tech-savvy individuals have grasped the concept of cyber technology.

The presence of MUDs had a significant influence on the experience of experiencing a MUD.

The marketing efforts of this company have been insular and almost underground, as they have solely focused on one approach.

There is a specific USENET newsgroup dedicated exclusively to the announcement of new MUDs.

(rec.games.mud.announce) This is the only opportunity to promote for those who are not familiar with it.

Many people find it challenging to understand and their contents, often overlooking them.

Word of mouth has effectively introduced MUDs, which is a demonstrated technique of dissemination.

While MUDs may not have experienced considerable success, they are often regarded as an intriguing concept.

Participating in MUDs can be considered a complete waste of time because they have the exceptional ability to consume a significant amount of time, distinguishing them from other activities.

Another consideration for novice users relates to the graphical user interface being the

Nowadays, it is a standard in the internet industry that if there is not a multi-colored icon to click on,

It is possible that many recent Internet users will ignore it, which could result in it being overlooked.

The dominant paradigm is expected to be graphical MUDs, which are currently undergoing continuous development.

In the future,

there is a predicted increase in popularity for both real-time chat and adventure games. This growth is anticipated to occur gradually over time.

There is a steep learning curve when it comes to familiarizing oneself with their first MUD.

including obstacles such as Unix, telnet, and the first login screen, as well as the hundreds

Details about available MUD commands, the local MUD culture, etc.

Previous studies have investigated the utilization of text-based virtual realities.

Currently, the research on communication MUDs is limited but steadily growing.

Carlstrom's (1992) sociolinguistic study focuses on the popular MUD, which has been steadily examined.

The text highlights the differences between MUD communication and LambdaMOO.

and real life communication, incorporating proxemics, turn-taking, and the

There are various uses of silence mentioned by Lynn Cherney at Stanford University, who has conducted extensive research on the topic.

In 1994, she conducted a significant linguistic study focused on gender-based analysis.

Language differences were observed on one MUD, which were also noted in a study conducted in 1995 (referred to as (1995a)).

Cherney's article discusses the problem of objectifying users' virtual bodies on MUDs as well.

1995b) provides specific details about MUD communication backchannels.

implicitly addressing Kiesler's question regarding the potential consequences if one is unable to

When confused, one might look quizzically or nod their head to indicate that the message is confusing or understandable.

According to Kiesler, individuals can choose to nod or murmur 'hmm' as a way of expressing their understanding.

Zubrow and Moses (1985, p.82) conducted a study, while Cherney (1995b) also conducted a study.

It proposes a potential solution to the modal complexity of speech events on a single MUD.

Classification system for MUD nonverbal communication, encompassing conventional gestures and expressions.

Actions, backchannels, byplay, narration, and exposition

are all elements present in a text.

Recently, Michael Holmes has made a valuable contribution to the literature.

Comparing MUD environments to Internet Relay Chat, his (1994) study focused on MUDs.

(and other similar "chat" utilities) found that the chat services provide a

"stark context for conversation" is provided by chats, whereas MUDs offer a more extensive context intended

According to Holmes (1994), the use of and their content can be utilized to simulate elements of the real world. Similarly, his research in 1995 supports this notion.

The analysis of deictic conversational modalities demonstrates the importance of online interactions.

There is a spotlight on peculiar observed phrases like "Anyone here near Chicago?"

(Holmes, 1995). Owen (1994) focused on the development of identity formations initiated by

Chat utilities belonging to America, the world's largest commercial Internet provider.

AOL's online platform frequently showcases self-deprecating attribution.

Online conversations have invitations.

With the increasing number and expanding range of computer mediated communication (CMC) platforms

Over the past two decades, there has been an exponential growth in the communication discipline.

Various written works have been collected through research, discussing the influence of different interpersonal factors on relationships.

Tasks are often seen as the main focus of interaction in computer-mediated communication (CMC).

According to Dubrovsky, Kiesler, and Lazer, the content is not suitable for interpersonal use as it is impersonal and inappropriate.

Several studies (Sethna, 1991; Dubrovsky, 1985; Siegel et al., 1986) indicate that...

Media richness can sometimes be the cause of this phenomenon.

The concept of "cues-filtered-out" is referred to by Culnan & Markus (1987) in order to describe a specific viewpoint.

When interlocutors are restricted to verbal communication, it leads to the loss of meaning in messages.

According to Rice & Love (1987), key factors consist

of warmth, status, and individuality. Nevertheless, Walther

Anderson and Park conducted a comprehensive meta-analysis (1994a) in which they emphasize the importance of their findings.

Users of CMC have the ability to publish studies on CMC when they do not have any time limitations.

Utilizing the tools that are accessible improves communication and fosters a more sociable environment.

The medium alone is not sufficient for predicting interpersonal communication.

Walther (1995, p. 11) notes that tone plays a vital role in communication and implies the existence of something.

Calls "hyperpersonal" communication, "CMC which is more socially desirable than

According to Walther (1995, p.18), "we can accomplish through traditional face-to-face interaction."

This phenomenon arises from three sources. Firstly, online interlocutors engage in computer-mediated communication (CMC).

During the over-attribution process, individuals attribute idealized attributes based on certain criteria.

Minimal (solely textual) cues are reported by Chilcoat and Dewine (1985).

Partners are more likely to be rated as attractive when there are more cues from the conversants.

Their study involved a comparison of face-to-face, video conferencing, and audio interactions filtered out.

After conducting the conferencing experiment, the researchers were surprised to find that the results were completely different from what they had anticipated.

CMC offers users the chance to engage in "selective self-presentation."

(Walther & Burgoon, 1992) argue that the verbal channel is the easiest to control.

Finally, hyperpersonal aspects are created in certain aspects of message formation in CMC.

Communication allows for individuals to have sufficient time to think carefully about their responses and analyze the reactions of others.

One cannot freely ask questions and obtain answers in face-to-face dyads as they can online.

There has been a significant amount of research and work related to MUDs, resulting in numerous papers and projects.

Within other disciplines, for example,

sociologist Reid (1994) investigates a MUD.

Addressing issues as a cultural construct rather than a technical one.

Exploring various aspects such as power, social cohesion, and sexuality, Serpentelli's (1992) analysis delves into...

Her psychological study focuses on the conversational structure and personality correlates.

Both J.C.R Licklider and NagaSiva (1992) discuss the psychological aspects and behavior of MUDs. Licklider emphasizes the social interactions and behavior, whereas NagaSiva views the MUDs as a psychological phenomenon.

This text discusses a model that incorporates Eastern philosophy and explores MUD experiences.

Young (1994) embraces the textuality of MUD experience as mystical experiences.

Postmodern hyperreality is a compelling blend of spoken and written communication.

Many articles have been created in the field of Computer Science.

One of the most notable contributors in the field, especially outside of technical subjects, is Bartle (1990).

Having experience as the co-creator of the first MUD, he possesses unique qualifications.

Commentator Curtis (1992), another influential figure in the field, is also considered to be a notable innovator.

the original author of the phrase "text-based virtual reality"), and Bruckman

(1993), MIT researcher who extensively studied socio-psychological phenomena in MUDs.

Finally, Turkle's (1995) significant new book earned her well-deserved respect.

analyzes various MUD-related subjects, such as artificial intelligence and

"Bots" (MUD robots), the existence of multiple selves, and the concept of fluid identity (referred to as "parallel")

Exploring the online world and the impacts of anonymity, the author sheds light on the psychological consequences of living digital lives.

Role playing in games holds immense significance and serves as a reminder that the term itself is of importance.

"persona" is derived from the Latin word that refers to "That through which sound

Through MUDs and other forms of CMC, she connects with "the actor's mask."

believes that individuals can gain a deeper understanding of the many different masks individuals wear,

including the one worn "in real life".

Recent developments:

While the original "MUD" started a tradition of games featuring monster-slaying and

With the primary goals of acquiring treasure, the emergence of MOOs and MUSHes influences.

MUSEs, along with Jim Aspne's TinyMUD in 1989, played a significant role.

Instead of using Multi-User Dimensions in the same way as before, there is new thinking about their purpose.

Participants in these social interactions can use commands such as "wield sword" and "kill dragon".

MUDs utilize the virtual environment as a space for interpersonal communication and interaction.

Cooperative world creation.

Simultaneously with the swift development of these text-based virtual environments,

Japan had a more ambitious project underway, which involved multiplying.

"Habitat" is the name of a graphical many-user virtual online environment that existed in the past and still exists.

The

environment is a make-believe world that people can access using home computers.

(Farmer, Morningstar, & Crockford, 1994, p. 3). The creators of Habitat soon

It was discovered that a virtual society had arisen spontaneously.

One of the creators claims that their efforts are the reason for their success.

This is not speculation! During Habitat's beta test, multiple social

There were establishments that came into existence.

spontaneously: There were marriages and divorces, a church (complete with a

real-life

Greek Orthodox minister), a group of thieves, and an elected sheriff all formed a loose guild.

Counteract the thieves and confront them effectively.

a newspaper (with an editor who is rather eccentric) and two lawyers appeared not long after.

They hung up their clothes.

Shingle is used to sort out claims (Farmer, 1989, p. 2).

As these different MUD environments have evolved, each with their own

As a result

of cultural differences, various categories have emerged, particularly in relation to social MUDs.

Virtual gathering places, such as online platforms, have become popular for people to meet new friends and engage in conversations.

with their old ones, receive assistance with their trigonometry homework, and participate in a game of "virtual scrabble".

Assist in the ongoing creation of the virtual environment, as some MUDs are.

Known for their daring and provocative behaviors, players on FurryMUCK take on various identities.

There is a broad range of animals engaging in sexual activity known as "mudsex", which involves a quick exchange of sexual interactions.

Explicit messages are being conveyed.

Recently, there has been a rise in the emergence of professional and educational MUDs.

"Serious" uses in mind -- Our goal is to provide a virtual spatial context.

(e.g., conference rooms, lecture halls, and private offices) for the

Participants are involved in it, as well as the creation of different pedagogical tools.

Some MUDs have been created as safe places for virtual activity.

Support groups are gatherings of individuals who share common misfortunes or interests, and they are highly sought after.

However, this variety of MUD holds true to the principles of the original "MUD".

Featuring activities such as puzzle-solving, dragon slaying, and treasure accumulation.

These "adventure-style" MUDs will be the subject of investigation.

The remainder of this thesis may argue that social MUDs, along with their and contents.

Having interpersonal interaction as the only objective for their participants would increase.

Adventure MUDs have been created precisely for the purpose of being suitable.

It is reasonable to expect that the communicative phenomena found on

Due to their social nature, purely social MUDs may have an even stronger foothold than adventure MUDs.

Such environments give rise to a multitude of additional

cultural cues.

It is crucial to showcase that virtual cultures are formed on.

Two important aspects of adventure-style MUDs are that these cultures are very real to the participants.

The text states that there are three main points: 1) virtual worlds are built using , 2) nonverbal communication takes place in these worlds.The text was made with point accumulation in mind, using only words.

Adventure MUDs are text-based multiplayer online games.

Although there are some MUDs called "pay MUDs" that do exist and charge for access, they claim

The majority of adventure games need to be more dynamic and carefully programmed.

MUDs are typically made and managed by volunteers who dedicate their time and efforts.

Computer science majors from top universities who have hardware access

required to operate a MUD and enable multiple users to access it simultaneously. As soon as the MUD is running, numerous users can connect to it at the same time.

Once the hardware is set up, the next step is to choose a "mudlib". A "mudlib" refers to the most crucial component.

Code that defines the mechanisms for the MUD to run is called the basic code.

The concept of creating a spatial metaphor defines the distinction between living and

The system interacts with non-living objects and performs calculations for combat formulae.

Regardless of the specific mudlib that a MUD operates on, the following aspect holds significant importance.

One of the most prominent aspects is likely the theme that provides guidance to the builders.

Individuals who are responsible for programming all elements within the MUD including rooms, monsters, and weapons.

etc) in their development of the MUD. Initially, MUDs were typically founded on a

Tolkien's world, reminiscent of hobbits and giants, is filled

with swords and sorcery.

With the expansion of the MUD community, a wide range of themes can now be found.

There are various MUDs that are based on popular fantasy genres like Star Trek and Star Wars.

Some MUDs, particularly social MUDs, are set in American cities like BayMOO.

(San Francisco)

Club Miami (Miami, FL).

Other MUDs are not themed in setting.

However, their purpose is to serve as meeting places for individuals who share common interests.

There are various types of groups available, such as support groups for zoophiles and discussion groups for astronomers.

Some MUDs are set in a virtual representation of the world.

The content within the is as follows:

Administrator's home. The website http://www.mudconnect.com is hosted here.

An extensive list of currently publicly available MUDs.

Without a doubt, the most captivating MUDs are the ones that offer a thrilling swords and sorcery adventure style.

Most popular among MUD players and developed to cater to their preferences.

With a diverse collection of literature, there is more to draw from than any other, forming a rich tapestry.

It is possible that the game could appeal to builders and players with vivid imaginations.

There is speculation that adventure-style MUDs are popular for an additional reason.

What is appealing about the treasure and point gathering in that place?

Many computer enthusiasts have a strong desire to master techniques and knowledge.

Each MUD adventure-style game (hereafter referred to as MUDs) is mentioned less frequently unless otherwise specified.

Unless otherwise noted, the text below contains a primary dichotomy that is often referred to as the

"Mortal/immortal" dichotomy is what distinguishes the participants. In simple terms, the "immortals" refer to those individuals.

Only individuals with access to the programming that allows the MUD to function are able

to control it, while "Mortals" are unable to do so.

Regardless of the changes in colorful terminology from one MUD to another, this split is certain.

It is important to note that there is a significant difference in the existence of .

There are two types of MUDs: adventure-style MUDs and purely social MUDs (which are often based on MOO code).

Every member has access to the programming, which means that all members enjoy some access to it.

The capability to generate their own objects.

Every participant in MUD begins as a "mortal" with no access to the system.

They do not know any programming language at all, meaning they receive all textual descriptions.

The text reflects the description of the virtual environment but excludes the coding behind the MUD.

For mortals, the limited spatial metaphor is reified through running.

Access is necessary and inevitable, as individuals are bound to exist within the spatial metaphor.

Engage in interactions with the other characters and monsters present in that particular environment.

Adventure MUDs typically provide players with a selection of classes or professions.

such as fighter, thief, or necromancer), as well as races (fantastical things like

The participant's virtual world is enhanced with the presence of ogres and elves, which adds vibrant colors.

These designations have different impacts on the player's experience with persona.

the MUD. Ogres are strong physically but not skilled in spell casting. Mages have proficiency in spell casting.

Players have access to a wide selection of powerful spells, which they can use in battle. However, they need to be cautious as they can easily be defeated when they are hit.

Understanding the "goal" of an adventure makes these details relevant.

MUD.

In the labyrinth of chambers that comprises a

typical adventure MUD, there are diverse

Players must slay programmed monsters and unravel puzzles.

Usually, they spend a large portion of their time rushing from one room to another, participating in various activities.

Computer-moderated combat involving the verbal description of these creatures.

Having been successful in conquering these enemies (success is largely determined by

The combatants' programmed attributes contribute to the game outcome, with player strategy also playing a role.

Players have the opportunity to enjoy their rewards, including equipment that can assist them.

There are two possible rewards in battles: a new character, which can be used in future battles or sold at the shop, or money that can be used for other purposes.

When purchasing equipment, you may also come across other treasures. However, the most important thing is to keep an eye out for them.

The adventure MUD player is in search of "experience points" in order to determine their progress.

The potential of a character to become powerful is determined by the accumulation of a substantial amount of experience.

Once points have been collected, the character may "advance a level".

Improving one's proficiency in combat, spell casting, or other abilities.

Engaging in such valorous activity carries inherent risks.

Each time a character takes action, there are potential dangers involved.

When engaging in combat with an opponent, there is a possibility of dying. The degree of danger

The way players' deaths are handled differs from MUD to MUD. In some MUDs, characters might only experience a loss.

The treasures they have accumulated during their session are significant on some occasions.

There may be reductions in a character's quantified skill levels, but only in a few instances.

In MUDs, death is depicted realistically and severely as the character

is completely erased.

Death is not haphazard on well-tuned adventure MUDs. Every character is subject to it.

a measurable distance from death at any specific moment, commonly known as

"hit points" are reduced every time the character is hit in combat, which typically happens quickly.

When text scrolls across the player's screen, the number of hit points is decreased.

Once it reaches zero, the character will perish.

Given that characters frequently participate in combat and that combat leads to a decrease in hit points, there

There is a need for healing to prevent characters from becoming weaker with each action.

On adventure MUDs, the successive battle takes care of these biological needs.

One can purchase various items through the presence of pubs and restaurants.

Cocktails and foodstuffs have an impact on a character's health.

Virtual biology is expanded as it includes the limitation that characters can only consume specific food and drinks.

Before reaching satiety, individuals must consume a certain quantity and then wait briefly.

Before consuming again, it is necessary for some MUDs that each character eats from time.

Even if they do not need healing, individuals still get hungry at times.

Besides the cost of food and drink in gold coins, there are also healing spells available.

certain classes of character may cast. It is just one of the ways that

The interaction between characters on MUDs is initiated when one character inflicts injury upon another.

If a player is aware that a healer

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