Some thoughts on togetherness online At 2019-12-25 @TeethTeethTeeth@mastodon.social noted “What we have not yet innovated is a way to be silent and close to people online. We can only reduce distance through the loudness of words and that is tiring, it is not always preferable[.]” ( https://fosstodon.org/web/statuses/103369883038281804 ) This resonated with me. Also, I hadn't the slightest clue on how to solve the problem. First, what does being silent together in meatspace mean? Most obviously, it is a kind of shared experience, since it implies physical proximity. Second, the mood of the persons involved is communicated, as well as a rough indication about what they're doing. E.g. staring at their cell phone, but not exactly what the cell phone is used for, or reading a book, but not exactly what it says on the page which just made them chuckle. This also gives a hint whether they will be receptable for interruption. Idly browsing a newspaper is not the same as trying to beat the end level boss in a game. Finally, the actors are available for active communication, but have no active desire to do so. I don't know how many times I've had no desire for speaking, but then I stumbled across something which made me immediately want to share it. So, to reiterate the arbitrary collection of points above: A shared frame of (in-)activity. Hints about the mood. Basic information about activity. Implied availability. To start at the most problematic part, mood, I find having a computer constantly sampling my mood, or having to constantly inform a piece of software about it, extraordinary bad ideas. On the other hand, perhaps mood and shared fram can be combined? Consider a MOO ( https://www.moo.mud.org/moo-faq/moo-faq-1.html#ss1.1 ), or MMORPG, where you can enter rooms with suitable decoration or look, but opposed to most games, the point would be to hang out, in silence. I am not an online gamer, but I assume this has been done a long time. What I think may be different is having the state of “active idling” as default, the user is available, but they also have no current intention of questing or orating. The software for such a system must also be non-intrusive, and therefor also by implication not a resource hog. Continuing on the thought of online games being the closest to being quiet together we already have, I feel the big difference is games usually want the user to be active inside the game. This is of course rather obvious, but it is the opposite of what being quiet together means. Perhaps the analogy of a world with avatars, textual or graphical, is a blind alley? A totally different approach from online games might be a totally abstract n-dimensional space you could mark yourself as existing in. One could have axes like “Absentmindedness”, “Emotional availability”, and “Need for silence”. This strays far too close to pushing a lot of cumbersome data into a system, where it also is pretty ripe for abuse to my tastes. Also, as you sit there, programming, reading, writing, or something completely different, you would also move through that space silently, and it would be a terrible experience interrupting your read every five minutes to update how engrossed you are in your book. I am no closer to a solution than I was when I started writing this, but it feels good to shout into the void. That we do know how to do with computers. 2019-12-25, Steinar Knutsen