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In our globalized world, communication and interaction increasingly happen online and are mediated through computers and the internet. This is true not only for organizational settings and teams working together, but also for private contacts with family, friends, and even strangers (e.g., Bargh and McKenna, 2004). Theories on computer-mediated communication (CMC) that have described internet-based communication as deficit-laden compared to face-to-face communication (e.g., Kiesler, 1997; Kiesler et al., 1984; Kiesler and Sproull, 1992; Short et al., 1976; Siegel et al., 1986; Sproull and Kiesler, 1986; Strauss and McGrath, 1994) might have difficulty to explain these current developments. On the other hand, these approaches have argued that the cues we rely on in everyday face-to-face interaction are filtered out in computer-mediated communication. While this was certainly true for mere text-based interactions, more recent forms of communication via the internet have adopted numerous additional features and incorporate several of these cues (Antonijevic, 2008; Fullwood and Orsolina, 2007). This is, on the one hand, due to technological advancements, but has, on the other hand, been fostered by creative efforts of the users, as had been predicted by Walther (1992, 1996) in his social information processing and hyperpersonal communication theory. In fact, recent developments in the field of the so-called Web 2.0 show that users themselves often developed several strategies and technologies to support at least partial surrogates for face-to-face interaction, which have led to a steady increase of immediate and increasingly multimodal communication (Ramirez et al., 2002; Walther and Burgoon, 1992; Walther and Parks, 2002).
In 2010, almost all laptop computers are sold with built-in cameras and microphones. Together with bundled software, such as Skype, everybody with access to a fast connection can easily engage in face-to-face communication over the internet. FaceTime, in conjunction with Apple's iPhone, provides a convenient and portable face-to-face application. Other solutions have been announced and will be released at a rapid pace. Thus, while text-only, computer-mediated communication (CMC) is likely to have its place for years to come, face-to-face mediated communication is here for real and it is here to stay. Concurrently, threats to global mobility, due to the environmental consequences of air travel, or challenges to air travel, such as the global disruptions caused by threats of terrorism and natural disasters, have led to increased calls to use alternative ways to achieve communication and collaborative work goals that so far had been mainly dealt with in physical, face-to-face interaction. At the same time, social networks meld many-to-many communication with one-to-one communication in different chat systems, with and without video. In other words, mediated face-to-face communication has become a commodity in business and private contexts. Thus, a volume dealing with different facets of internet-based, face-to-face communication is timely and we hope it will be of interest to readers who want to learn more about the topic. One goal of the present volume is also to stimulate further research on this topic.
It is possibly strange to think that, just a few years ago, mediated face-to-face communication seemed an exotic topic.
Overview: This chapter addresses the differences between computer-mediated communication (CMC) and non-computer-mediated, face-to-face communication (FTFC) with respect to gendered interactions by focusing on the consequences of the absence of visual cues. The conclusion based on the present evidence suggests that gender differences do not increase or decrease in CMC compared to FTFC, but in both modes of communication they mainly occur in settings where stereotypes are evoked. This supports the gender-in-context approach, implying that most differences between men and women in social behavior are evoked in a stereotypic context. The absence of visual cues in CMC has little impact on many gender differences in social interaction, but may affect the way in which men and women communicate emotions.
Introduction
Traditionally, computers and everything related to computers were perceived to belong to the masculine domain (Kirk, 1992). However, with the expansion of the internet, and the widespread use of computers in various forms of computer-mediated communication (CMC) (email, chatting, videoconferencing, or social networking sites, such as Hyves, Facebook, and Twitter), we have witnessed an increase of female participation in the virtual world, resulting in more or less equal participating of both sexes. Indeed, there is even evidence that in some contexts women judge CMC more favorably than men do (e.g., Allen, 1995; Hiltz and Johnson, 1990). For example, women consider emailing more effective and easier to use than men, and women seem to be more satisfied with online discussions than men are.
Overview: This research reviews the promise and the pitfalls of visual cues in computer-mediated communication (CMC). The first section reviews theories advocating the utility of visual cues in telecommunication. Empirical research consistent with such theories has shown that communicators express preference for multichannel communication, whereas observational results, in contrast, indicate that visual cues often fail to enhance virtual groups' work. The second section extends this paradox by reviewing research that shows when and how visual cues detract from CMC social impressions and evaluations. Alternative uses of visual information, focusing on objects rather than people, show dramatically different effects. Taking into account the persistent preference for multimedia despite its disappointing results, the final section attempts to redirect theories of media selection to include a component about the principle of least effort in media preferences and how visual cues are at the same time easier and inferior to text-based CMC in many settings.
Talking with another individual is still the easiest way to share information, because other people have the ability to see our gestures and facial expressions, listen to our tone of voice and understand what we are trying to communicate.
Microsoft (1999), “Knowledge Workers Without Limits”
The epigraph reflects a common presumption that an abundance of nonverbal cues is the easiest way to facilitate shared understanding. In contrast, some of my students' course evaluations reflect our regular face-to-face encounters in class:
“Prof. Walther means well but he is not the best instructor.”
“He was not concerned with our retention of information and his presentation of it was poor.”[…]
Overview: The various forms of interpersonal communication that take place on the internet are considered and several questions concerning the efficacy of interpersonal communication over the internet are raised (i.e., whether this form of communication can be compared to actual face-to-face communication).
The technologies for communication over the internet do not always allow access to “kinesic” behaviors through the visual channel or to vocal-intonational modulations of speech through the auditory channel; they therefore cannot count on a wide range of nonverbal signals that are of extreme importance for certain communicative processes. Graphic and linguistic strategies permit internet users to compensate for this lack of communicative signals and render communication via the internet more immediate, natural, spontaneous, and expressive. Videoconference might be an effective means for conveying the sense of presence to interlocutors; it can be used in many different areas: in work (long-distance collaboration and meetings between people in different locations), long-distance education (teleteaching, e-learning), and health care (telemedicine, telehealth, psychotherapy), as well as in legal contexts.
This contribution, finally, analyzes the video-based interactions between individuals belonging to different cultures and evaluates the differences in nonverbal communication in this perspective.
Introduction
The internet is now a means of communication widely used in the interaction between individuals: It is used for work, to chat with friends, to meet new people, to discuss matters of social importance, for educational purposes, etc. The videoconference has now been added to the most frequently used systems (email, discussion forums, mailing lists, etc.
Overview:Starting from an overview of the role of nonverbal channels in computer-mediated communication (CMC), a functional model of nonverbal behavior as a possible framework for future research is introduced. Based on this, several technologies and systems for avatar-based interaction are presented, and their impact on psychological aspects of the communication is discussed. The focus of the chapter lies on the discussion of methodological preconditions for the systematic analysis of avatar-based communication. An avatar-based communication platform is introduced that allows for real-time transmission of gaze, head movements, and gestures in net communication. Different research paradigms are discussed that might lead to a deeper understanding of the function of nonverbal cues in CMC.
Introduction
As we know from psychological research and also from our everyday experience, nonverbal behavior (NVB), such as facial expressions, gaze, gestures, postures, and body movements, has a strong impact on the process and the results of our communicative efforts. They help to structure the course of verbal exchange, they complement our speech activity, they determine our social impressions, and they affect the emotional climate of our conversations. In this sense we may consider our body as a natural communication tool that, in contrast to speech, is rarely used consciously and does not refer to an explicit semantic code. As Edward Sapir (1949 [1928]) pointed out, “We respond to gestures with an extreme alertness and, one might almost say, in accordance with an elaborate and secret code that is written nowhere, known to none, and understood by all” (p. 556).
Overview: Visual digital devices bring about new ways of managing one's facial expression that consist not of mere amplifications of face-to-face interaction, but rather of sophisticated constructions around different kinds of genre. In our view, these genres are articulated in terms of two main dimensions: the kind of representation of the world included in the message, and senders' social motives with respect to their audience. In terms of the first dimension, representation, we distinguish three levels of representation: visual icons of objects or events (we call this first level “copies”), conventional symbols of concepts (we call this second level “allegories and fictional stories”), and idiosyncratic elicitors of basic psychological processes (we call this third level “affect triggers”). In terms of the second dimension (senders' social motives), we take into account basic types of social interaction such as aggression, attraction, and helping behavior. The intersection of the two dimensions provides a list of genres in the telecommunication of facial information. We discuss these categories, provide some examples of their use, and make some speculations about their future.
A recognition revolution?
As one might hypothesize from intuition or experience, people derive pleasure from seeing a familiar face. Technology has now allowed us to document this effect; faces we recognize affect us differently from those we do not. Event-related potentials in the electroencephalogram are useful indexes of brain activity. Waves reproduce the synchronized excitation of cortical pyramidal neurons.
Overview:Video-mediated communication is about to become a ubiquitous feature of everyday life. This chapter considers the differences between face-to-face and video-mediated communication in terms of co-presence and considers the implications for the communication of emotion, self-disclosure, and relationship rapport. Following initial consideration of the concepts of physical presence and social presence, we describe recent studies of the effect of presence on the facial communication of emotion. We then delve further into the different social psychological aspects of presence, and present a study that investigated how these various aspects independently impact upon self-disclosure and rapport. We conclude by considering how the absence of co-presence in video-mediated interaction can liberate the communicators from some of the social constraints normally associated with face-to-face interaction, while maintaining others and introducing new constraints specific to the medium.
Video-mediated interpersonal interactions are set to become a ubiquitous feature of everyday life. Recent advances in communication technologies, such as affordable broadband access to the internet and the appearance of third-generation mobile phones, mean that the much-heralded advent of the videophone is about to become reality. As video becomes ubiquitous, it places the face center-stage for the communication of emotion on the internet, much as it is in our normal “face-to-face” interactions. Of course the big difference between the face-to-face interactions that we take for granted today and the face-to-face interaction of the future is the absence of physical co-presence. In this new form of visual interaction, actors are separated by distance, communicating via webcams and computers or mobile phones.
Overview: How does video mediation influence communication of affective information? In the present chapter, we review the range of possible constraints associated with the video medium and consider their potential impact on transmission and coordination of emotions. In particular, we focus on the effects of transmission delays on interpersonal attunement. Results of a preliminary investigation of this issue are described. In the study, pairs of participants discussed liked and disliked celebrities via a desktop videoconferencing system. In one condition, the system was set up in its normal mode, producing a transmission delay of approximately 200 ms (high delay). In the other condition, transmission was close to instantaneous (low delay). Dependent measures included evaluative ratings of the celebrities and of the other party in the conversation and video-cued momentary codings of the interaction. Participants rated the extent of communication difficulties as greater in the normal than in the low-delay condition, but did not specifically focus on delay itself as the source of the problem. Low-delay pairs also showed greater accuracy and lower bias in their momentary ratings of attunement and involvement over the course of the conversation. Finally, there was greater convergence of affect when participants discussed mutually disliked celebrities, but greater divergence of affect when they were talking about celebrities liked by one party to the conversation but disliked by the other. […]
Overview:Human–computer interaction (HCI) may be significantly improved by incorporating social and emotional processes. Developing appropriate technologies is only one side of the problem. It is also vital to investigate how synthesized emotional information might affect human behavior in the context of information technology. Despite previous suggestions that people treat computers as social actors, we still know relatively little about the possible and supposedly positive effects of utilizing any kind of emotional cues or messages in human–technology interaction. The aim of the present chapter is to provide a theoretical and empirical basis for integrating emotions into the study of HCI. We will first argue and show evidence in favor of the use of virtual emotions in HCI. We will then proceed by studying the possibilities of a computer for analyzing human emotion-related processes and consider some physiological measures used for this purpose in more detail. In this context, we will also briefly describe some new technological prototypes for measuring computer users' behavior. The chapter ends with a discussion summarizing the findings and addressing the advantages of studying emotions in the context of present-day technology.
Introduction
The qualitative improvement and facilitation of human–computer interaction (HCI) has become a central research issue in computer science. Traditionally, attempts to improve HCI have centered on making computers more user-friendly along technical dimensions. In this line of work, perhaps still the most visible milestone for an ordinary user has been the development of a graphical, mouse-driven user interface.
Overview: This chapter discusses whether various modes of internet communication affect differently socially anxious individuals as compared to nonanxious. It reviews the literature on the relationship between internet use and social adjustment, mainly, social anxiety and loneliness. Next, it develops the reasons why the mainstream modes of communication on the internet, i.e., chats and emails, are appealing to socially anxious and lonely individuals. It also reviews the literature showing that these individuals are indeed presenting different patterns of communication on the internet as compared to nonanxious individuals. Then, it examines whether the introduction of a video-channel in internet communication constitutes a difficulty for socially anxious people. It concludes by suggesting new directions for research at the applied or clinical levels as well as at the fundamental level.
Since the development of emailing more than 30 years ago, communication on the internet has impressively grown, in terms of quantity as well as technology (Pew Internet and American Life, 2002). It now allows various forms of communication: instant messages, chat, email, phonemail, Skype, social networking sites, etc. From a psychological perspective, these different forms of communication have different implications in terms of the type of message conveyed and its emotional impact.
In this chapter, we will examine the relationship between social anxiety and internet communication. Our rationale is that these various modes of internet communication might affect differently people who are not at ease in the presence of others.
Overview: Human brains are basically social, and use communication mechanisms that have evolved during our evolutionary past. Thus, we suggest that even in communication with and by machines, humans will tend to react socially and use communication mechanisms that are primarily social and embodied. One of these mechanisms is communicative feedback, which refers to unobtrusive (usually short) vocal or bodily expressions, whereby a recipient of information can inform a contributor of information about whether he or she is able and willing to communicate, perceive the information, and understand the information. We will show how feedback can be modeled in virtual agents on facial expressions of a virtual agent or verbot and thus contribute to human–human communication over the internet. We will present a simple model based on a pleasure, arousal, and dominance space, which allows a complex stimulus generation program to be driven with only a few parameters.
Humans are social – but what about human–machine communication?
Internet communication consists of two major domains: communication with a machine and human–human communication through a machine. Both processes involve different but comparable elements in order to be efficient, as we will outline here.
In its early years, the internet was used by a rather small group of scientists for communication via email and bulletin boards. As compared to phone calls and direct face-to-face communication, it seemed to be missing a social component, thus leading to the introduction of emoticons such as the well-known smiley, which constituted a first attempt to fill this gap.