1 Katleho Mofolo Student No.: 2262748 MA Digital Arts: Part Time DIGITAL AVATAR DESIGN AND SOCIAL MASKS: THE ATAVISM OF TOTEMIC-STORYTELLING Keywords: Avatars | Totems | Storytelling | Lineage | End-user | Brand | Design | UX and UI 2 Table of Contents I. Abstract 03 II. Aim 04 1. Introduction: - Homo Sapiens meet the Homo Narran, Homo Faber and Homo Luden 09 - The need to be heard: The sound, transformation and shape of a Phoenix—Totemic Mnemonics 10 - Digital Atavism through Anthropology: Primitive forms of virtual reality: Progression of Masks 17 - Digital Identity Extensions and Unity via Community 20 2. Laying the Foundation: Virtue in the Virtual through totems 27 - Avatars and Totems: Foundation for Social Behavior Design 28 - Augmented Reality - Bits and Atoms 30 - Avatar value in Storytelling 32 - Avatarial Interactions: The scent of ethics 36 - Avatarial self-maladies: The multiplicity of social representation 43 - The Digital Native and the Moral circle 48 - On Self-knowledge and the totem 59 3. Shapeshifting narratives: Fables as: Stories | Totems | Digital Avatars Embodiment and Disincarnation 90 - Stages of Shapeshifting 92 - Avatar my UI, Totem my UX 93 - Mimetic Storytelling 98 4. Ashes to Ashes: New Beginnings 102 - Let there be algorithms 104 - Fluid utility of Avatars 106 - Skills Transfer: Totems teaching Avatars 108 - Teaming up with the best 117 5. Utility Matters: The Avatarial Phoenix Flying High 112 Brain Computer Interface & Biomimetic Design Case Study (Daimler’s AVTR) 117 6. Conclusion: Virtue in the Virtual - Digital Need for Moral Imagination 122 3 Abstract Humans, often known as Homo sapiens, have long had a strong desire to create their own identities, both biologically and artistically. The human being is a storyteller who makes sense of the world through a chronological and linear pattern of narrations. Humans, on the other hand, have broadened storytelling through a variety of immersive means more than any other living organism. Some of these interactive approaches are becoming increasingly (1) digital, (2) augmented, and are now rapidly moving toward (3) virtual reality —the metaverse. These universes contradict our understanding of the physical world. Second worlds, alternative worlds, and the parallel universe are all terms used to describe worlds and spaces designed for extended human social interaction. In the 21st century is there enough progressive value and a sense of ethical evolution in the way humans communicate stories and alter social identity relationships to beam virtue into the virtual? 4 Aim The importance and significance of Totemism have slipped through the cracks of historical narratives, particularly in narratives about identity, social organisation, and behavioural design. Totemism was abandoned near the end of the nineteenth century, and it faded out of social design systems. Because of the rapid development of digital arts and their users, Totemism was perceived to have primitive concepts. The twentieth century followed a period in which humanity was introduced to electricity and city lights. The fusion of digital, art, and technology during this time period gradually led to the disappearance of the totem in digital (art) narratives. The convergence of technology, digital, and art influenced users to reconsider concepts such as identity, storytelling, systemic organisation, and social- behavioural design. As such, totemic values gradually got out of step with the end-user because the user grew more inclined to the newly popular digital and virtual platforms. While the Post-modernism movement boldly defied the ubiquitous timeworn art dogma, for example, Neo-classicism, Realism and Impressionism, this defiance also included Totemism and its influences. During this rebellion, Post-modernism digitally, consequently and unintentionally transformed and reincarnated the totem to what we now refer to as an avatar. The avatar, true to its name by definition is a reincarnation. The avatar has re-introduced itself in various forms on augmented reality (AR), digital1 and virtual spaces. The word ‘avatar’ is commonly associated with digital and virtual jargon. However, the word avatar in Hinduism, (a religion with deep Indian heritage) affirms that when earth creatures or humans die, their spirits live on and get rejuvenated in another earthly body form, as an avatar, “ - a god who appears on earth as a person”2. An avatar by classification is a visual representation of disembodiment from a deity form (myth/spirit representation) to an earthly embodiment (‘reality’3/physical representation) in a human or creature form. Mythological Egyptian and Greek legends often depict avatarial and totemic stories of demi- god embodiments mostly in creature form. Some of these common visual similes and metaphors display an avatarial and totemic creature known as a phoenix, rising from the ashes of its ancestor bird4. This mural artwork and visual representation is symbolic of rebirth and reproduction, indicative of the fluidity and the evolutionary nature of biological life; the rapid inevitable advancements in art, cultural nuances and technology. This idea of rebirth and re-introduction is to a certain degree reminiscent of Walter Benjamin’s perspectives in his essay called “The Work of Art in the Age of Mechanical Reproduction”. Benjamin states that; “In principle a work of art has always been reproducible. Man-made artifacts could always be imitated by men.” Replicas 1 See the animated series Avatar: The Last Airbender created by Michael Dante Di Martino and Bryan Konietzko; and the film Avatar written and produced by James Cameron. 2 The Cambridge Advanced Learner’s Dictionary. 3 This also refers to digital reality immersion and representations as utilised by end-users on augmented and virtual reality. 4 Originally demonstrated as a Bennu or a Yellow Wagtail, now usually depicted as an eagle, a hawk or falcon. Hieroglyphics will also be used, as an example as my paper makes use of examples associated with semiotics, fables and mostly African mythology. https://www.imdb.com/name/nm0227204/?ref_=tt_ov_wr https://www.imdb.com/name/nm1665983/?ref_=tt_ov_wr 5 were made by pupils in practice of their craft, by masters for diffusing their works, and finally, by third parties in the pursuit of gain” (1969, p. 2). Similarly, the digital and virtual avatar in the 21st century rises from the ancient ashes of the avatar’s precursor, the totem, echoing a theme of reproduction. As a result, the end-user gets a broadened agency and autonomy to rise and rejuvenate itself as an external representation in other worlds; this is a digital and artistic disembodiment called an avatar. Further, in my paper, I will show how in African antiquity, Shamans, through Totemism, illustrate a similar avatarial disembodiment, although this was for desires of spiritual realm explorations5. There are similarities between a totem and an avatar when the word totem is defined. According to Molefi Kete Asante and Ama Mazama (2009, p. 666) the word totem is defined as follows6. In Africa, a totem (mitupo in the Shona language of Zimbabwe) is any animal or object that is considered a guardian, protector, or assistant7 to an ethnic group, clan, or family. An African totem is identified with a kinship or descent lineage. When the apical ancestor of a kinship group is non human, it is called a totem… In Africa and most of the American-Indian regions, comparable to avatars, totems were symbolic identities and external alternate representations for human beings (end-users). Samuel Kipkemei Kigen’s etymological definition of totem is as follows, “The word “totem” originates from Ojibwa (Chippewa) which is an Algonquian-speaking language. It is from the word ototeman which means ‘his brother-sister kin.'” (2018, p.14). Totemism as design also provided the end-user with ethical affordance and moral agency as alluded above by Asante and Mazama. Additionally, totems could also be tactile and acoustic. Hey Mercedes (MBUX8) and Siri to name just a few, are both digital assistants in a form of acoustic Avatarial-Totems. Siri is Apple’s virtual customer-service personal assistant and likewise Hey Mercedes provides personalized customer service too, through voice interaction. These are nonhuman guardians, assistants and digital deities. Because of western norms and naming conventions, gender role ideologies in both Hey Mercedes and Siri frequently lead to end-users assuming that Siri for an example, is a gender stereotype and a subservient gender embodiment. Moreover, patriarchal notions arise, Hey Mercedes and Siri to name a few are frequently misidentified or thought to be ‘female’ which is an incorrect notion. Even though Siri is an otherworldly entity and assistant, often times the voice is female which subliminally condones female servitude. But then again society has been covertly made to think of this as a norm; for example, the default acoustic avatar is often female on these tech and digital platforms although some platforms in the ‘settings’ provide the user with options to change the voice into a male one. Considering modern 5 My intent is to avoid discussing religion, although totemism derives from elementary religion building blocks such as animism and naturism. When discussing totemism, it is critical that I support my views using anthropology as a study that highlights bits of shamanism. On spiritual disembodiment themes, I intend to use gaming examples and case studies to illustrate my point. 6 I will discuss digital & virtual avatars and totems with narratives from African stories and perspectives. Although avatars and totems are not exclusively African concepts, my paper aims to discuss ideas of totemic and avatarial embodiment and disembodiment with some supportive theories derived outside the African continent i.e. North/South-America, Asia and Australasia 7 This theme within digital avatars is often seen in first-person shooter video games 8 Mercedes Benz User Experience 6 social intersubjective biases on gender, Donna J Haraway was particularly not far off from the truth when she stated that; In the “Western” sense, the end of man is at stake. It is no accident that woman disintegrates into women in our time. Perhaps socialist-feminists were not substantially guilty of producing essentialist theory that suppressed women’s particularity and contradictory interests. I think we have been, at least through unreflective participation in the logics, languages, and practices of white humanism and through searching for a single ground of domination to secure our revolutionary voice. (2016, p. 27) While ‘voice’ as put by Haraway in this instance is not meant to be taken literally. It should be noted that the female voice however keeps on being introduced as subservient more than putting emphasis on its feminine value. Totemism had valuable insights that could curb such instances within its social design systems. I would however like to emphasise to the reader that my essay does not aim to argue about political and social representations of gender masculinity and femininity. In other digital spaces that are not too opposite from the digital world of Siri and MBUX. In the digital gaming world when an end-user is obliged to digitally assist and embody a lead character within a game. Kratos9 in David Jaffe’s game God of War for example — Kratos the main character becomes a living deity with physical attributes while occupying a digital embodiment. Kratos possesses acoustic traits too like Siri and MBUX through the game’s narration via ‘voice’ however the end-user assists his movements in the form of navigation and play. Then like Siri and MBUX Kratos also lends himself as an assistant-avatar to help the end-user explore and navigate the videogame’s story. His voice is not subservient true to his nature and character (compare with Tomb Raider’s Lora Craft). Similarly, Asante and Mazama add that, when speaking of assumed other world deity embodiments within a totemic realm; …Many African ethnic groups or clans claim their descent from animals such as antelopes, monkeys, lions, horses, dogs, eagles, or leopards. When a group presents itself to the world, it normally represents itself through a totemic narrative that explains how the particular people emerged from the kindness, fortune, tenderness, wisdom, or courage of a particular non- human animal. (2009, p. 666) When gamers or end-users, for example, transform into Kratos or a non-human animal, such as SEGA's Sonic the Hedgehog. They re-appear in the digital world of gaming as an avatar that subtly mimics ideas of totem representations, but is frequently devoid of ethics because Totemism typically underpins and promotes sacredness of self in its utility. The end-users’ personification as this totemic-avatar “claims his descent” and assists to better narrate an avatarial plot “that explains how the particular character emerged”. Yes, I argue that digitally Kratos does indeed through interaction and symbiosis with the end-user or gamer assumes totemic qualities, they become one. If Kratos is happy, the end-user is happy too; if Kratos is furious, the end-user imitates that in play and interaction, if Kratos is a killer the end-user automatically justifies the totemic nature and right to killing and vengeance. 9 A videogame character on a game called God of War. An end-user cannot follow the narrative unless they embody Kratos in the digital gaming realm. 7 The end-user automatically becomes a killer in the digital world. The rejection of acts of murder by the end-user while playing through Kratos, perhaps based on the end-users retaliation and moral stance in real life against murder will shun the continuity of Kratos’ narrative, and the game will seize to develop and unravel its story. Contrary to that, by playing the game inadvertently the end-user becomes a reincarnation and reinforcement of such murderous and vengeful values that the character embodies. The following chapters will show how the totem, as opposed to the avatar, has a more centripetal core design in relation to the end-user. Avatars are linguistically related to totems by definition, but in reality they exhibit somewhat centrifugal behavior. The purpose of this paper is to take readers on a journey through digital avatarism, its metamorphosis, and its subtle coup against totemism. Furthermore, as outlined by Haraway, “Modern machines are quintessentially microelectronic devices: they are everywhere and they are invisible. Modern machinery is an irreverent upstart god, mocking the Father’s ubiquity and spirituality.” (2016, p. 12-13). Exactly what the avatar is proving to do in the 21st century10. My essay will explain chronologically how avatarism's lineage can and should be traced back to Totemism, and how both totems and avatars play a role in identity creation, social organisation & interaction, and social behavioural design. Could contemporary avatarial design and avatar embodiment for online interactivity limit the value of end-user ethics, storytelling and identity meaning making? Are augmented, digital and virtual avatars a beginning to the latest industrial revolution and the evolution of post-modernism’s social narcissism; or could this be a reintroduction of a newly formed umbilical cord to post- humanist atavistic and rather totemic digital identities and values now called avatars? 10 I will further discuss this point through Microsoft Teams and Meta’s (AKA Facebook) introduction of the metaverse and 3D avatar use in 2022 8 Chapter 1 Introduction Second Life, among others, functions as a kind of parallel universe or fantasy world. Similarly, young kids on Club Penguin, or slightly older children on Gaia, are creating versions of themselves that interact with others online. In virtual worlds, the key act of identity formation is the creation of an “avatar”—a virtual representation of the computer user. (Palfrey and Gasser 2008, p. 28). This research aims to investigate and analyze the historical developments of identity and storytelling in twenty-first-century digital design systems. In this chapter, I aim to provide the reader with an understanding and comprehension of storytelling as a human rhetorical tool. I will start with the significance of storytelling and how it has evolved over time. This chapter will delve into the crux of human historical narrative methods for artistically conveying messages and designing self-identities. This is to better understand my central research question of atavism evident in today's digital avatar use as a contemporary form of totem storytelling and creating the next iterations of self-identity. I refer to this as ‘the next iteration of Totems’ —Digital Avatars. In this information age, the end-user has more control than ever before. It is critical to point out that humans have finally arrived at a point in history where the Liberal Arts and STEM (Science, Technology, Engineering, and Mathematics) are merging. As a result, we see both humans and brands growing the desire to consolidate their identity and develop authentic narratives to put the end-user/client first. This may be in business, gaming, film, the military-industrial complex, capitalism and consumerism. Totems have been used as a way of storytelling, social organization, and identity design throughout history. In augmented, digital and virtual spaces, I'm particularly interested in the Totem's next iteration, as alluded to above, the digital avatar. Furthermore, the research aims to make sense of the digital avatar's lineage in the twenty- first century, and its impact on future narrative-self values in virtual and digital mimesis ideologies. However, first, we will be exploring the developments of storytelling. Because of modern taxonomy, humankind narcissistically and popularly referred to itself in the mid-eighteenth century as the "wise man," also known as Homo sapiens. Binomial nomenclature is a system of naturally defining species and genera of organisms into a holistic classification introduced by Swedish botanist Carl von Linné. Humans, on the other hand, rarely refer to themselves as Homo Narran, even though we have demonstrated a deep need to use rhetoric as our identity bedrock since antiquity. These narratives have been told and demonstrated in various ways throughout history, as the Homo Narran gradually deployed and associated itself with signs, gestures, sounds, and stories. In essence, the human being is the 'narrative man' who thinks. Aside from survival, the primary nature of humans is a desire to be seen, noticed, and heard. We want to tell our stories and imprint our sense of self in the spaces we inhabit. Simply put, "we know what things in the world are because they have names and meaning," writes PJ Fourie in Media Studies (2018, 9 p. 86) As a result, we live in a highly symbolic universe. Symbols are extensions of storytelling; humans, the Homo Narran create them. The act of telling a story is not a simple and linear process. It is a complex process that is intertwined with a multiplicity of interactive activities that I will refer to as play. However, that aspect of play will be clarified later in detail. Homo Sapiens11 meets the Homo Narran12, Homo Faber13 and Homo Ludens14 According to Johan Huizinga in his book Homo Ludens: A Study of the Play Element in Culture, play forms as an essential aspect and activity in culture. Huizinga observes the following in a historical context and chronological sequence of events; A HAPPIER age than ours once made bold to call our species by the name of Homo Sapiens. In the course of time we have come to realise that we are not so reasonable after all, as the Eighteenth Century with its worship of reason and its naive optimism, thought us; hence modern fashion inclines to designate our species as Homo Faber: Man the Maker. But though, faber may not be quite so dubious as sapiens, as a name specific of the human being, even less appropriate, seeing that many animals too are makers. There is a third function, however, applicable to both human and animal life, and just as important as reasoning and making— namely, playing. It seems to me that next to Homo Faber, and perhaps on the same level as Homo Sapiens, Homo Ludens, Man the Player, deserves a place in our nomenclature. (1944, p. 5) Huizinga highlights the importance of the element of play in a human’s social interactivities. We become wiser and more knowledgeable because of our life experiences. And this history has always occurred because of human’s repetitive patterns of social interactivity and play. As a result, we learn through imitation, recording, attempting, and rhetoric. In caves, ancient human civilisations used rock art, sculpture, pre-historic flint tools, and hand printing to communicate and play. Despite the existence of augmented reality, digital, and virtual worlds, humans in a contemporary pop culture still have an atavistic need to do the same. In Hollywood, for example, we frequently see this repetitive and atavistic tradition (see figure 1). Essentially, humans want to attach their identity and engage in meaningful interactions that leave a lasting legacy. Humans continue to self-extend through totemic narrative means such as text, texture, image, and brands in the form of books, clothing, and videogames. Furthermore, we extend ourselves and tell our stories through academia, wars, architectural monuments and monoliths, performance, and acoustics. The nature of constant human invention or development — whether in literature, performance, fashion, architecture, technology, etc. — appears to be influenced far too frequently by atavistic influences. This has become something of a Homo Narran historical pattern. Atavism is defined as “a tendency to revert to something ancient or ancestral.” Biologically it means “recurrence of traits of an ancestor 11 The Wiseman 12 The Storyteller 13 Man the maker 14 Man the player 10 in a subsequent generation.”15 Humans have evolved and advanced relatively quickly compared to other organisms, yet we constantly revert to prior experiences, our former historic memories and ancient self-concepts. We could say that humans have the ability to embody both mythology and non-fiction in their daily lives. Our biological evolution and technological advancements are the embodiment of both fact and legend. On the other hand in the advanced digital space, in a journal by Nathan Jurgenson; Jurgenson puts it in a manner of Atoms meeting Bits when discussing the augmentation of the physical and the digital. We will unpack this notion further in the essay. The Phoenix, which I intend to use as a visual metaphor in my paper, exemplifies the human lineage in terms of their experiences, digital explorations, self-transformations, and social inventions. The collected data will highlight the atavism(s) that are constantly observed and used in the Totem's next iteration, which is the digital avatar (or as a digital avatar). I chose the Phoenix as my defining metaphor for this paper. Harold J. Goldes provides a similar example but of digital utility and, of course, atavism in digital advancements by referencing old media, saying the following: “In the design of many interactive applications, the defining metaphor has been print media. In these applications, the operations used to access information indicates their print cognates. "Paging" is a term that describes the user's movement from frame to frame. "Scrolling" describes the movement of the user through the text but with a different source metaphor; text printed on a scroll (a fascinating juxtaposition of old and new media models). The user maneuvers a window "up" and "down" over the text. Some arrangements require left and right scrolling, too.” (1983, p.12) Figure 1: Left - Cueva de las Manos (Spanish for Cave of Hands) a series of caves in Argentina, circa 9,000 years ago | Right - Michael Jackson Tribute Exhibit at Madame Tussauds in New York City, 2010 Atavism - Avatars & Totems as Mnemonics The need to be heard: The sound, transformation and shape of a phoenix: Totemic Mnemonics Despite all the changes that have taken place in biological science over the last 100 years, most people still believe that the world is, ordered according to a hierarchical Scale of Nature with unicellular organisms at its base and Man at the top. This is not surprising since, from the moment of birth, people in the Western world are ruled by hierarchies, first in the family, then in education, and on through adulthood (Clutton-Brock 1995, p.435). 15 www.lexico.com 11 Earlier I made mention of self-extension through acoustics. The word acoustics originates from the Greek term akoustos, which means “Heard.” A baby's cry, for example, immediately after birth, represents the Homo Narran's first stamp of acoustic rhetoric. The audible weeping of a baby is a sign of life, an initial introduction and induction to independent breathing and life experience. Furthermore, a heartbeat audible with technological tools such as a stethoscope represents a distinct acoustic mnemonic that is indicative of being alive. In some ways, looking for a pulse with one's fingertips is akin to looking for a 'throbbing' mnemonic indicative of life. A human that has used this technique, remembers from experience what the sound or throbbing means because of prior practice. Mnemonics are also known colloquially as memory tricks because they are fundamentally memory aid techniques. Avatars and totems visually help the user to remember but not all avatars and totems are visual. Avatars and Totems can be purely audible. Similarly, in many African rituals, the beating of a particular drum and its distinct sound signifies a reminder and a call for the coming alive of a ceremony. Just like in Christian architecture a church bell would be typically rung; to announce the beginning of a religious ritual. Quintessentially, both these audible ‘beats’ imply the action of coming alive, verve and existence. These acoustic mnemonic methods are used for their narrative utility, they assist and serve as a (1) call to action, (2) feedback and, more importantly, (3) memory retention. Sometimes they serve as ‘audio’ narrative reminders. Utility will be a term that comes out repeatedly in this paper. As a social design value, utility will be one of the bedrocks I will employ as a chosen qualitative metric to measure avatar and totem use. Figure 9 later in the essay distinguishes notable and comparative qualities between avatars and totems. Utility as a value or metric is within the list. Some further discussions will also refer to the aesthetic features of totems and avatars. Nokia, the electronics and information technology Finnish company popularly known for telecommunications, preceded digital and tech organisations by using audio-mnemonics. The 19th century founded company (1865), introduced their default chime for their slogan Connecting People taking an overtly atavistic visual stance. Nokia referenced the early 16th- century artistic movements. They made use of Roman Renaissance art and intellectual styles within their mobile phone tech; Nokia mimicked The Creation of Adam16 by Michelangelo di Lodovico Buonarroti Simoni to meet their creative marketing needs. When the end-user switches on their Nokia mobile phone, the user-interface displays two hands; a young hand and an adult hand on opposite sides of the screen appear. The hands reach out and eventually touch one another. Michelangelo’s artwork implied the same act; he painted ‘God’s’ hand reaching out to touch ‘Adam’s’ hand. On the Nokia interface, the end-user sonically hears a 4 seconds long musical sound. This acoustic mnemonic later got a multinational avatarial association with brand Nokia every time end-users heard it. As a result, the user did not need to see the company’s logo or devices to know to which brand the sound belonged. For example, a cinema audience could be watching a movie and one of the character’s mobile phone rings with that chime, the audience would automatically know the device or prop is a Nokia. The (audio) mnemonic thus always served as a memory trick to remind customers of the brand story. 16 Sistine Chapel ceiling. 1511. Fresco. Vatican Palace, Rome. 12 Figure 2: Atavism within visual storytelling – Michelangelo’s The Creation of Adam (Left), Nokia's Connecting People (middle), E.T. Movie Poster (Right) Scan Quick Response code to listen to the Nokia Mnemonic evolution Figure 3: Atavism in 21st century visual storytelling – Microsoft referencing Michelangelo’s The Creation of Adam and Nokia (Instagram - 2022) Miguel Arisa (2008, p. 1287) in Encyclopeadia of Society and Culture, although specifically referring to the North and South American populations and cultures such as the Olmec, the Aztec, the Maya, the Zapotec, and the Mixtec. He acknowledges early forms of memory retention techniques, which link to Homo Narran storytelling developments and methods. Arisa explains how some (avatarial and totemic) ideas where identified and notes how; “Writing was cunningly used for political advantage in identifying rulers and deities and driving the propaganda machine of the powerful…, …Some of these writing systems date to as early as 1500 B.C.E. At a very early stage in the Formative Period (as early as 1800 B.C.E.), elaborately carved icons in stone served the purpose of representing concepts… The earliest forms of writing were highly pictorial, and their most important function was to record dates 13 and the names of government officials and rulers. The illustration of myths, liturgical instructions, and mnemonic devices cannot be ruled out in the more developed stages.” While Arisa unravels some aspects of the development of narration across the Atlantic Ocean. Asante and Mazama complement Arisa’s views of ancient means of narration but catapult us back to West Africa near Burkina Faso in the region of Mali. They report on early totemic practices that are said to be complex, associated with places regarded as sacred by the Dogon. The Dogon are a highly rooted and intelligent indigenous ethnic group of Mali. Some of these African spaces and places are said to have been used for ancestral communication, agricultural sacrifices and worship. These totemic practices are called Binu. “The religious rituals of the Dogon are one public expression of a much more complex underlying cosmological tradition that, according to Griaule and Dieterlen, pervades all aspects of Dogon life. Griaule perceives cosmological symbolism in each of the daily acts of Dogon life; for an example, the method that the Dogon use when weaving a cloth or when plowing a field, the number of threads that hang from a fiber skirt, the number of years between ritual observances, or even the way that sound reverberates as it leaves the mouth of a Dogon person. These symbolic aspects of daily life support and reinforce what Griaule and Dieterlen see as an orally transmitted cosmological tradition founded on a kind of societal system of mnemonics.” – Encyclopeadia of African Religion (2009: p. 215). Many digital and tech brands now tell their stories using various avatarial sounds as narratives. Similarly, as previously stated, totemism in several African cultures used mnemonics to tell stories. In the 21st century, the Apple Technology Company Inc. and Microsoft’s Windows Operating System also have atavistic samples of signature mnemonic identities. Their users distinctively recognise their digital and audible 'avatar-chimes. Macs’ ubiquitous and often the end-user’s favourite mnemonic sound has a nostalgic essence of an Asian Gong17 which originates from the 7th century. 18 Listen to Mac’s famous startup chime (0:41) – Power Macintosh G3 A drum or a gong could serve as a society’s totemic medium to help the natives or a people of a particular tribe to gather around and recite cultural rituals. It also helps to memorise these calls sonically. The Online Encyclopedia Britannica defines mnemonic (memory aid) as: 17 Gong instruments are traditionally used like African drums in various ceremonies or rituals (https://www.vsl.co.at/en/Gong/History) 18 Notice how the QR codes develop an avatarial look and feel which can be likened to digital ‘totemic’ tattoos. 14 “…any device for aiding the memory. Named [after] Mnemosyne, the goddess of memory in Greek mythology, mnemonics are also called, memoria technica (Latin: “memory technique”). The principle is to create in the mind an artificial structure that incorporates unfamiliar ideas or, especially, a series of dissociated ideas that by themselves are difficult to remember. Ideally, the structure is designed so that its parts are mutually suggestive.” (2022) This mutually suggestive design is a key element housed in the idea of mnemonics. Making some ideas in narrative intricacies easier to merge and thus remember. Substantiating some of these complicated mnemonic ideas in the medical space, Kerbs and Van Drie report in a research paper called The Art of Stethoscope Use: Diagnostic Listening Practices of Medical Physicians and 'Auto-Doctors'; “Clinical examination text books have been used to standardise the acquisition of these audile skills for over a century. If practical experience is the key for learning the skill, textbooks equally contain pertinent information: 'Physical diagnosis is a technical skill and it can only be learned through practice, but written guidance is essential mastery of this discipline. Besides explanations of the range of problems perceivable by sound, the bases of the semiotic system, and the regulated steps of examination, the textbooks often give practical advice to help the student during clinical training. Specifically, they included tips concerning stethoscope technique, as well as metaphors and mnemonic devices for remembering sounds” (2014, p.104) As complicated as this learning of stethoscope utility might seem, it is clear that even in the medical space the use of mnemonics for memory retention is still vital. This element of perception through sound reverberates above. Additionally, this indicates an early example in my paper about the cyborg-augmented self. We see technology (being the stethoscope) meeting and partly fusing with the flesh (Atoms meeting Bits), thus enhancing human capabilities as we naturally know them. We will discuss and flesh-out that aspect even further in the paper as we continue. Evidently, mnemonic techniques have been applied in numerous platforms, cultures and industries. Whereas narrative text is vital for recording events, the 20th century saw a pop-cultural rise in mnemonic techniques. These were used in numerous commercial ads to assist the end-user in recalling specific selling points in their products. In the internet space we moved from HTML-based pages and embraced audio-visual. The Mercedes-Benz's "Chicken" Magic Body Control TV commercial shows an example of audio-visual dominating text. The German luxury automotive brand with the ‘avatarial’ three-pointed star produced an ad that does not feature its vehicles at all, using very minimal text. The advertisement is metaphorical and features a chicken that demonstrates (1) the stability, (2) control, and (3) the AI drive that Mercedes-Benz vehicles offer. After watching the ad, the end-user will inevitably remember the advert through audio (the song). The luxury automobile giants used Diana Ross’s 1980s song Upside Down, written and produced by Chic members Nile Rodgers and Bernard Edwards. The tune was bought or rented for mnemonic use; to communicate the vehicle’s state-of-the-art technology features while helping the end-user to associate the brand with the song covertly. https://www.britannica.com/science/memory-psychology https://www.britannica.com/topic/Mnemosyne https://www.britannica.com/topic/Greek-mythology https://www.merriam-webster.com/dictionary/mnemonics https://www.britannica.com/topic/mind 15 Figure 4: Mercedes-Benz “Chicken” Ad - Scan to View Ad. Plain Abstract QR code. Figure 5: Mercedes-Benz “Chicken” Ad - QR Code modified as an avatarial representation with the logo added Scan to View Ad. QR Codes may act as avatars. We are starting to observe visually that Quick Response codes also represent and possess abstract and unique avatarial identities. Their identities extend to their utility attributes - they provide the end-user with specific search convenience and information. When taking an ethical user services stance, the marketing industry classifies this as enhanced customer experience (CX). The stethoscope cited earlier, like the drum used as an example becomes a contemporary totemic technology. These technologies can assist as back-up memory aids in the Homo-Narran’s contemporary narrative journey by purely using or detecting sound as a means of communication. Historically, many wars have taken place because of the prohibition of another entity’s sense of unique mnemonic. This sound is one’s blueprint, one’s voice and story, i.e. freedom of speech. It forms and creates ones avatarial and totemic identity. Thus, this demonstrates historically how vital rhetoric is to the Homo Narran's social behavioural design and identity development. Humans have fought based on the misinterpretation of mnemonics. Man is fascinated by voice and sound and enhances the self through it.19 In lay foundations, denying humans the freedom to tell stories and self-representation disrupts man’s sense of identity and meaning-making for self-extension purposes. It colonises the self from expression and self-understanding. Consequently, this makes digital avatars (and totems) important contemporary storytelling methods for humans. An area that requires scrutiny in the digital age for enhanced identity creation and narration. 19 An emphatic emphasis as alluded in my report, by mnemonic and the use of narrative, rhetoric or storytelling I am not limiting my usage of those terms to sound only. Gestures, text, image etc. are included. Totems and avatars make use of these storytelling methods for identity creation. Examples of digital gestures as avatars can be signs i.e. gang signs as a GIF avatar. Example, on a Humanitarian and political stance, a gestural avatar with a Hitler Salute may insight public controversy ethically. 16 Additionally, avatars are one of the critical ingredients in contemporary identity retention. The screening and profiling of users, known as Biometrics, use avatars. Merriam-Webster defines biometry (Biometrics) as “the measurement and analysis of unique physical or behavioural characteristics (such as fingerprint or voice patterns) especially as a means of verifying personal identity”. Digital Avatarism covertly contributes to the unsolicited surveillance and identity verification of end-users through Biometrics and electronics e.g. devices such as cameras. Ethically this is an attempt to aid modern-day social security. I will clarify this point further when discussing the introduction of the internet and the military- industrial complex. Avatars and Totems are fundamentally an extension of freedom of speech. As Bailenson and Beall, (2006, p. 1) stated, “Historically, even before the advent of computers, people have demonstrated a consistent practice of extending their identities”. People are constantly inspired by intrinsic values to articulate and share their evolution through stories, for reasons of legacy and self-actualisation. Figure 6: Maslow Hierarchy of Needs, top of the pyramid depicts self-actualisation A literal example of utility and aesthetic likeness demonstrated in ‘avatar and totem’ practice is seen in a mask. A mask is a symbol of identity extension. Storytelling occurs automatically when a person puts on a mask. Traditionally before the digital film, the performance and theatrical art spaces used masks as symbols of visual narrative representation when performing for audiences. For example, representations for comedy and tragedy genres were utilised with mask visual iconography. Some masks were literally used to represent a villain or a heroic character. For example, villains would be typically seen as a sad facial mask with a frown (tragedy) and a happy mask with jubilant facial features (comedy). This may be in the form of a mime actor or during festivals, rituals, parties and, in the 21st century, within video game spaces. Could these masks be the original blueprint of digital avatars? If yes, Totems then precede both masks and digital avatars and that should be a key reference point if we think of the next iteration of avatars. In the digital space, masks extend to what is called skins. PCMag defines skins as follows. “A custom look and feel for a graphical interface (GUI). Operating systems and applications may have a built-in selection 17 of skins or accept new ones from third parties. Also called "themes," skins include the background scenes, menu and button styles, colours, fonts, window borders and sometimes different arrangements and locations of the elements.” A definition of hardware skins from PCMag is that it is “a covering for hardware. There are vinyl coverings that stick onto cellphones, iPods, the backs of laptops and the sides of tower cases. They depict myriad subjects such as sports, high-tech and fantasy.” Skins for windows – Source: PCMag.com (Image courtesy of Stardock Corporation, Inc., www.stardock.com) Skins are, however, not limited to background scenes or menus. They may be used on video game characters. Skins’ constraints are not restricted to altering only the facial features as most avatars do, especially as profile pictures on websites. They are designed to act like mugshots. Skins however, may be used to alter skin tones, which can represent race for the user. They can also be used to change the clothes of a character, indicative of status even in the gaming world. Parentzone, who pride themselves as ‘The experts in digital family life’, define skins as follows, “A skin is a graphic or audio download which changes the appearance of characters in video games. They're purely aesthetic - they don't increase the character's abilities or impact the outcome of the game.” Digital Atavism through Anthropology Primitive forms of virtual reality: Progression of Masks When taking the lead from anthropology, a closer observation indicates the evolution of avatarism. The early avatar-human-identity iterations went from (1) naturism to (2) animatism, then to (3) animism. Eventually, these practices leapfrogged to become (4) totemism which inspired art and sculpture to form masks. This led us to the 21st century digital, augmented, and virtual (5) avatarism, arguably inspiring digital skins. In the next chapter, called Laying the foundations, I will give a brief discussion about some of these anthropology terms. Furthermore, these historical isms typify primary iterations of human immersive experiences in storytelling and identity creation. In virtual space VR, goggles are a form of contemporary technological masks. I would argue that VR goggles might be on the verge of taking an aesthetic avatarial stance beyond their utility. The aesthetic stance I am referring to is similar to modern-day eyewear, for example, brands like Ray-Ban and Oakley. Beyond eyewear utility, the brand’s spectacle frame design in the 18 society we are living in adds to avatarial identity creation and meaning-making. For instance, the type of frame one chooses to wear dictates social class, style, possible hobbies, taste or even value. This is what avatars do; they act like a contemporary status value system. This point will be expanded further later in my paper when I mention semiotics. Figure 7 shows what might be observed as the first representations of digital avatars in the world of NFT 1.0; these are called Cryptopunks. Jacob Kastrenakes in his article describes them as follows “CryptoPunks were one of the earliest NFT projects, and they’ve become increasingly valuable as collector’s items. The project, created by Larva Labs in 2017, offered 10,000 small pixel-art portraits of people, zombies, aliens, and apes. Each one was algorithmically generated and features different attributes, like their hairstyle, glasses, or hat. Some traits are rarer than others, and those tend to make for more valuable CryptoPunks.” (theverge.com, 2021) Figure 7: Nine CryptoPunks sold together at Christie’s. Image: Christie’s / Larva Labs (Source: The Verge) As alluded to before, I will be conversing about avatars a lot more in my paper but first, I want to discuss the ashes that these avatars arose from like, the proverbial Phoenix. Throughout my discussion, I will anecdotally refer to the ancestor phoenix that avatars descended from as Totemism or Totem(s). Historically totemism has played a major role in being a didactic mask for the self and social narratives. For instance, the Africans of the Yoruba ethnic groups have a vast historical collection of Yoruba masks that were used both aesthetically and functionally. These masks are seen today in selected urban marketplaces. They are usually bought by tourists and mass- produced because of commercial reasons. As a result, they are not necessarily created for ritual or ceremonial use but for commercial end goals. Archaeologically more than being aesthetic, these masks served a social didactic role. Yoruba masks (in Nigeria) served as storytelling tools and had totemic extensions depending on one’s culture. To represent some gods, one needed permission from the elders called the egungun, who are also known as a ‘cult of ancestors’. The egungun hold great knowledge about the https://www.theverge.com/authors/jacob-kastrenakes 19 tradition and rituals for various spiritual guidance-seeking occasions. The egungun are masked figures, as soon as these masks are worn the figures behind the masks cease to be human, figuratively. They automatically become disembodied and represent another realm; this may be perceived as a primitive form of virtual reality disembodiment. This is reminiscent of the same way a gamer in a first shooter game, as an example, assumes another body as an avatar in a digital realm. Moreover, this is the same way avatarial interactivities in the realm of the metaverse (will) behave; except in the instance gatekeepers will not be the egungun but Microsoft Teams’, NVIDIA’s Omniverse and Facebook’s Meta developers. I will discuss avatars and the metaverse20 concept towards the conclusion of my paper. Speaking about symbolism embodied by masks and the egungun Gilbert Tarka Fai (2010, p. 44 -45) notes that; The egungun society is a special custodian of the ancestral spirits. Basically, it is an attempt to reassure people about individual immortality and to diminish the fear of death through the dramatic appearance of the ancestral spirits within the world of men. It should be noted that not all ancestors have masks dedicated to them21. When a particular ancestor is selected for worship, a mask is carved for him. The Ifa Society, a cult of divination, decides which dead are to have masks dedicated to them. A member of the egungun is secretly appointed to be a mask keeper and dancer. Fai indicates how masks, in this regard, functioned as totemic symbols, not as art for art’s sake hence “not all ancestors have masks dedicated to them”. This helped maintain value through scarcity of the physical item. The masks could not be mass-produced as they were hand-crafted by certain culturally selected artists. The contemporary version of gaining this ‘value’ that Yoruba masks had is still done through creating scarcity. This is atavistically maintained and demonstrated in today’s Non-Fungible Token artworks. Totemic-ancestral masks maintained their value similar to how NFT digital artworks maintain their uniqueness today. Of course, in this instance, they maintain this exclusivity through ‘Ethereum or Bitcoin’ value, and most importantly, through the community. I will give a basic meaning and explanation of the virtual although chronologically speaking chapters 1 and 2 are broadly more about totemism beginnings and potential virtues that totems may pass down to digital and virtual avatars. More about immersive virtual technologies will be addressed. The reader will notice that community is a very critical element to consider in all three outlined environmental spaces below. The concept of community matters in the actual, the digital and the virtual. One may build and design an identity and brand visually, they may also create stories for their avatar. However, without community these individual identities and stories are futile. I argue that community makes one’s avatarial design story and identity relevant. In addition, even states of being such as fame, public occurrences like trends and commerce/e-commerce are possible through the verve of communities. These are some of the elements that represent and make up our 20 Out of the eight key cited attributes and concepts of the metaverse, Zuckerberg included Avatars as one the central aspects in his 2021 keynote. CEO of NVIDIA Jensen Huang also mentions avatars as one of the key elements towards the omniverse in his 2021 GTC keynote. 21 Similarly in the 21 st century some end-users won’t have access to the metaverse due to a lack of tech masks .i.e. VR goggles 20 three outlined worlds, as we know them with regard to their offering of senses, space, affordance, texture, look and feel22;  Actual world a. End-user, Totem, AR, Taste, Smell, Touch, Print (Fabric), Mineral Resources i. Value is created by community  Digital world / Augmented Reality a. End-user, Hardware, Software, Avatar, AR, Pixels, Vector, Bitmap, MP3, MP4, JPEG, PDF, GIF, i. Value is created by community ii. Lacks totem knowledge and insights  Virtual world a. End-user, Avatar, Hardware, Software, Animation, AR, Digital Elements, Complete Immersion, i. Value is created by community ii. Lacks totem knowledge and insights Digital Identity Extensions and Unity via Community The egungun, through their roles, covertly encouraged the importance of inclusive community maintenance, what we refer to as Open-Source today, hence the rapid growth of BlockChain23 systems, and online digital communities. Digital scholars might have subconsciously accepted or denied (to their detriment) that digital’s next iterations often reference primitive concepts. These digital and technological breakthroughs do not pop out of thin air. CryptoPunk #9998, one of a collection of 10,000 NFTs, sold for $532 million? The highest legitimate sale for a CryptoPunk is $11.7 million (source: www.cnet.com) I must elaborate on community when discussing the avatar and identity creation. Community is a pivotal human narrative and organisation concept. 22 Note: Not limited to the elements listed below but constitutes those 23 In essence, the blockchain is a shared, programmable, cryptographically secure and therefore trusted ledger which, no single user controls and can be inspected by everyone (The Fourth Industrial Revolution, 2016, p.23). https://www.sothebys.com/en/buy/auction/2021/natively-digital-cryptopunk-7523/cryptopunk-7523 http://www.cnet.com/ 21 A community represents unity, a collection of different and unique avatars forming and moving in unison. That is why historically and even today, we globally see physical and avatarial symbolism such as a ‘fist’ to signify strength in unity. Individual human fingers are stronger when they unite and create a fist (community). A fist symbolises a community, a solid rock. Another physical and avatarial community symbol in humans is seen in hair. Traditionally, hair is a totemic and even an avatarial human narrative extension today. One can form many ideas using hair as a totemic identity symbol and means of identity extension. For example, Shamans’ wore their hair in specific ways when participating in community rituals to extend visual representations and narration. Alexander Aleksandrovich Goldenweiser (1910, p. 181) a Russian Anthropologist attests to this fact. "In order, apparently, to put oneself more fully under the protection of the totem, the clansman is in the habit of assimilating himself to the totem by dressing in the skin or other part of the totem animal, arranging his hair and mutilating his body, so as to resemble the totem, and representing the totem on his body by cicatrices, tattooing, or paint." (Italic emphasis mine). Another example based on hair as a symbolic and totemic representation is the Mohawk hairstyle’s atavism that is fashionable currently. The Mohawk people are originally the North American Indian tribe, this hair motif is not a style but a group of North American natives. They are warriors, the Mohawks, shaved both sides of their heads and left a thin strip of hair in the middle before battle. This style stood as a totemic mark for war and warriors. (Left)The evolution and atavism of Hair (Mohawk) as an identity (Illustration source: rif.org) (Right) Diesel Mohawk Logo (Totemic Brand Representation) Hair as a symbol of community may also be seen in the Rastafari culture. As the Rastafari adage goes, ‘One dread log is stronger that one strand, each one teach one…’ The Rastafari community signify quality and importance of community in how they wear their hair. In the digital world, a single avatar gathering with other individual avatars as a collective becomes a community, for instance, the non-fungible token collection called CryptoPunks as shown earlier has 10 000 unique avatars. They have different hairstyles, (for example, dreadlocks and even Mohawks), some wear sunglasses, some are bald; others wear caps or hoodies etc. All of these paraphernalia are avatarial and totemic extensions of unique visual identities. In reference to Mohawks as hairstyles see female CrytoPunk 532 top center (called Mohawk Dark, figure 7). A contemporary version of the Mohawk hairstyle in digital avatars. 22 Atavism and Totem practices - Images 1-4: “Totemic Coiffures 24 . These hair-dos of pre-pubescent Senegalese girls (prior to World War II) correspond to that of the Eighteenth Dynasty Egyptian girl in the statuette [4 th image], more than 3,500 years earlier-before Moses. Image 5: Pharaoh Ramses II and a modern Watusi. (Source: Dr Cheikh Anta Diop’s The African Origin of Civilization: Myth or Reality). Superman’s Hair as a Totemic Identity symbol. Allegiance to Planet Krypton whose narrative and identity symbol is the letter “S”. Most of these booming digital avatar identities and communities can be traced back to Multiple User Dungeons or Multiple User Domains. At this point, we start seeing the totemic-Phoenix rising to embrace the concept of community on the internet. In the 18th century, the avatarial-Phoenix rises from its ashes to embody the concept of community in its digital infancy. 24 The style in which someone’s hair is cut and arranged (Cambridge Advanced Learner’s dictionary). 23 Figure 8: The Ancient Egyptian Bennu bird commonly referred to as a Phoenix in Greek mythology By digital infancy I am referring to the above mentioned MUD development which I will discuss further in a moment. But let me first give context to the Phoenix origins. The Bennu bird is an ancient deity originally associated with Egyptian mythological stories. The Bennu symbolized the sun which is linked with Ra the sun god, the solar diety, who is the embodiment of the radiance and power of the sun. The concept of avatar as deity is reinforced as I have alluded to earlier. “avatar… in Hinduism, the incarnation of a deity in human or animal form to counteract some particular evil in the world. (Britannica; 2015). This incarnation narrative is present in both totem practice and digital avatar practice. The Phoenix acts both as a totem and an avatar in Egyptian mythology, a god that embodies25 a Bennu bird described as being very large in size and stature, often likened to an eagle. This embodiment represents the sun’s divinity as and in a fiery bird form. The phoenix burning is also a metaphor for regeneration, the continuous sunset and sunrise. Additionally, the Bennu or Phoenix symbolized rebirth and creation. The phoenix is known to live eternally through endless death and rebirth. The key point in this context is that the phoenix always returns better than its previous self. According to the Encyclopedia Britannica; “Only one phoenix existed at any time, and it was very long-lived—no ancient authority gave it a life span of less than 500 years. As its end approached, the phoenix fashioned a nest of aromatic boughs and spices, set it on fire, and was consumed in the flames. From the pyre miraculously sprang a new phoenix, which, after embalming its father’s ashes in an egg of myrrh, flew with the ashes to Heliopolis (“City of the Sun”) in Egypt, where it deposited them on the altar in the temple of the Egyptian god of the sun, Re. A variant of the story made the dying phoenix fly to Heliopolis and immolate itself in the altar fire, from which the young phoenix then rose. (Britannica.com 2021; emphasis mine) In an endless cycle, the phoenix keeps rising from its father’s ashes coming back newer, brighter, more creative and full of radiance. I will give my anecdotal phoenix a life span of 100 years (not 500 years) to illustrate my points. A hundred years representing sequential and chronological centuries of digital transformation. In this instance, the primitive totem giving birth to the digital avatar. Earlier we made mention of Multiple User Dungeons. MUD 25 In this instance the end-user embodies either the avatar or the totem https://www.britannica.com/topic/Hinduism https://www.britannica.com/place/Heliopolis-ancient-city-Egypt 24 is a ‘textual virtual world’26, and an 18th century development, serving as the foundation of most, if not all, 21st century digital gaming communities. For example, World of Warcraft, a multiplayer online role-playing game by Blizzard Entertainment released in 2004, over two decades after the first MUD. Keith Stuart author and journalist of The Guardian discussing MUDs reports that; “There had been other fantasy adventure games before MUD, of course. Will Crowther’s Colossal Cave Adventure arrived in 1975, while work on Zork, developed by a bunch of MIT students in the university’s dynamic modelling group, began in 1977. These single-player programs were, in turn heavily inspired by the pencil and paper role-playing game Dungeons and Dragons, which had been hugely popular in student circles since its publication in 1974. …Consequently, when the first version of MUD uploaded to the university system in autumn 1978, it allowed multiple users to log into a mainframe and go on fantasy quests together.” (thegaurdian.com 2014) This argument confirms the genesis of individual digital users recognizing the importance of community and collaboration online in the late 1900s. To further clarify and elaborate on the Bennu Bird or Phoenix. It is critical to emphasise that this bird was both totemic and narrative. It served as link to society, community and storytelling. The idea of the inextricable link between youth and becoming old, birth and death, and the importance of passing down knowledge and lived experiences. Christine Paul corroborates Stuart’s report concerning how MUDs shaped the digital community as we know it today; “One of the most significant aspects of the Web is that it has created a global platform for exchange and communities of interest. E-mail and mailing lists early on established possibilities for remote communication, which were followed by 2D ‘chat’ environments and then virtual worlds and online chat that allowed multiple users to engage in live conversation. Among the early multi-user environments that developed on the Web were the so-called MUDs – Multiple User Dungeons (or Domains) that were modelled after the early text based Dungeons and Dragons computer games such as Zork Zero. In the original game, players navigate through the environment by typing in directional ‘N’ for North, ‘SW’ for Southwest; they pick up clues and objects with text commands (‘Get candle’) and use them to solve the puzzle and win the game. Online MUDs were based on the same principles but allowed thousands of players to navigate through the rooms, interact with each other, and engage in role-playing games. MUDs found their extensions in MOOs (Muds Object-Oriented), which are based on more sophisticated object- oriented programming and can be expanded by their users. MOOs lend themselves to the construction of anything from adventure games to conferencing systems, and many universities built MOOs that focused on a specific topic of research to enable students and faculty to engage in ongoing discussions.” (2015, p. 121). 26 Interview with Professor Richard Bartle, The Guardian at GameCity 2014 http://classicgames.about.com/od/computergames/p/History-Of-Colossal-Cave-Adventure-Part-1-The-First-Text-Adventure-Game.htm http://mentalfloss.com/article/29885/eaten-grue-brief-history-zork 25 Zork: The MUD game and its typography design (left). Zork’s text based virtual world user-interface (right). MUDs laid a solid imaginative and real-time interactive foundation, developed by Roy Trubshaw and Richard Bartle in 1978 at the University of Essex in England. This was the first interactive text-based role-playing game which later inspired many pop-cultural digital multiplayer games, as mentioned above. Community in the digital arts and technological gaming world started seeing significant growth and attention. We start seeing the end-user being put first by developers, just like the commercialised mantra that says ‘the customer is always right’ in marketing industries. In a conscious capitalist view, specifically from an African perspective, this is called Ubuntu. Ubuntu reinforces crucial understanding and embodies the spirit of togetherness and oneness. Ubuntu means I am because you are; in this case, I argue that ethics and morals in human behavior are always proper. It is a culmination of most ideas brought about by the moral circle, a moral design I will expand on later and more broadly in this paper. South African born, Mark Shuttleworth the founder and CEO of a company called Canonical demonstrated the need for community in the digital sphere. His company developed the Linux-based operating system called Ubuntu in 2004. The operating system’s name is inspired by ideas of cohesion and collaboration (putting the customers/end-users at the center). The company’s about section on the website starts with ‘the story of ubuntu’, It defines the word Ubuntu as follows: ubuntu | oǒ’boǒntoō | Ubuntu is an ancient African word meaning ‘humanity to others’. It is often described as reminding us that ‘I am what I am because of who we all are’. We bring the spirit of Ubuntu to the world of computers and software. The Ubuntu distribution represents the best of what the world’s software community has shared with the world. Humanity to others elaborates the reciprocal idea of ‘do unto others as you would have them do unto you’. Thus this still reinforces the concept of the customer always being right through moral understanding and pays homage to treating others right/ethically, the notion of putting oneself in another’s shoes. Ubuntu is more than just an idea, it is a way of life just like totems behave in relation to the user that possess them. 26 A firm reminder that totems can be both tactile and intangible. Just as professor Bartle described MUDs as textual virtual worlds, totems went through various iterations before conforming to perceptible schemes such as sculpture. Ubuntu serves to create harmony in our daily living, its core is putting quality values in the essence of community. Former USA president Barack Obama emphasized what it means to have an embodiment of community putting importance on Ubuntu. In his eulogy dedicated to former president and icon Nelson Mandela, he expressed the following; “Mandela understood the ties that bind the human spirit. There’s a word in South Africa, Ubuntu. A word that captures Mandela’s greatest gift. His recognition that we are all bound together in ways that are invisible to the eye. That there is oneness to humanity. That we achieve ourselves by sharing ourselves with others, and caring for those around us.” (Youtube.com, 2013). This quote may seem farfetched from the digital space; however, this is the essence of MUD's, Avatars and the power of collaboration. The idea of individuals being bound together is precisely why communal internet platforms like Facebook function. Ubuntu promotes a morally networked digital society. The totem has laid a foundation to how critical the concept of Ubuntu is. Furthermore, totems have extended means of meaningful and responsible identity creation just like, Avatars behave today. While digital avatars devoid of "Ubuntu" are commonly used. Avatars in the digital space are simply another extension of identity and meaning-making. Serving as a convenient method of user recognition and participation in the digital and virtual community. They are an exceptional next iteration of totems and transcend community in digital behaviour, storytelling and interactivity. The avatarial Homo Narran express themselves in a different set yet still networked system within a digitized society. This phenomenon is digital citizenship embracing Ubuntu. The centrifugal traits of Avatars may be linked with the commercial appeal and industry demands. Now that we have discussed some of the traits that form part of the basis of totemism and avatarism, we have defined some key terms. Chapter 2 expands on the essential foundations of some of these totemic building blocks. 27 Chapter 2 Laying the Foundation: Virtue in the Virtual through totems? Ethics in the Aesthetics The iconic stone-carved Zimbabwe Bird is an emblem of Zimbabwe. It has appeared on the national flags and coats of arms of Zimbabwe and previously Rhodesia as well as on banknotes, coins and stamps. The bird is used by the national sports teams and is part of numerous badges and logos of various Zimbabwean institutions and organisations. The original birds, carved from soapstone in a unique and distinctive style once stood proudly on guard atop the walls and monoliths of the ancient city of Great Zimbabwe. The overall shape of the birds suggests that they represent a bateleur eagle a bird with great significance in Shona culture. The bateleur or chapungu is a good omen, the symbol of a protective spirit and a messenger of the gods. (victoriafalls-guide.net; 2021) The world has seen a rise in the application and use of digital avatars. There have been many motivations for humans to use avatars as self-representations. Some end-users utilise them as abstract avatars and others even as memes. Memes have grown exceptionally popular and have become visual satire. A meme may be an image, minimal text, a video, a GIF, etc. This pop-cultural word, ‘Meme’, even made it in the English Oxford dictionary. It is “an element of a culture or system of behaviour passed from one individual to another by imitation or other non-genetic means” (2021). We should note that totems and avatars are generally not harmful. However, the narrative use of some memes as avatars may be offensive to some users. Although satire (as a model of narrative delivery or storytelling style) generally mean s well in comedy, it aims to elicit laughter but it may also lead to unintentional tragedy and tears of sorrow. This means avatarial memes, as an example, as we noted in theatre can potentially be seen as masks. Masks could be representative of tears of ‘comedy’ or tears of ‘tragedy’ to other unsuspecting or brittle end-users. With that said, it means avatars can have the potential to be offensive. A lot of research is expanding in this area. We are seeing the utility of avatars in academia, business and entertainment; but there are still prevalent gaps in their ethical end-user utility. This is usually covert or usually not perceived as a potential cognitive problem, ethically. This behaviour may lead to moral decay in individuals and clans (families). An example of memes https://www.victoriafalls-guide.net/where-is-zimbabwe.html https://www.victoriafalls-guide.net/flag-of-zimbabwe.html https://www.victoriafalls-guide.net/zimbabwe-art.html https://www.victoriafalls-guide.net/great-zimbabwe.html https://www.victoriafalls-guide.net/zimbabwe-culture.html 28 Avatars and Totems: Foundation for Social Behavior Design Samuel Kipkemei Kigen from the University of Vienna gives a brief and thorough definition of totemism. He explains that; “Totemism” is to be understood as a complex belief system of indigenous people of perceiving a relationship between parts of the community called the clan and natural objects or species of animals, like birds, insects, etc. All these can be called totems and considered by people as their relatives. The relationship between the clan and the totem comes with duties, taboos, and responsibilities. (2018, p. 6). The key take out from this definition is how critical accountability is concerning the basics of governing oneself. Duties, do’s & don’ts and accountability in social behaviour are a must know for self-regulation and governance. These instill a robust foundation for morals and ethics. A lot of resourceful and impactful research has been developed and compiled in various humanities fields. This has assisted to advance how humans think, behave and interact. However, some of these research findings still remain in silos. The internet still faces a lot of ethical systems bankruptcy which may be remedied by observing totemism. There is very limited online guiding principles, a lack of robust safety regulations. The internet somewhat lacks on the aspect of ‘law and order’ which comes as both an advantage and disadvantage for the user. For example, in South Africa the POPI Act came in full effect post the Covid pandemic (2021), sharing sensitive personal information without the other user’s permission may lead to a fine or serving prison time. We should note that because the totem relationship with the user comes with responsibilities and duties as verified above by Kigen, this affirms and promotes user accountability. A point I will be substantiating as we proceed with regard to the avatar potential in digital spaces. Usually a lack of monitoring or basic law in social environments can easily lead to a dystopian society. Social environments as we know now are not limited to physical space. The internet provides many alternative social spaces, sometimes referred to as second life. We have observed Kigen’s definition above of totemism together with Asante and Mazama earlier in our “Aim” section. He also points out some aspects that were considered basic, mainly because of where totemism came from and how it developed. Kigen gives us the developmental chronology of how Totemism came to be together with its ebb and flow throughout history. However Kigen also observes how totemism kept transforming in various discourses, how it transformed in discussions and eventually how it came to be noticed ultimately in many fields for research purposes. Kigen reports that, In 1791, an Englishman John Long travelled through the Northern America, and in the Ojibwa land he heard the new word “totem.” Though the name is originated from the Ojibwa language, the phenomenon labelled as such had later been also found in Australia as well as in other parts of the world. After his return home and publishing a series of articles, the concept of totemism awakened much interest and attracted ethnologists to do research in the new and interesting field. Later, at the end of the 19th and in the first decades of the 20th century, a vivid interest aroused especially among the developing social sciences (anthropology, sociology) and in the psycho-analysis. In that time, 29 totemism was a perennially popular theme that made headlines of anthropological and ethnological journals and books and was one of the most discussed issues among anthropologists and ethnologists. Discussion of totemism took place on various academic disciplines, at different times, and addressed different issues. Totemism has baffled many in the understanding of the primitive mind. No doubt that totemism was and is a broad and complex subject. Though being a topic of anthropological research, it also evoked controversial opinions, even disapprovals and, with time, the term had been abandoned by researchers. (2018, p. 7) This rise and fall makes totemism a murky notion to discuss. Over the years, some researchers considered it a primitive idea despite its broad methods and philosophy. Failing to see what values totems had to give to the user, over time we neglected what we may learn from totemism to build better ideologies around social behaviour. A narrative that paints a picture of a dystopian society is in the movie called Mad Max (1979) directed by George Miller. In Mad Max, joy is ultimately reduced to the promise of Valhalla and nothing else but petty ‘spoils of war’ second to the former. Law and order is non-existent, taking humanity back to primal instincts of ‘survival of the fittest’. My discussion on totems in this chapter will indicate why the next iteration of avatarial storytelling and identity extension may assist avoid online dystopian conduct. This avoidance may occur if we link morality lessons embedded in totemism and transfer them into digital avatarism like a baton. Avatars play a significant role in the end-users' identity creation. In the Matrix (1999) by Lana Wachowski and Lilly Wachowski, we see an altered alternate reality where the protagonist Neo, a computer systems hacker, cybercriminal and computer programmer, is introduced into an advanced world of virtual reality. Although Neo embodies his already existing and familiar identity as he knows it. He subsequently realises that he is a realistic avatar in a simulated world. If he dies in the alternate virtual world called the Matrix, he will also perish in the true physical world. A similar narrative take is observed in the movie Avatar (2009). Avatar is James Cameron’s ubiquitous blockbuster movie. The movie Avatar is vividly literal in its display of avatarial incarnation. It takes a route of Disney-like and ultra- colourfully rendered contrasting displays of avatarial embodiment within VR (although in the movie the second-world avatarhood immersion is representative of an existing ‘fictional’ world outside planet Earth). Both these movies share the concept related to avatarial embodiments and incarnation in alternate realities, although Avatar the movie, has many African totemic references. Even the greeting used in the movie Avatar is synonymous to the isiZulu greetings which reference the spirit of Ubuntu. The blue humanoid natives of Pandora called the Na’vi greet one another by saying “I see you”. The Zulu people of Southern Africa greet each other by saying “Sawubona” which literally translates to “I see you”. Loom International an organisation founded by Janna Moats uses the greeting Sawubona and the following is what they had to say about this totemic African greeting. This Zulu greeting has been on our tongues and in our hearts for much of the past ten years. It literally means “I see you.” More than words of politeness, sawubona carries the importance of recognizing the worth and dignity of each person. It says, “I see the whole of you - your experiences, your passions, your pain, your strengths and weaknesses, and your future. You are valuable to me.” (Loom International, 2022) 30 This definition is another example of why it was necessary to stress earlier the mnemonic elements of totems Totemism is rich in promoting the ideas netted in the virtuous circle. On the other hand, Avatars with social morality cues are still novice at guiding the end-user. We will deliberate on the moral circle concept. Avatarial embodiments (A) Neo when plugged and unplugged (B) Jake Sully when plugged and unplugged In the Matrix, before we see Neo meeting a character named Morpheus (In Greek mythology, Morpheus is a God of dreams or sleep), who introduces Neo to the truth about the ‘then’ real physical world and the virtual world. Before Neo is taken out or rescued from the uninhabitable and dystopian real physical world, he wakes up in an incubator. To his shock, he sees millions of incubators precisely like his own, with human babies and adults. The numerous incubators are attached to towering skyscraper-like cylinders, the cylindrical buildings are so tall that one cannot see their base. Neo realises that he has likely been unconscious since birth and living in a simulation. We then see a Sentinel machine soaring over Neo like a mechanical jellyfish on guard. The machine inspects the nude and bald Neo who sits in a gooey substance inside his opened incubator. The robotic and hovering sentinel, realising that Neo is now awakened from his dream state as alluded by Morpheus, the robotic machine ejects a cord from Neo’s head much as one would eject a USB stick from a computer. Neo is then unplugged from the incubator, flushed and discarded into a pool of fluid. Morpheus and his crew hoist Neo out of the fluid. He comes out of what looks like a giant robotic device reminiscent of a slot machine with a crane to yank out prizes (in essence, Neo is being saved by switching his avatarhood embodiment). As Neo wakes up fatigued and smeared all over his body with remnants of the gooey fluid, like a new-born infant, Morpheus looks at his weary eyes and utters the words, “Welcome to the real world”. Augmented Reality – Atoms and Bits What exactly is the real world that I would like to discuss concerning totems and avatar incarnations? When discussing the real physical world experiences contrasted with virtual reality experiences, I will refer to these two end-user environments as the actual and the virtual worlds. The reason I opt to use ‘actual’27 instead of ‘real’ or perhaps ‘physical’ world is that augmented reality already exists. Augmented reality combines the real and the unreal. It creates a homogenous relationship with the natural/physical world and to a degree with digital and virtual experiences - augmented reality was created by Ivan Sutherland at the University of Utah in 1968. Virtual and augmented reality are often used 27 By definition, existing in fact or reality. 31 interchangeably in discussions. VR and AR are not the same concepts. While VR gives the user a completely immersive experience, AR enhances the physical world, as we know it. AR has the potential to make actual worlds digitally interactive. For example, this means that the end-user with a mobile device or state-of-the-art technological spectacles can scan everyday objects in the real physical life and find information about them. Nathan Jurgenson in his essay When Atoms Meet Bits: Social Media, the Mobile Web and Augmented Revolution (2012) explain the word augmented to be “…a larger conceptual perspective that views our reality as the byproduct of the enmeshing of the on and off” (2012, p. 84). Augmented reality essentially bridges the space between digital interactivity, as we know it, on interfaces with the internet-of-things28 phenomenon. Imagine wearing your everyday spectacles and you stare at a random object in a physical space. Then information about the object you are looking at pops up on your spectacle lens, like a monitor's screen. Only you, the wearer of the spectacles, can see the information. That is how AR fundamentally works, it augments physical reality. Totems, through shamanic experiences, have been pursuing the augmentation of reality and the pursuit of a second life for centuries. We will discuss that aspect a bit later in this paper. Pokémon Go is a famous AR mobile game created by Niantic, Inc., a United States of America-based software Development Company in San Francisco. Pokémon Go is a great contemporary example of AR experiences. It fused the technology of Global Positioning System (GPS) with gaming experiences, although the technology behind is more intricate than that. According to Business of Apps (2021), sources from Niantic, Superdata report that Pokémon Go end-users were statistically, estimated to have been 232 million in the year 2016, with total revenue of $1.23 billion by 2020. Augmented Reality Gaming Experience on Pokémon Go 28 The interconnection via the internet of computing devices embedded in everyday objects, enabling them to send and receive data (Oxford, 2021). 32 Example of Pokémon Go Avatar Customization (Source: 3rdworldgeeks.com) Avatar value in Storytelling The statistics above indicate that by 2016, 232 million end-users were already partially immersed in AR through gaming. Furthermore, it demonstrates that two hundred and thirty-two million users were customising their identities to represent themselves as digital avatars in Pokémon Go. This is an indication of how dominant the avatar space has grown to become. Additionally this also illustrates the power of avatar use. An article that appeared in International Business Times (2017) online headlined “‘Pokemon Go’ Avatar Update Allows Trainers To Walk Barefoot, Catch Pokemon Sans Backpack”. The article written by Mike Luces reported the following; On Wednesday, the Pokémon GO team announced on their blog the arrival of Gen 2 Pokémon and new features to Niantic Labs' iOS and Android mobile gaming app. They mentioned in the blog post that with the new update, players would have new avatars and more wardrobe options. What they did not mention then was the option to let Trainers roam the augmented reality map without any footwear… …Other users who checked out the thread got curious on how this just sends a wrong message to players. However, others were fine with this option. One Redditor even pointed out how humans managed to walk around the earth without wearing shoes for thousands of years and that some even continue to do so now. Another issue that “Pokémon GO” players raised has to do with the fact that Trainers can now go hunting for Pokémon without bringing their backpacks with them. The backpack is an essential accessory in the game for it stores all of the PokéBalls, Berries and other items. Hence, some find it odd that this option was added. Since the Pokémon GO team advertised the update to bring new avatars to the game, players actually got excited at the thought of it. Unfortunately, ShotgunMavericks01 revealed something that would certainly disappoint fans. According to the Redditor, everything about the avatar and wardrobe remain the same. What players are getting is a new UI for the feature and the addition of new colors for the clothing, as well as the inclusion of the buying/coin option on the top right of the avatar interface. (Luces, 2017) (Emphasis mine). http://pokemongo.nianticlabs.com/en/post/johto-pokemon https://www.reddit.com/r/pokemongo/comments/5u8z60/new_avatar_customization_screenshots/ddsj85b/ https://www.reddit.com/r/pokemongo/comments/5u8z60/new_avatar_customization_screenshots/ddsb1lg/ https://www.reddit.com/r/pokemongo/comments/5u8z60/new_avatar_customization_screenshots/ddsb1lg/ https://www.reddit.com/r/pokemongo/comments/5u8z60/new_avatar_customization_screenshots/dds9yfu/ https://www.reddit.com/r/pokemongo/comments/5u8z60/new_avatar_customization_screenshots/dds9yfu/ 33 Scan to see how Avatar customization works Changing attire, deciding not to have a backpack, and more might seem irrelevant to some apathetic digital end-users, but it caused some disputes among avid gamers. This slight Avatar customisation change influenced the game's core narrative on this gaming platform. Avatarism (and Totemism) is about more than just the look and feel or just plainly enhancing the user interface. Some of the comments from the users/players show that Avatars are also crucial in keeping the story and the storytelling intact and authentic. For example, the fact that a user could choose to keep an accessory such as a bag or optionally leave it out meant reconstructing the gameplay storyline negatively. Although this might not indicate moral decay in gaming, it starts to lay a primer on how easily narrative can be altered and even destroyed through simple avatarial (identity) changes. We will subsequently discuss how this loss of identity and the maintenance of authentic storytelling also happens in the world of totems. By observing authentic identities and stories, digital avatars will hypothetically avoid these pitfalls in the virtual space, especially with the emergence of the metaverse and omniverse. In chapter 3, I will give brief details about the metaverse concept. Below is a table demonstrating the differences between the two worlds I mentioned earlier, actual and virtual. The table below also considers how totems and avatars behave in the two immersive and interactive environments. Actual Worlds Virtual Worlds Totemic experience Avatarial experience Spiritual - Philosophical Digital – Augmented R (Data) Mythological Storytelling (Fables) Fantasy Storytelling (Video Games) Ancestry - Ubuntu - Nurture Algorithm - AI - Pattern Ecology Internet of Things Real Simulation Post Modernism Posthuman (Homo Deus 29 ) Old Youth Biological / DNA Cybernetic Physical Tattoo Data visualisation (Infographics) Moral compass Code Both totems and avatars are about identity and narratives or storytelling 29 Taken from Prof. Yuval Noah Harari’s (2016) book, Homo Deus: A brief History of Tomorrow 34 Making a brief reference to the protagonist Neo again, Neo, much like our anecdotal (totemic) phoenix, had experienced a rebirth in the movie’s narrative. His introduction to the virtual world can be likened to reincarnation, a new embodiment or the phoenix ‘rising from the ashes’. Neo is selected and rescued by Morpheusas as he (Morpheus) believes that Neo is “The One”. The one who will rescue humans from their plight and the machine’s malicious intentions of plunder. As Neo experiences his new beginnings like a re-awaked and modernized phoenix, he is notified by Morpheus that he was living in a “neural interactive simulation” all along, called the Matrix, ‘a computer generated dream world built to keep humans under control’ (Morpheus, 1999). The actual (physical) world is now a lifeless desert because of artificial intelligence. At this stage, I must outline the meaning of the name and word "Neo". In the African languages, namely Sesotho, Sepedi and Setswana, the name Neo means ‘a gift’. On the other hand, the Macmillan (2021) dictionary defines Neo as “modern, or new: used with many nouns and adjectives to make nouns and adjectives describing things that exist in the present in a slightly different form from the way that they existed in the past”. The word ‘neo’, in African and western terms signifies something new and a special gift. Both definitions attest to the nature of embodying a phoenix spirit. Neo, the protagonist, embodies this reawakening essence with his name and as a virtual Avatar within the Matrix. He is a ‘new gift’ from another world sent to save humans in a different world. In the movie, Neo's newly found true self resides in Zion. This place (Zion) is an allegorical Elysium for humans who survived death in the actual world. Elysium, also called Elysian Fields or Elysian Plain in Greek mythology, originally the paradise to which heroes on whom the gods conferred immortality were sent. It probably was retained from Minoan religion. In Homer’s writings, the Elysian Plain was a land of perfect happiness at the end of the Earth, on the banks of the Oceanus. A similar description was given by Hesiod of the Isles of the Blessed. In the earlier authors, only those specially favoured by the gods entered Elysium and were made immortal. By the time of Hesiod, however, Elysium was a place for the blessed dead, and, from Pindar on, entrance was gained by a righteous life. (Britannica, 2007). Zion (in the movie) or Elysium as I have decided to compare it- is an extension of the second-world experience, seeking paradise in an alternate environment. Historically, during the Pre-Socratic Philosophy, Egyptians used totemic (see: hieroglyphics) and slogan-like inscriptions to pursue one's brand key. For example, The Temple of Luxor Posthumanism: (1) Posthumanism insists that “human identity” is always in flux, always materially and culturally situated. (2) Posthumanism challenges traditional, “humanist” conceptions of identity and embodiment, demonstrating how static or fixed theories of what it means to be human… (Source: TEDx Talks, Michael Shirzadian, 2018) https://www.britannica.com/topic/Greek-mythology https://www.britannica.com/topic/paradise-religion https://www.britannica.com/topic/immortality https://www.britannica.com/topic/Minoan-civilization https://www.britannica.com/biography/Homer-Greek-poet https://www.britannica.com/topic/Oceanus https://www.britannica.com/biography/Hesiod https://www.britannica.com/biography/Pindar 35 had various inscriptions with aphorisms. Dr. George G. M. James (1954, p.89) from Columbia University, author and historian, notes the following; “Self-knowledge is the basis of true knowledge. The Mysteries required as a first step, the mastery of the passions, which made room for the occupation of unlimited powers. Hence, as a second step, the Neophyte was required to search within himself for the new powers that had taken possession of him. The Egyptians consequently wrote on their temples: "Man, know thyself".” A reminder that this adage is referenced in the digital film when ‘avatarial Neo’ in the Matrix visits a character called the Oracle. For Neo to embrace his avatarial self and affirm that he is the one, the Oracle advises that he must know himself. Totems advocate for this homogenous self-knowledge both in the physical and in the spiritual. Avatars can do this, too, in the physical and the digital. Gradually we will start to unravel the commonalities between avatars and totems. Figure 9a: (Left image 1 and 2) Temple of Luxor, Egypt (Right image 2) Temple of Apollo (Right image 4) Neo reading inscription “Temet Nosce” latin for know thyself. Narratives from movies like Avatar and The Matrix reiterate totemic ideologies (through parallel worlds), totemic identities (visual representations) and totemic storytelling (reinforcing mnemonic strategies, for example, inscriptions, songs, performances etc.). We will see how the foundation of second life regeneration, avatarial stories and identities are passed on like a baton from totemism. Totemic practice has continuously embraced ideas of alternate identity and second life stories. Today the Zimbabwe flag, as an example, verifies this claim, especially around totems. I will discuss that point in detail when analysing the totemic and symbolic bird of the Great Zimbabwe as seen on the flag. Digital avatars as the next generation of these historic and foundational totems continue to be an extension of second life. Palfrey and Gasser (2008, p.29) in their book Born Digital: Understanding the First Generation of Digital Natives speak at length about second life. They state that; Second Life provides tools that permit users to tailor the appearance of their avatars, allowing them to design everything from clothing to skin color to the shape of the avatar’s nose. Users can create an avatar that looks very much like themselves in terms of both physical appearance and dress. But they can also experiment with very different identities—for example, a female may choose a male avatar, and people of one race may choose an avatar with another skin tone; a participant may even design an avatar of nonhuman form, whether a real-world animal or a creature of fantasy. (2008, p.29) (Emphasis mine). 36 When Neo in the Matrix swaps the ‘actual’ physical world for the virtual, he is participating in a second life interactive space He looks very much like himself with Morpheus, who is now in an expensive-looking suit and tie, which were not even purchased but chosen in a computer simulation. Morpheus’ clothes were tailor-made to enhance his avatarial virtual appearance then uploaded on the computer programme. A similar experience was witnessed in Shamanic or clansman totemic-rituals as cited above by Goldenweiser (1910, p. 181), enhancing the self-image, the avatar’s self-image. Neo does not have input plugs anymore on his body; but in the actual physical world in Zion, his body is riddled with plug inputs and hardware sockets. At this stage, in the case of the character named Morpheus, even though I consider digital avatars as centrifugal (by centrifugal loosely speaking, they are centre-fleeing30 in their nature), we can safely assume that digital avatars' centripetal (centre-seeking) potential could be 'monetary cost efficiency'. We are well aware of this possibility in the 21st century technology although there are constraints. For example, in Microsoft Teams, meetings can be held in the comfort of the end-users homes. The end- user may choose a professional and formal-looking avatar online as a means of self- representation for the meeting. However at home, in the actual physical world, the end- user could be wearing pyjamas. Avatarial interactions: The scent of ethics The constraint in this world is the loss of value regarding the sense of smell and scent as (avatar) mnemonic. Smell generates many feelings and memories for different individuals, some good and some bad, and some happy or sad. The smell of food for instance can be reminiscent of a place one has travelled to, perhaps because of the food that was served and the cuisine. Scents can be associated with a specific place and time. Through a scent, nostalgia may occur instantaneously, for example, the smell of flowers, the interior smell of a new car or the smell of the one you ‘love’. Smells or scents can be identity representations and extensions of meaning. We probably know the ubiquitous maxim that says “sweet smell of success”. However, how does an individual smell success? Literally, this is not possible. The same way it not possible for most to imagine elements like fire, water, a rock, the sun or clouds having a life force. The totemic system may be likened to this statement to a certain degree. Totems represent and depict both the tangible and the intangible. They hold individuals accountable and responsible for the totems that represent them. Katie Liljenquist et al (2010) in a paper called “The Smell of Virtue: Clean Scents Promote Reciprocity and Charity” write the following about scent; The smell and taste of things remain poised a long time . . . and bear unfaltering, in the tiny and almost impalpable drop of their essence, the vast structure of recollection. (Proust, 1913/1928, p. 65) As Proust's words so eloquently express, a familiar smell can transport one to an exact time and place in one's past. Indeed, psychologists have found that scents can retrieve images and feelings from the deepest recesses of the mind (Chu & Downes, 2000; Doop, Mohr, Folley, Brewer, & Park, 2006). Smells can also influence judgment (Schnall, Haidt, Clore, & Jordan, 30 Term taken from Jesse Graham, et al (2016). 37 2008) and regulate behaviour: For example, Holland, Hendriks, and Aarts (2005) found that exposure to citrus cleaning scents enhanced the mental accessibility of cleaning-related constructs and led participants to maintain a cleaner environment while eating. Given the symbolic association between physical and moral purity, we considered a provocative possibility: In addition to regulating physical cleanliness, clean smells might also motivate virtuous behaviour. Indeed, moral transgressions can engender literal feelings of dirtiness (Zhong & Liljenquist, 2006). Just as many symbolic associations, such as coldness and loneliness (Zhong & Leonardelli, 2008) or darkness and depravity (Frank & Gilovich, 1988), are reciprocally rela