Patent Publication Number: US-2018054466-A1

Title: Multiple avatar personalities

Description:
CROSS REFERENCE TO RELATED APPLICATIONS 
     This application is a continuation of U.S. application Ser. No. 10/747,696, filed Dec. 30, 2003, and titled “Multiple Avatar Personalities;” continuation-in-part of U.S. application Ser. No. 10/715,209, filed Nov. 18, 2003, and titled “Multiple Personalities” that claims priority from U.S. Provisional Application No. 60/427,941, filed Nov. 21, 2002, U.S. Provisional Application No. 60/464,106, filed Apr. 21, 2003, and U.S. Provisional Application No. 60/488,399, filed Jul. 21, 2003; claims the benefit of U.S. Provisional Application No. 60/450,663, filed Mar. 3, 2003, and titled “Providing Video, Sound, or Animated Content With Instant Messages;” and claims the benefit of U.S. Provisional Application No. 60/512,852, filed Oct. 22, 2003, and titled “Providing Video, Sound, or Animated Content With Instant Messages,” all of which are incorporated by reference. 
    
    
     TECHNICAL FIELD 
     This description relates to projecting a graphical representation of a communications application operator (hereinafter “sender”) in communications sent in a network of computers. 
     BACKGROUND 
     Online services may provide users with the ability to send and receive instant messages. Instant messages are private online conversations between two or more people who have access to an instant messaging service, who have installed communications software necessary to access and use the instant messaging service, and who each generally have access to information reflecting the online status of other users. 
     An instant message sender may send self-expression items to an instant message recipient. Current implementations of instant messaging self-expression enable a user to individually select self-expression settings, such as a Buddy Icon and a Buddy Wallpaper, which settings thereafter project to other users who see or interact with that person online. 
     SUMMARY 
     In one general aspect, perception of multiple online personas is enabled in an instant messaging communications session. At least two identities within a communications environment to whom messages may be directed are identified. A first persona of a user is enabled to be projected to a first of the identities while a second persona of the same user is enabled to be concurrently projected to a second of the identities. The first and second personas each include an avatar capable of being animated, and the first persona and the second persona differ. 
     Implementations may include one or more of the following features. For example, the first persona may differ from the second persona such that first persona invokes a different avatar than an avatar invoked by the second persona. 
     The first persona may invoke a first avatar, and the second persona may invoke a second avatar. The first avatar and the second avatar may be the same avatar. An animation associated with the first avatar may be different from animations associated with the second avatar. An appearance associated with the first avatar may be different from appearances associated with the second avatar. 
     An avatar may be associated with multiple sounds. An avatar may be capable of being animated based on text of a message sent in the instant message communications session. An avatar also may be capable of being animated to send an out-of-band communication. 
     The first persona may be associated with a first group of identities so that the first persona is projected in communications sessions with members of the first group of identities. The second persona may be associated with a second group of identities so that the second persona is projected in communications sessions with members of the second group of identities. 
     A persona may be associated with the first of the identities, and a different persona may be associated with a group of the identities with which the first of the identities is associated. The first persona projected to the first of the identities may be an amalgamation of the persona associated with the first of the identities and the different persona associated with the group of the identities. The persona associated with the first of the identities may override the different persona associated with the group of the identities to the extent a conflict exists. 
     In another general aspect, perception of multiple online personas is enabled in an instant messaging communications session. An instant messaging application user interface for an instant messaging communications session is rendered on an instant messaging recipient system. The communications session involves at least one potential instant messaging recipient and a single potential instant messaging sender. A message is sent that includes a text message and a persona. The persona is selected among multiple possible personas associated with the instant messaging sender to be displayed by the potential instant messaging recipient when displaying the text message. The selected persona includes a collection of one or more self-expression items and a sender avatar capable of being animated. The selected persona is rendered at the potential instant messaging recipient system when rendering another portion of the message. 
     Implementations may include one or more of the following features. For example, the sender persona may be selected by the instant messaging sender from the multiple possible personas associated with the instant messaging sender. The persona may be rendered before or after communications are initiated by the potential instant messaging sender. The self-expression items may include one or more of a wallpaper, an emoticon, and a sound. One or more personas may be defined. 
     A first persona may be assigned to a first potential instant messaging recipient so that the first persona is thereafter automatically invoked and projected in an instant messaging communications session involving the first potential instant messaging recipient. A second persona may be assigned to a second potential instant messaging recipient so that the second persona is thereafter automatically invoked and projected in an instant messaging communications session involving the second potential instant messaging recipient. The second persona may be at least partially distinguishable from the first persona. 
     A first persona may be assigned to a first group of potential instant messaging recipients so that the first persona is thereafter automatically invoked and projected in an instant messaging communications session involving a member of the first group of potential instant messaging recipients. A second persona may be assigned to a second potential instant messaging recipient so that the second persona is thereafter automatically invoked and projected in an instant messaging communications session involving the second potential instant messaging recipient. The second persona may be at least partially distinguishable from the first persona. 
     The use of one of the multiple personas may be disabled. Disabling the use of one of the multiple personas may be based on the instant messaging recipient. 
     One of the multiple personas may be a work persona associated with presence of the instant messaging sender at a work location associated with the instant messaging sender. One of the multiple personas may be a home persona associated with presence of the instant messaging sender at home. A determination may be made as to whether the instant messaging sender is at home or at the work location. In response to a determination that the instant messaging sender is at home, the home persona may be selected for use in the instant messaging communications session. In response to a determination that the instant messaging sender is at the work location, the work persona may be selected for use in the instant messaging communications session. 
     A persona to be displayed may be selected by the potential instant messaging recipient based on time of day, day of week, or a group of potential instant messaging recipients that are associated with the potential instant messaging recipient. 
     At least some of characteristics of a persona may be transparent to the instant messaging sender. 
     The sender avatar may be animated to send an out-of-band communication from the instant messaging sender to the potential instant messaging recipient. The out-of-band communication may include a communication indicating an environmental condition associated with the instant messaging sender. The environmental condition may be related to weather occurring in a geographic location near the instant messaging sender. 
     The out-of-band communication may include a communication indicating a personality characteristic, an emotional state, or a setting characteristic associated with the instant messaging sender. The setting characteristic may include a characteristic related to time of day of the instant messaging sender or the time of year. A setting characteristic related to a time of year may include a setting characteristic related to a holiday or a season in which the season is one of spring, summer, fall or winter. The setting characteristic may include a characteristic associated with a work setting or a recreation setting. A recreation setting may include a beach setting, a tropical setting or a winter sport setting. 
     In yet another general aspect, an avatar is used to communicate. A user is represented graphically using an avatar capable of being animated. The avatar is associated with multiple animations and multiple features of appearance that represent a pattern of characteristics representing a personality of the avatar. 
     Implementations may include one or more of the following features. For example, the avatar may be associated with a description that identifies the personality of the avatar. The personality of the avatar may include at least some characteristics that are distinct of at least some characteristics of a personality of the user. A second user may be graphically represented with a second avatar capable of being animated. The second avatar may be associated with multiple animations and multiple features of appearance that represent a pattern of characteristics representing a personality of the second avatar. The personality of the second avatar may include at least some characteristics that are distinct of at least some characteristics of the personality of the first avatar. Communication messages may be sent between the first user and the second user. 
     Implementations of any of the techniques discussed above may include a method or process, a system or apparatus, or computer software on a computer-accessible medium. 
     The details of one or more of the implementations are set forth in the accompanying drawings and description below. Other features will be apparent from the description and drawings, and from the claims. 
    
    
     
       DESCRIPTION OF DRAWINGS 
         FIGS. 1, 2 and 5  are diagrams of user interfaces for an instant messaging service capable of enabling a user to project an avatar for self-expression. 
         FIG. 3  is a flow chart of a process for animating an avatar based on the content of an instant message. 
         FIG. 4  is a block diagram illustrating exemplary animations of an avatar and textual triggers for each animation. 
         FIG. 6  is a diagram illustrating an exemplary process involving communications between two instant messaging client systems and an instant message host system, whereby an avatar of a user of one of the instant message client systems is animated based on the animation of an avatar of a user of the other of the instant message client systems. 
         FIG. 7  is a flow chart of a process for selecting and optionally customizing an avatar. 
         FIG. 8  is a block diagram depicting examples of avatars capable of being projected by a user for self-expression. 
         FIG. 9  is a diagram of a user interface for customizing the appearance of an avatar. 
         FIG. 10  is a diagram of a user interface used to present a snapshot description of an avatar. 
         FIG. 11A  is a block diagram illustrating relationships between online personas, avatars, avatar behaviors and avatar appearances. 
         FIG. 11B  is a flow chart of a process for using a different online personality to communicate with each of two instant message recipients. 
         FIG. 12  is a diagram of a user interface that enables an instant message sender to select among available online personas. 
         FIG. 13  is a diagram of exemplary user interfaces for enabling an instant message sender to create and store an online persona that includes an avatar for self-expression. 
         FIG. 14  is a flow chart of a process for enabling a user to change an online persona that includes an avatar for self-expression. 
         FIG. 15  is a flow chart of a process for using an avatar to communicate an out-of-band message to an instant message recipient. 
         FIGS. 16, 17 and 18  are diagrams of exemplary communications systems capable of enabling an instant message user to project an avatar for self-expression. 
     
    
    
     DETAILED DESCRIPTION 
     A user may name and save multiple different “online personas” or “online personalities,” which are groups of instant messaging self-expression settings such as, for example, avatars, Buddy Sounds, Buddy Wallpaper and Emoticons (e.g., Smileys). Then, depending on the identity with whom the user communicates, they may access and project a preselected one of their online personas in an instant messaging environment, and or they may manually invoke and manage the online persona they project to others. Functionality and features of the instant messaging interface may differ based upon the online personas being used in the instant message conversation. 
       FIG. 1  illustrates an exemplary graphical user interface  100  for an instant messaging service capable of enabling a user to project an avatar for self-expression. The user interface  100  may be viewed by a user who is an instant message sender and whose instant messaging communications program is configured to project an avatar associated with and used as an identifier for the user to one or more other users or user groups (collectively, instant message recipients). In particular, the user IMSender is an instant message sender using the user interface  100 . The instant message sender projects a sender avatar  135  in an instant messaging communications session with an instant message recipient SuperBuddyFan 1 , who projects a recipient avatar  115 . A corresponding graphical user interface (not shown) is used by the instant message recipient SuperBuddyFan 1 . In this manner, the sender avatar  135  is visible in each of the sender&#39;s user interface and the recipient&#39;s user interface, as is the recipient avatar  115 . The instant messaging communications session may be conducted simultaneously, near-simultaneously, or serially. 
     The user interface (UI)  100  includes an instant message user interface  105  and an instant messaging buddy list window  170 . 
     The instant message user interface  105  has an instant message recipient portion  110  and an instant message sender portion  130 . The instant message recipient portion  110  displays the recipient avatar  115  chosen by the instant message recipient with whom the instant message sender is having an instant message conversation. Similarly, the instant message sender portion  130  displays the sender avatar  135  chosen by the instant message sender. The display of the sender avatar  135  in the instant message user interface  105  enables the instant message sender to perceive the avatar being projected to the particular instant message recipient with whom the instant message sender is communicating. The avatars  135  and  115  are personalization items selectable by an instant message user for self-expression. 
     The instant message user interface  105  includes an instant message composition area  145  for composing instant message messages to be sent to the instant message recipient and for message history text box  125  for displaying a transcript of the instant message communications session with the instant message recipient. Each of the messages sent to, or received from, the instant message recipient are listed in chronological order in the message history text box  125 , each with an indication of the user that sent the message as shown at  126 . The message history text box  125  optionally may include a time stamp  127  for each of the messages sent. 
     Wallpaper may be applied to portions of the graphical user interface  100 . For example, wallpaper may be applied to window portion  120  that is outside of the message history box  125  or window portion  140  that is outside of the message composition area  145 . The recipient avatar  115  is displayed over, or in place of, the wallpaper applied to the window portion  120 , and the wallpaper applied to the window portion  120  corresponds to the recipient avatar  115 . Likewise, the sender avatar  135  is displayed over, or in place of, the wallpaper applied to the window portion  140  and the wallpaper applied to the window portion  120  corresponds to the sender avatar  135 . In some implementations, a box or other type of boundary may be displayed around the avatar, as shown by boundary  157  displayed around the sender avatar  135 . A different wallpaper may be applied to window portion  158  inside the boundary  157  than the wallpaper applied to the window portion  140  outside of the message composition area  145  but not within the boundary  157 . The wallpaper may appear to be non-uniform and may include objects that are animated. The wallpapers applied to the window portions  120  and  140  may be personalization items selectable by an instant message user for self-expression. 
     The instant message user interface  105  also includes a set of feature controls  165  and a set of transmission controls  150 . The feature controls  165  may control features such as encryption, conversation logging, conversation forwarding to a different communications mode, font size and color control, and spell checking, among others. The set of transmission controls  150  includes a control  160  to trigger sending of the message that was typed into the instant message composition area  145 , and a control  155  for modifying the appearance or behavior of the sender avatar  135 . 
     The instant message buddy list window  170  includes an instant message sender-selected list  175  of potential instant messaging recipients (“buddies”)  180   a - 180   g . Buddies typically are contacts who are known to the potential instant message sender (here, IMSender). In the list  175 , the representations  180   a - 180   g  include text identifying the screen names of the buddies included in list  175 ; however, additional or alternative information may be used to represent one or more of the buddies, such as an avatar associated with the buddy, that is reduced in size and either still or animated. For example, the representation  180   a  includes the screen name and avatar of the instant message recipient named SuperBuddyFan 1 . The representations  180   a - 180   g  may provide connectivity information to the instant message sender about the buddy, such as whether the buddy is online, how long the buddy has been online, whether the buddy is away, or whether the buddy is using a mobile device. 
     Buddies may be grouped by an instant message sender into one or more user-defined or pre-selected groupings (“groups”). As shown, the instant message buddy list window  170  has three groups, Buddies  182 , Co-Workers  184 , and Family  186 . SuperBuddyFan 1   185   a  belongs to the Buddies group  182 , and ChattingChuck  185   c  belongs to the Co-Workers group  184 . When a buddy&#39;s instant message client program is able to receive communications, the representation of the buddy in the buddy list is displayed under the name or representation of the buddy group to which the buddy belongs. As shown, at least potential instant messaging recipients  180   a - 180   g  are online. In contrast, when a buddy&#39;s instant message client program is not able to receive communications, the representation of the buddy in the buddy list may not be displayed under the group with which it is associated, but it may instead be displayed with representations of buddies from other groups under the heading Offline  188 . All buddies included in the list  175  are displayed either under one of the groups  182 ,  184 , or  186 , or under the heading Offline  188 . 
     As illustrated in  FIG. 1 , each of the sender avatar  135  and the recipient avatar  115  is a graphical image that represents a user in an instant message communications session. The sender projects the sender avatar  135  for self-expression, whereas the recipient projects the recipient avatar  115  also for self-expression. Here, each of the animation avatars  135  or  115  is an avatar that only includes a graphical image of a face, which may be referred to as a facial avatar or a head avatar. In other implementations, an avatar may include additional body components. By way of example, a Thanksgiving turkey avatar may include an image of a whole turkey, including a head, a neck, a body and feathers. 
     The sender avatar  135  may be animated in response to an instant message sent to the instant message recipient, and the recipient avatar  115  may be animated in response to an instant message sent by the instant message recipient. For example, the text of an instant message sent by the sender may trigger an animation of the sender avatar  135 , and the text of an instant messages sent by the instant message recipient to the sender may trigger an animation of the recipient avatar  115 . 
     More particularly, the text of a message to be sent is specified by the sender in the message specification text box  145 . The text entered in the message specification text box  145  is sent to the recipient when the sender activates the send button  160 . When the send button  160  is activated, the instant message application searches the text of the message for animation triggers. When an animation trigger is identified, the sender avatar  135  is animated with an animation that is associated with the identified trigger. This process is described more fully later. In a similar manner, the text of a message sent by the instant message recipient and received by the sender is searched for animation triggers and, when found, the recipient avatar  115  is animated with an animation associated with the identified trigger. By way of example, the text of a message may include a character string “LOL,” which is an acronym that stands for “laughing out loud.” The character string “LOL” may trigger an animation in the sender avatar  135  or the recipient avatar  115  such that the sender avatar  135  or the recipient avatar  115  appears to be laughing. 
     Alternatively or additionally, the sender avatar  135  may be animated in response to an instant message sent from the instant message recipient, and the recipient avatar  115  may be animated in response to a message sent from the instant message sender. For example, the text of an instant message sent by the sender may trigger an animation of the recipient avatar  115 , and the text of an instant messages sent by the instant message recipient to the sender may trigger an animation of the sender avatar  135 . 
     More particularly, the text of a message to be sent is specified by the sender in the message specification text box  145 . The text entered in the message specification text box  145  is sent to the recipient when the sender activates the send button  160 . When the send button  160  is activated, the instant message application searches the text of the message for animation triggers. When an animation trigger is identified, the recipient avatar  115  is animated with an animation that is associated with the identified trigger. In a similar manner, the text of a message sent by the instant message recipient and received by the sender is searched for animation triggers and, when found, the sender avatar  135  is animated with an animation associated with the identified trigger. 
     In addition, the sender avatar  135  or the recipient avatar  115  may be animated in direct response to a request from the sender or the recipient. Direct animation of the sender avatar  135  or the recipient avatar  115  enables use of the avatars as a means for communicating information between the sender and the recipient without an accompanying instant message. For example, the sender may perform an action that directly causes the sender avatar  135  to be animated, or the recipient may perform an action that directly causes the recipient avatar  115  to be animated. The action may include pressing a button corresponding to the animation to be played or selecting the animation to be played from a list of animations. For example, the sender may be presented with a button that inspires an animation in the sender avatar  135  and that is distinct from the send button  160 . Selecting the button may cause an animation of the sender avatar  135  to be played without performing any other actions, such as sending an instant message specified in the message composition area  145 . The played animation may be chosen at random from the possible animations of the sender avatar  135 , or the played animation may be chosen before the button is selected. 
     An animation in one of the avatars  135  or  115  displayed on the instant messaging user interface  105  may cause an animation in the other avatar. For example, an animation of the recipient avatar  115  may trigger an animation in the sender avatar  135 , and vice versa. By way of example, the sender avatar  135  may be animated to appear to be crying. In response to the animation of the sender avatar  135 , the recipient avatar  115  also may be animated to appear to be crying. Alternatively, the recipient avatar  115  may be animated to appear comforting or sympathetic in response to the crying animation of the sender avatar  135 . In another example, a sender avatar  135  may be animated to show a kiss and, in response, a recipient avatar  115  may be animated to blush. 
     The recipient avatar  115  may appear to respond to a mood of the sender communicated by the sender avatar  135 . By way of example, in response to a frowning or teary animation of the sender avatar  135 , the recipient avatar  115  also may appear sad. 
     Alternatively, the recipient avatar  115  may be animated to try to cheer up the sender avatar  135 , such as by smiling, exhibiting a comical expression, such as sticking its tongue out, or exhibiting a sympathetic expression. 
     An avatar  135  or  115  may be animated in response to a detected idle period of a predetermined duration. For example, after a period of sender inactivity, the sender avatar  135  may be animated to give the appearance that the avatar is sleeping, falling off of the instant messaging interface  105 , or some other activity indicative of inactivity. An avatar  135  or  115  also may progress through a series of animations during a period of sender inactivity. The series of animations may repeat continuously or play only once in response to the detection of an idle period. In one example, the sender avatar  135  may be animated to give the appearance that the avatar is sleeping and then having the avatar appear to fall off the instant messaging user interface  105  after a period of sleeping. Animating an avatar  135  or  115  through a progression of multiple animations representative of a period of sender inactivity may provide entertainment to the sender. This may lead to increased usage of the instant messaging user interface  105  by the sender, which in turn, may lead to an increased market share for the instant message service provider. 
     The sender avatar  135  or the recipient avatar  115  may be animated to reflect the weather at the geographic locations of the sender and the recipient, respectively. For example, if rain is falling at the geographic location of the sender, then the sender avatar  135  may be animated to put on a rain coat or open an umbrella. The wallpaper corresponding to the sender avatar  135  also may include rain drops animated to appear to be failing on the sender avatar  135 . The animation of the sender avatar  135  or the recipient avatar  115  played in response to the weather may be triggered by weather information received on the sender&#39;s computer or the recipient&#39;s computer, respectively. For example, the weather information may be pushed to the sender&#39;s computer by a host system of an instant messaging system being used. If the pushed weather information indicates that it is raining, then an animation of the sender avatar  135  corresponding to rainy weather is played. 
     Furthermore, the avatar may be used to audibly verbalize content other than the text communicated between parties during a communications session. For example, if the text “Hi” appears within a message sent by the sender, the sender avatar  135  may be animated to verbally say “Hello” in response. As another example, when the text “otp” or the text “on the phone” appears within a message sent by the recipient, the recipient avatar  115  may be animated to verbally say “be with you in just a minute” in response. As another example, in response to an idle state, an avatar may audibly try to get the attention of the sender or the recipient. For example, when the recipient sends a message to the sender that includes a question mark and the sender is determined to be idle, the recipient avatar  115  may audibly say “Hello? You there?” to try to elicit a response from the sender regarding the recipient&#39;s question. 
     The sender may mute the recipient avatar  115  or the sender avatar  135  to prevent the recipient avatar  115  or the sender avatar  135  from speaking further. By way of example, the sender may prefer to mute the recipient avatar  115  to prevent the recipient avatar  115  from speaking. In one implementation, to show that an avatar is muted, the avatar may appear to be wearing a gag. 
     The voice of an avatar may correspond to the voice of a user associated with the avatar. To do so, the characteristics of the user&#39;s voice may be extracted from audio samples of the user&#39;s voice. The extracted characteristics and the audio samples may be used to create the voice of the avatar. Additionally or alternatively, the voice of the avatar need not correspond to the voice of the user and may be any generated or recorded voice. 
     The sender avatar  135  may be used to communicate an aspect of the setting or the environment of the sender. By way of example, the animation and appearance of the sender avatar  135  may reflect aspects of the time, date or place of the sender or aspects of the circumstances, objects or conditions of the sender. For example, when the sender uses the instant messaging user interface  105  at night, the sender avatar  135  may appear to be dressed in pajamas and have a light turned on to illuminate an otherwise dark portion of the screen on which the avatar is displayed and/or the sender avatar  135  may periodically appear to yawn. When the sender uses the instant messaging user interface  105  during a holiday period, the sender avatar  135  may be dressed in a manner illustrative of the holiday, such as appearing, as Santa Claus during December, a pumpkin near Halloween, or Uncle Sam during early July. The appearance of the sender avatar  135  also may reflect the climate or geographic location of the sender. For example, when rain is falling in the location of the sender, wallpaper corresponding the sender avatar  135  may include falling raindrops and/or the sender avatar  135  may wear a rain hat or appear under an open umbrella. In another example, when the sender is sending instant message from a tropical location, the sender avatar  135  may appear in beach attire. 
     The sender avatar  135  also may communicate an activity being performed by the sender while the sender is using the instant messaging user interface  105 . For example, when the sender is listening to music, the avatar  135  may appear to be wearing headphones. When the sender is working, the sender avatar  135  may be dressed in business attire, such as appearing in a suit and a tie. 
     The appearance of the sender avatar  135  also may communicate the mood or an emotional state of the sender. For example, the sender avatar  135  may communicate a sad state of the sender by frowning or shedding a tear. The appearance of the sender avatar  135  or the recipient avatar  115  may resemble the sender or the recipient, respectively. For example, the appearance of the sender avatar  135  may be such that the sender avatar  135  appears to be of a similar age as the sender. In one implementation, as the sender ages, the sender avatar  135  also may appear to age. As another example, the appearance of the recipient avatar  115  may be such that the recipient avatar  115  has an appearance similar to that of the recipient. 
     In some implementations, the wallpaper applied to the window portion  120  and/or the wallpaper applied to the window portion  140  may include one or more animated objects. The animated objects may repeat continuously or periodically on a predetermined or random basis a series of animations. Additionally or alternatively, the wallpapers applied to the window portions  120  and  140  may be animated to in response to the text of messages sent between the sender and the recipient. For example, the text of an instant message sent by the sender may trigger an animation of the animated objects included in the wallpaper corresponding to the sender avatar  135 , and the text of an instant messages sent by the instant message recipient to the sender may trigger an animation of the animated objects included in the wallpaper corresponding to the recipient avatar  115 . The animated objects included in the wallpapers may be animated to reflect the setting or environment, activity and mood of the recipient and the sender, respectively. 
     An avatar may be used as a mechanism to enable self-expression or additional non-text communication by a user associated with the avatar. For example, the sender avatar  135  is a projection of the sender, and the recipient avatar  115  is a projection of the recipient. The avatar represents the user in instant messaging communications sessions that involve the user. The personality or emotional state of a sender may be projected or otherwise communicated through the personality of the avatar. Some users may prefer to use an avatar that more accurately represents the user. As such, a user may change the appearance and behavior of an avatar to more accurately reflect the personality of the user. In some cases, a sender may prefer to use an avatar for self-expression rather than projecting an actual image of the sender. For example, some people may prefer using an avatar to sending a video or photograph of the sender. 
     Referring to  FIG. 2 , the animation of an avatar may involve resizing or repositioning the avatar such that the avatar occupies more or different space on the instant message user interface  105  than the original boundary of the avatar. In the illustration of  FIG. 2 , the size of sender avatar  205  has been increased such that the avatar  205  covers a portion of the message instant message composition area  145  and the control  155 . In addition, elements of the user interface  100  other than an avatar also may be displayed using additional space or using different space on the user interface  100 . For example, a sender avatar may depict a starfish with an expressive face and may be displayed on wallpaper that includes animated fish. The animated fish included in the wallpaper may be drawn outside the original boundary around the sender avatar  135  and appear to swim outside the original boundary area. 
     Referring to  FIG. 3 , a process  300  is illustrated for animating an avatar for self-expression based on the content of an instant message. In particular, an avatar representing an instant message sender is animated in response to text sent by the sender. The wallpaper of the avatar also is animated. The process  300  is performed by a processor executing an instant messaging communications program. In general, the text of a message sent to an instant message recipient is searched for an animation trigger and, when a trigger is found, the avatar that represents the instant message sender is animated in a particular manner based on the particular trigger that is found. The wallpaper displayed for the avatar includes an animated object or animated objects. The object or objects may be animated based on the content of the instant message sent or may be animated based on other triggers, including (but not limited to) the passing of a predetermined amount of time, the occurrence of a particular day or time of day, any type of animation of the sender avatar, a particular type of animation of the sender avatar, any type of animation of the recipient avatar, or a particular type of the animation of the recipient avatar. Also, when the sender is inactive for a predetermined duration, the avatar sequentially displays each of multiple animations associated with an idle state. 
     The process  300  begins when an instant message sender who is associated with an avatar starts an instant messaging communications session with an instant message recipient (step  305 ). To do so, the sender may select the name of the recipient from a buddy list, such as the buddy list  170  from  FIG. 1 . Alternatively, the name of the recipient may be entered into a form that enables instant messages to be specified and sent. As another alternative, the sender may start an instant messaging application that may be used to sign on for access to the instant messaging system and specify the recipient as a user of the instant messaging system with which a communications session is to be started. Once the recipient has been specified in this manner, a determination is made as to whether a copy of avatars associated with the sender and the recipient exist on the instant message client system being used by the sender. If not, copies of the avatars are retrieved for use during the instant message communications session. For example, information to render an avatar of the recipient may be retrieved from an instant message host system or the instant message recipient client. In some cases, a particular avatar may be selected by the sender for use during the instant messaging communications session. Alternatively or additionally, the avatar may have been previously identified and associated with the sender. 
     The processor displays a user interface for the instant messaging session including the avatar associated with the sender and wallpaper applied to the user interface over which the avatar is displayed (step  307 ). The avatar may be displayed over, for example, wallpaper applied to a portion of a window in which an instant message interface is displayed. In another example, the avatar is displayed over a portion or portions of an instant message interface, such as window portions  120  or  140  and  FIG. 1 . In the example of  FIG. 3 , the wallpaper corresponding to avatar may include an object or objects that are animated during the instant message communications session. 
     The processor receives text of a Message entered by the sender to be sent to the instant message recipient (step  310 ) and sends a message corresponding to the entered text to the recipient (step  315 ). The processor compares the text of the message to multiple animation triggers that are associated with the avatar projected by the sender (step  320 ). A trigger may include any letter, number, or symbol that may be typed or otherwise entered using a keyboard or keypad. Multiple triggers may be associated with an animation. 
     Referring also to  FIG. 4 , examples  400  of triggers associated with animations  405   a - 405   q  of a particular avatar model are shown. Each of the animations  405   a - 405   q  has multiple associated triggers  410   a - 410   q . More particularly, by way of example, the animation  405   a , in which the avatar is made to smile, has associated triggers  410   a . Each of the triggers  410   a  includes multiple character strings. In particular, triggers  410   a  include a “:)” trigger  411   a , a “:-)” trigger  412   a , a “0:-)” trigger  413   a , a “0:)” trigger  414   a , and a “Nice” trigger  415   a . As illustrated, a trigger may be an English word, such as  415   a , or an emoticon, such as  411   a - 414   a . Other examples of a trigger include a particular abbreviation, such as “lol”  411   n , and an English phrase, such as “Oh no”  415   e . As discussed previously, when one of the triggers is included in an instant message, the avatar is animated with an animation that is associated with the trigger. In one example, when “Nice” is included in an instant message, the avatar is made to smile. In one implementation, one or more of the triggers associated with an animation is modifiable by a user. For example, a user may associate a new trigger with an animation, such as by adding “Happy” to triggers  410   a  to make the avatar smile. In another example, a user may delete a trigger associated with an animation (that is, disassociate a trigger from an animation), such as by deleting “Nice”  415   a . In yet another example, a user may change a trigger that is associated with an animation, such as by changing the “wink” trigger  413   b  to “winks.” 
     In some implementations, a particular trigger may be associated with only one animation. In other implementations, a particular trigger may be permitted to be associated with multiple animations. In some implementations, only one of the multiple animations may be played in response to a particular trigger. The single animation to be played may be chosen randomly or in a pre-determined manner from the multiple animations. In other implementations, all of the multiple animations may be played serially based on a single trigger. In some implementations, a user may be permitted to delete a particular animation. For example, the user may delete the yell animation  405   g . In such a case, the user may delete some or all of the triggers associated with the yell animation  405   g  or may chose to associate some or all of the triggers  410   g  with a different animation, such as a smile animation  405   a.    
     Referring again to  FIG. 3 , the processor determines whether a trigger is included within the message (step  325 ). When the message includes a trigger (step  325 ), the processor identifies a type of animation that is associated with the identified trigger (step  330 ). This may be accomplished by using a database table, a list, or a file that associates one or more triggers with a type of animation for the avatar to identify a particular type of animation. Types of animation include, by way of example, a smile  405   a , a wink  405   b , a frown  405   c , an expression with a tongue out  405   d , a shocked expression  410   d , a kiss  405   f , a yell  405   g , a big smile  405   h , a sleeping expression  405   i , a nodding expression  405   j , a sigh  405   k , a sad expression  405   l , a cool expression  405   m , a laugh  405   n , a disappearance  405   o , a smell  405   p , or a negative expression  405   q , all of  FIG. 4 . The identified type of animation for the avatar is played (step  335 ). 
     Optionally, the processor may identify and play an animation of at least one wallpaper object based on the match of a trigger with the text of the message sent (step  337 ). 
     The processor monitors the communications activity of the sender for periods of inactivity (step  340 ) to detect when the sender is in an idle state or an idle period of communications activity (step  345 ). The sender may be in an idle state after a period during which no messages were sent. To detect an idle state, the processor may determine whether the sender has not typed or sent an instant message or otherwise interacted with the instant message communications application for a predetermined amount of time. Alternatively, an idle state may be detected by the processor when the sender has not used the computer system in which the processor operates for a predetermined amount of time. 
     When the processor detects inactivity (which may be referred to an idle state), a type of animation associated with the idle state is identified (step  350 ). This may be accomplished by using a database table, list or file that identifies one or more types of animations to play during a detected idle period. The type of animations played during a detected idle state may be the same as or different from the types of animations played based on a trigger in an instant message. The identified type of animation is played (step  355 ). In one implementation, multiple types of animation associated with the idle state may be identified and played. When the processor detects that the sender is no longer idle, such as by receiving an input from the sender, the processor may immediately stop playing the animation event (not shown). In some implementations, a user may select types of animations to be played during an idle period and/or select the order in which the animation are played when multiple animations are played during an idle period. A user may configure or otherwise determine the duration of time during which no messages are sent that constitutes an idle period for the user. 
     In some implementations, the processor may detect a wallpaper object trigger that is different than the trigger used to animate the sender avatar (step  360 ). For example, the processor may detect the passage of a predetermined amount of time. In another example, the processor may detect that the content of the instant message includes a trigger for a wallpaper object animation that is different from the trigger used to animate the sender avatar. Other wallpaper object triggers may include (but are not limited to) the occurrence of a particular day or a particular time of day, the existence of any animations by the sender avatar, the existence of a particular type of animation by the sender avatar, the existence of animations by the recipient avatar, and/or the existence of a particular type of the animation of the recipient avatar. The triggers for the animation of wallpaper objects also may be user-configurable such that a user selects whether a particular type of animation is to be included, any animations are to be played, and triggers for one or more of the wallpaper objects. A trigger for a type of animation of a wallpaper object or objects may be the same as, or different from, one of the triggers associated with animating the avatar. 
     When the processor detects a wallpaper object trigger (step  360 ), the processor identifies and plays an animation of at least one wallpaper object (step  337 ). 
     The process of identifying and playing types of animations during a sent instant message (steps  310 - 335 ) is performed for every instant message that is sent and for every instant message that is received by the processor. The process of identifying and playing types of animation events during periods of inactivity (steps  340 - 355 ) may occur multiple times during the instant messaging communications session. Steps  310 - 355  may be repeated indefinitely until the end of the instant messaging communications session. 
     The process of identifying and playing the types of animations that correspond to a sent instant message or that are played during a period of sender inactivity (steps  320 - 355 ) also are performed by the processor of the instant message communications application that received the message. In this manner, the animation of the sender avatar may be viewed by the sender and the recipient of the instant message. Thus, the animation of the avatar conveys information from the sender to the recipient that is not directly included in the instant message. 
     Referring to  FIG. 5 , an instant messaging interface  500  may be used by a sender of a speech-based instant messaging system to send and receive instant messages. In the speech-based instant messaging system, instant messages are heard rather than read by users. The instant messages may be audio recordings of the users of the speech-based instant messaging system, or the instant messages may include text that is converted into audible speech with a text-to-speech engine. The audio recordings or the audible speech are played by the users. The speech-based instant messaging interface  500  may display an avatar  505  corresponding to a user of the instant messaging system from which speech-based instant messages are received. The avatar  505  may be animated automatically in response to the received instant messages such that the avatar  505  appears to be speaking the contents of the instant message. The recipient may view the animation of the avatar  505  and gather information not directly or explicitly conveyed in the instant message. Depending on the animation played, the recipient may be able to determine, for example, the mood of the sender or whether the sender is being serious or joking. 
     More particularly, the audio message may be processed in the same or similar manner as a textual instant message is processed with respect to the animation process  300  of  FIG. 3 . In such a case, types of animations are triggered by audio triggers included in an instant message. 
     In some implementations, the avatar  505  may appear to be speaking the instant message. For example, the avatar  505  may include animations of mouth movements corresponding to phonemes in human speech to increase the accuracy of the speaking animations. When the instant message includes text, a text-to-speech process may be generate sounds spoken by the avatar  505 , animations corresponding to phonemes in the text may be generated, and a lip synchronization process may be used to synchronize the playing of the audio with the lip animation such that the phonemes are heard at the same time that the corresponding animation of the mouth of the avatar  505  is seen. When the instant message includes an audio recording, animations corresponding to phonemes in the audio recording may be generated, and a lip synchronization used to synchronize the playing of the audio recording with the lip animation. 
     In another example, a sender may record an audio portion to be associated with one or more animations of the avatar  505 . The recording then may be played when the corresponding animation of the avatar  505  is played. 
       FIG. 6  illustrates an example process  600  for communicating between instant message clients  602   a  and  602   b , through an instant message host system  604 , to animate one avatar in response to an animation played in a different avatar. Each of the users using client  602   a  or client  602   b  is associated with an avatar that represents and projects the user during the instant message session. The communications between the clients  602   a  and  602   b  are facilitated by an instant messaging host system  604 . In general, the communications process  600  enables a first client  602   a  and a second client  602   b  to send and receive communications from each other. The communications are sent through the instant messaging host system  604 . Some or all of the communications may trigger an animation or animations in an avatar associated with the user of the first client  602   a  and an animation or animations in an avatar associated with the user of the second client  602   b.    
     An instant messaging communications session is established between the first client  602   a  and the second client  602   b  in which communications are sent through the instant messaging server host system  604  (step  606 ). The communications session involves a first avatar that represents the user of the first client  602   a  and a second avatar that represents the user of the second client  602   b . This may be accomplished, for example, as described previously with respect to step  305  of  FIG. 3 . In general, both the user of the first client  602   a  and the user of the second client  602   b  may use a user interface similar to the user interface  100  of  FIG. 1  in which the sender avatar and the recipient avatar are displayed on the first client  602   a  and on the second client  602   b.    
     During the instant messaging communications session, a user associated with the first client  602   a  enters text of an instant message to be sent to a user of the second client  602   b , which is received by the processor on the client  602   a  executing the instant messaging communications application (step  608 ). The entered text may include a trigger for one of the animations from the first avatar model. The processor executing the instant messaging communications application sends the entered text to the second client  602   b  in the instant message by way of the host system  604  (step  610 ). Specifically, the host system  604  receives the message and forwards the message from the first client  602   a  to the second client  602   b  (step  612 ). The message then is received by the second client  602   b  (step  614 ). Upon receipt of the message, the second client  602   b  displays the message in a user interface in which messages from the user of the first client  602   a  are displayed. The user interface may be similar to the instant messaging user interface  105  from  FIG. 1 , in which avatars corresponding to the sender and the recipient are displayed. 
     Both the first client  602   a  and the second client  602   b  have a copy of the message, and both the first client  602   a  and the second client  602   b  begin processing the text of the message to determine if the text of the message triggers any animations in the respective copies of the first and second avatar models. When processing the message, the first client  602   a  and the second client  602   h  may actually process the message substantially concurrently or serially, but both the first client  602   a  and the second client  602   b  process the message in the same way. 
     Specifically, the first client  602   a  searches the text of the message for animation triggers to identify a type of animation to play (step  616   a ). The first client  602   a  then identifies an animation having the identified type of animation for a first avatar associated with the user of the first client  602   a  (step  618   a ). The first client  602   a  plays the identified animation for the first avatar that is associated with the user of the first client  602   a  (step  620   a ). The first avatar model is used to identify the animation to be played because the first avatar model is associated with the first client  602   a , which sent the message. The first client  602   a  and the second client  602   b  use identical copies of the first avatar model to process the message, so the same animation event is seen on the first client  602   a  and the second client  602   b.    
     The animation from the first avatar model triggers an animation from the second avatar model. To do so, the first client  602   a  identifies, based on the identified type of animation played for the first avatar in response to the text trigger, a type of animation to be played for a second avatar that is associated with the user of the second client  602   b  (step  622   a ). The first client  602   b  plays the identified type of animation for the second avatar (step  624   a ). 
     The first client also may identify a type of animation to be played for wallpaper corresponding to the first avatar and plays the identified wallpaper animation of the first avatar (step  626   a ). The wallpaper of the avatar may include an object or objects that are animated during the instant message communications session. The animation of the object or objects may occur based on, for example, a trigger in an instant message or the passage of a predetermined amount of time. The animation of wallpaper objects also may be user-configurable such that a user selects whether a particular type animation, or any animations, are played, and the triggers for one or more of the wallpaper objects. A trigger for a type of animation of a wallpaper object or objects may be the same as, or different from, one of the triggers associated with animating the avatar. After the message has been sent and processed, the user of the first client  602   a  may not send any additional messages for a period of time. The first client  602   a  detects such a period of inactivity (step  628   a ). The first client  602   a  identifies and plays an animation of a type associated with a period of inactivity of detected by the first client  602   a  (step  630   a ). This may be accomplished by using a database table, list or file that identifies one or more types of animations to play during a detected idle period. 
     The second client  602   b  processes the instant message in the same was as the first client  602   a . Specifically, the second client  602   b  processes the message with steps  616   b  through  630   b , each of which are substantially the same as parallel the message processing steps  616   a  through  630   a  performed by the first client  602   a . Because each of the first client  602   a  and the second client  602   b  have copies of the avatars corresponding to the users of the first client  602   a  and the second client  602   b , the same animations that were played on the first client  602   a  as a result of executing steps  616   a  through  630   a  are played on the second client  602   b  as a result of executing the similar steps  616   b  through  630   b.    
     During the communications process  600 , a text-based message indicates the types of animations that occur. However, messages with different types of content also may trigger animations of the avatars. For example, characteristics of an audio signal included in an audio-based message may trigger animations from the avatars. 
     Referring to  FIG. 7 , a process  700  is used to select and optionally customize an avatar for use with an instant messaging system. An avatar may be customized to reflect a personality to be expressed or another aspect of self-expression of the user associated with the avatar. The process  700  begins when a user selects an avatar from multiple avatars and the selection is received by the processor executing the process  700  (step  705 ). For example, a user may select a particular avatar from multiple avatars such as the avatars illustrated in  FIG. 8 . Each of the avatars  805   a - 805   r  is associated with an avatar model that specifies the appearance of the avatar. Each of the avatars  805   a - 805   r  also includes multiple associated animations, each animation identified as being of a particular animation type. The selection may be accomplished, for example, when a user selects one avatar from a group of displayed avatars. The display of the avatars may show multiple avatars in a window, such as by showing a small representation (which in some implementations may be referred to as a “thumbnail”) of each avatar. Additionally or alternatively, the display may be a list of avatar names from which the user selects. 
       FIG. 8  illustrates multiple avatars  805   a - 805   r . Each avatar  805   a - 805   r  includes an appearance, name, and personality description. In one example, avatar  805   a  has an appearance  810   a , a name  810   b  and a personality description  810   c . The appearance of an avatar may represent, by way of example, living, fictional or historical people, sea creatures, amphibians, reptiles, mammals, birds, or animated objects. Some avatars may be represented only with a head, such as avatars  805   a - 805   r . In one example, the appearance of the avatar  805   b  includes a head of a sheep. The appearance of other avatars may include only a portion or a specific part of a head. For example, the appearance of the avatar  805   l  resembles a set of lips. Other avatars may be represented by a body in addition to a head. For example, the appearance of the avatar  805   n  includes a full crab body in addition to a head. An avatar may be displayed over wallpaper that is related in subject matter to the avatar. In one example, the avatar  805   i  is displayed over wallpaper that is indicative of a swamp in which the avatar  805   j  lives. 
     Each of the avatars  805   a - 805   r  has a base state expression. For example, the avatar  805   f  appears to be happy, the avatar  805   j  appears to be sad, and the avatar  805   m  appears to be angry. Avatars may have other base state expressions, such as scared or bored. The base state expression of an avatar may influence the behavior of the avatar, including the animations and the sounds of the avatar. In one example, the avatar  805   f  has a happy base state expression and consequently has a generally happy behavior, whereas the avatar  805   m  has a creepy base state expression and consequently has a generally scary, creepy and spooky demeanor. In another example, a happy avatar may have upbeat sounds while an angry avatar may appear to be shouting when a sound is produced. The base state expression of an avatar may be changed as a result of the activities of a user associated with the avatar. By way of example, the degree of happiness expressed by the avatar may be related to the number of messages sent or received by the user. When the user sends or receives many messages in a predetermined period of time, the avatar may appear happier than when the user sends or receives fewer messages in the predetermined period of time. 
     One of multiple avatars  805   a - 805   r  may be chosen by a user of the instant messaging system. Each of the avatars  805   a - 805   r  is associated with an appearance, characteristics and behaviors that express a particular type of personality. For example, an avatar  805   f , which has appearance characteristics of a dolphin, may be chosen. 
     Each of the avatars  805   a - 805   r  is a multi-dimensional character with depth of personality, voice, and visual attributes. In contrast to representing a single aspect of a user through the use of an unanimated, two-dimensional graphical icon, an avatar of the avatars  805   a - 805   r  is capable of indicating a rich variety of information about the user projecting the avatar. Properties of the avatar enable the communication of physical attributes, emotional attributes, and other types of context information about the user that are not well-suited (or even available) for presentation through the use of two-dimensional icons that are not animated. In one example, the avatar may reflect the user&#39;s mood, emotions, and personality. In another example, the avatar may reflect the location, activities and other context of the user. These characteristics of the user may be communicated through the appearance, the visual animations, and the audible sounds of the avatar. 
     In one example of an avatar personality, an avatar named SoccerBuddy (not shown) is associated with an energetic personality. In fact, the personality of the SoccerBuddy avatar may be described as energetic, bouncy, confidently enthusiastic, and youthful. The SoccerBuddy avatar&#39;s behaviors reflect events in soccer matches. For example, the avatar&#39;s yell animation is an “ole, ole, ole” chant, his big-smile animation is “gooooooaaaaaallllll,” and, during a frown animation or a tongue-out animation, the avatar shows a yellow card. Using wallpaper, the SoccerBuddy is customizable to represent a specific team. Special features of the SoccerBuddy avatar include cleated feet to represent the avatar&#39;s base. In general, the feet act as the base for the avatar. The SoccerBuddy avatar is capable of appearing to move about by pogo-sticking on his feet. In a few animations, such as when the avatar goes away, the avatar&#39;s feet may become large and detach from the SoccerBuddy. The feet are able to be animated to kick a soccer ball around the display. 
     In another example, a silent movie avatar is reminiscent of silent film actor in the 1920&#39;s and 1930&#39;s. A silent movie avatar is depicted using a stove-pipe hat and a handle-bar moustache. The silent movie avatar is not associated with audio. Instead of speaking, the silent movie avatar is replaced by, or displays, placards having text in a manner similar to how speech was conveyed in a silent movie. 
     In other examples, an avatar may be appropriate to current events or a season. In one example, an avatar may represent a team or a player on a team involved in professional or amateur sport. An avatar may represent a football team, a baseball team, or a basketball team, or a particular player of a team. In one example, teams engaged in a particular playoff series may be represented. Examples of seasonal avatars include a Santa Claus avatar, an Uncle Sam avatar, a Thanksgiving turkey avatar, a Jack-o-Lantern avatar, a Valentine&#39;s Day heart avatar, an Easter egg avatar, and an Easter bunny avatar. 
     Animation triggers of the avatar may be modified to customize when various types of animations associated with the avatar are to occur (step  710 ). For example, a user may modify the triggers shown in  FIG. 4  to indicate when an avatar is to be animated, as described previously with respect to  FIG. 3 . The triggers may be augmented to include frequently used words, phrases, or character strings. The triggers also may be modified such that the animations that are played as a result of the triggers are indicative of the personality of the avatar. Modifying the triggers may help to define the personality expressed by the avatar and used for user self-expression. 
     A user also may configure the appearance of an avatar (step  715 ). This also may help define the personality of the avatar, and communicate a self-expressive aspect of the sender. For example, referring also to  FIG. 9 , an appearance modification user interface  900  may be used to configure the appearance of an avatar. In the example of  FIG. 9 , the appearance modification user interface  900  enables the user to modify multiple characteristics of a head of an avatar. For example, hair, eyes, nose, lips and skin tone of the avatar may be configured with the appearance modification user interface  900 . For example, a hair slider  905  may be used to modify the length of the avatar&#39;s hair. The various positions of the hair slider  905  represent different possible lengths of hair for the avatar that correspond to different representations of the hair of the avatar included in the avatar model file associated with the avatar being configured. An eyes slider  910  may be used to modify the color of the avatar&#39;s eyes, with each position of the eyes slider  910  representing a different possible color of the avatar&#39;s eyes and each color being represented in the avatar model file. A nose slider  915  may be used to modify the appearance of the avatar&#39;s nose, with each position of the nose slider  915  representing a different possible appearance of the avatar&#39;s nose and each possible appearance being represented in the avatar model file. In a similar manner, a lips slider  920  may be used to modify the appearance of the avatar&#39;s lips, with each position of the lips slider  920  representing a different possible appearance of the avatar&#39;s lips and associated with a different lip representation in the avatar model file. The avatar&#39;s skin tone also may be modified with a skin tone slider  925 . Each of the possible positions of the skin tone slider  925  represents a possible skin tone for the avatar with each being represented in the avatar model file. 
     The appearance of the avatar that is created as a result of using the sliders  905 - 925  may be previewed in an avatar viewer  930 . The values chosen with the sliders  905 - 925  are reflected in the avatar illustrated in the avatar viewer  930 . In one implementation, the avatar viewer  930  may be updated as each of the sliders  905 - 925  is moved such that the changes made to the avatar&#39;s appearance are immediately visible. In another implementation, the avatar viewer  930  may be updated once after all of the sliders  905 - 925  have been used. 
     A rotation slider  935  enables the rotation of the avatar illustrated in the avatar viewer  930 . For example, the avatar may be rotated about an axis by a number of degrees chosen on the rotation slider  935  relative to an unrotated orientation of the avatar. In one implementation, the axis extends vertically through the center of the avatar&#39;s head and the unrotated orientation of the avatar is when the avatar is facing directly forward. Rotating the avatar&#39;s head with the rotation slider  930  enables viewing of all sides of the avatar to illustrate the changes to the avatar&#39;s appearance made with the sliders  905 - 925 . The avatar viewer  930  may be updated as the rotation slider  930  is moved such that changes in the orientation of the avatar may be immediately visible. 
     The appearance modification user interface  900  also includes a hair tool button  940 , a skin tool button  945 , and a props tool button  950 . Selecting the hair tool button  940  displays a tool for modifying various characteristics of the avatar&#39;s hair. For example, the tool displayed as a result of selecting the hair tool button  940  may enable changes to, for example, the length, color, cut, and comb of the avatar&#39;s hair. In one implementation, the changes made to the avatar&#39;s hair with the tool displayed as a result of selecting the hair tool button  940  are reflected in the illustration of the avatar in the avatar viewer  930 . 
     Similarly, selecting a skin tool button  945  displays a tool for modifying various aspects of the avatar&#39;s skin. For example, the tool displayed as a result of selecting the skin tool button  945  may enable, for example, changing the color of the avatar&#39;s skin, giving the avatar a tan, giving the avatar tattoos, or changing the weathering of the avatar&#39;s skin to give appearances of the age represented by the avatar. In one implementation, the changes made to the avatar&#39;s skin with the tool displayed as a result of selecting the skin tool button  945  are reflected in the illustration of the avatar in the avatar viewer  930 . 
     In a similar manner, selecting the props tool button  950  displays a tool for associating one or more props with the avatar. For example, the avatar may be given eyeglasses, earrings, hats, or other objects that may be worn by, or displayed on or near, the avatar through use of the props tool. In one implementation, the props given to the avatar with the tool displayed as a result of selecting the props tool button  950  are shown in the illustration of the avatar in the avatar viewer  930 . In some implementations, all of the props that may be associated with the avatar are included in the avatar model file. The props controls whether each of the props is made visible when the avatar is displayed. In some implementations, a prop may be created using and rendered by two-dimensional animation techniques. The rendering of the prop is synchronized with animations for the three-dimensional avatar. Props may be generated and associated with an avatar after the avatar is initially created. 
     Once all desired changes have been made to the avatar&#39;s appearance, the user may accept the changes by selecting a publish button  955 . Selecting the publish button  955  saves the changes made to the avatar&#39;s appearance. In addition, when copies of the avatar are held by other users of the instant messaging system to reflect the change made, the other users are sent updated copies of the avatar that reflect the changes made by the user to the avatar. The copies of the avatar may be updated so that all copies of the avatar have the same appearance such that there is consistency among the avatars used to send and receive out-of-band communications. The appearance modification user interface  900  may be used by the user to change only copies of the avatar corresponding to the user. Therefore, the user is prevented from making changes to other avatars corresponding to other users that may be overwritten he user is sent updated copies of the other avatars because the other users made changes to the other avatars. Preventing the user from modifying the other avatars ensures that all copies of the avatars are identical. 
     The avatar illustrated in the avatar viewer  930  may have an appearance that does not include one of hair, eyes, a nose, lips, or skin tone that are modified with the sliders  905 - 925 . For example, the appearance of the avatar  805   l  from  FIG. 8  does not include hair, eyes, a nose, or skin tone. In such a case, the appearance modification user interface  900  may omit the sliders  905 - 925  and instead include sliders to control other aspects of the appearance of the avatar. For example, the appearance modification user interface  900  may include a teeth slider when the appearance of the avatar  805   l  is being modified. Moreover, the interface  900  may be customized based on the avatar selected, to enable appropriate and relevant visual enhancements thereto. 
     In another example of configuring the appearance of an avatar, a configurable facial feature of an avatar may be created using blend shapes of the animation model corresponding to the avatar. A blend shape defines a portion of the avatar that may be animated. In some implementations, a blend shape may include a mesh percentage that may be modified to cause a corresponding modification in the facial feature. In such a case, a user may be able to configure a facial feature of an avatar by using a slider or other type of control to modify the mesh percentage of the blend shapes associated with the facial feature being configured. 
     In addition to modifying the appearance of the avatar with the appearance modification user interface  900 , the color, texture, and particles of the avatar may be modified. More particularly, the color or shading of the avatar may be changed. The texture applied to avatar may be changed to age or weather the skin of the avatar. Furthermore, the width, length, texture, and color of particles of the avatar may be customized. In one example, particles of the avatar used to portray hair or facial hair, such as a beard, may be modified to show hair or beard growth in the avatar. 
     Referring again to  FIG. 7 , wallpaper over which the avatar is illustrated and an animation for objects in the wallpaper may be chosen (step  720 ). This may be accomplished by, for example, choosing wallpaper from a set of possible wallpapers. The wallpapers may include animated objects, or the user may choose objects and animations for the chosen objects to be added to the chosen wallpaper. 
     A trading card that includes an image of the avatar, a description of the avatar may be created (step  725 ). In some implementations, the trading card also may include a description of the user associated with the avatar. The trading card may be shared with other users of the instant messaging system to inform the other users of the avatar associated with the user. 
     Referring also to  FIG. 10 , one example of a trading card is depicted. The front side  1045  of the trading card shows the avatar  1046 . The animations of the avatar may be played by selecting the animations control  1047 . The back side  1050  of the trading card includes descriptive information  1051  about the avatar, including the avatar&#39;s name, date of birth, city, species, likes, dislikes; hobbies, and aspirations. As illustrated in  FIG. 10 , both the front side  1045  and the back side  1050  of the trading card is shown. In some implementations, only one side  1045  or  1050  of the trading card is able to be displayed at one time. In such a case, a user may be able to control the side of the trading card that is displayed by using one of the flip controls  1048  or  1052 . A store from which accessories for the avatar  1046  illustrated in the trading card may be accessed by selecting a shopping control  1049 . 
     Referring again to  FIG. 7 , the avatar also may be exported for use in another application (step  730 ). In some implementations, an avatar may be used by an application other than a messaging application. In one example, an avatar may be displayed as part of a user&#39;s customized home page of the user&#39;s access provider, such as an Internet service provider. An instant message sender may drag-and-drop an avatar to the user&#39;s customized home page such that the avatar is viewable by the user corresponding to the avatar. In another example, the avatar may be used in an application in which the avatar is viewable by anyone. An instant message sender may drag-and-drop the sender&#39;s avatar to the sender&#39;s blog or another type of publicly-accessible online journal. The user may repeat one or more of the steps in process  700  until the user is satisfied with the appearance and behavior of the avatar. The avatar is saved and made available for use in an instant messaging communications session. 
     Referring again to  FIG. 10 , the avatar settings user interface  1000  includes a personality section  1002 . Selecting a personality tab  1010  displays a personality section of the avatar settings interface  1000  for modifying the behavior of the one or more avatars. In one implementation, the avatar settings user interface  1000  may be used with the process  700  of  FIG. 7  to choose the wallpaper of an avatar and/or to create a trading card for an avatar. 
     The personality section  1002  of the avatar settings interface  1000  includes an avatar list  1015  including the one or more various avatars corresponding to the user of the instant messaging system. Each of the one or more avatars may be specified to have a distinct personality for use while communicating with a specific person or in a specific situation. In one implementation, an avatar may change appearance or behavior depending on the person with which the user interacts. For example, an avatar may be created with a personality that is appropriate for business communications, and another avatar may be created with a personality that is appropriate for communications with family members. Each of the avatars may be presented in the list with a name as well as a small illustration of each avatar&#39;s appearance. Selection of an avatar from the avatar list  1015  enables the specification of the behavior of the selected avatar. For example, the avatar  1020 , which is chosen to be the user&#39;s default avatar, has been selected from the avatar list  1015 , so the behavior of the avatar  1020  may be specified. 
     Names of the avatars included in the avatar list may be changed through selection of a rename button  1025 . Selecting the rename button displays a tool for changing the name of an avatar selected from the avatar list  1015 . Similarly, an avatar may be designated as a default avatar by selecting a default button  1030  after selecting the avatar from the avatar list  1015 . Avatars may be deleted by selecting a delete button  1035  after selecting the avatar from the avatar list  1015 . In one implementation, a notification is displayed before the avatar is deleted from the avatar list  1015 . Avatars also may be created by selecting a create button  1040 . When the create button  1040  is pressed, a new entry is added to the avatar list  1015 . The entry may be selected and modified in the same way as other avatars in the avatar list  1015 . 
     The behavior of the avatar is summarized in a card front  1045  and a card back  1050  displayed on the personality section. The card front  1045  includes an illustration of the avatar and wallpaper over which the avatar  1020  is illustrated. The card front  1045  also includes a shopping control  1049  to a means for purchasing props for the selected avatar  1020 . The card back  1050  includes information describing the selected avatar  1020  and a user of the selected avatar. The description may include a name, a birth date, a location, as well as other identifying and descriptive information for the avatar and the user of the avatar. 
     The card back  1050  also may include an illustration of the selected avatar  1020  as well as the wallpaper over which the avatar  1020  is illustrated. The trading card created as part of the avatar customization process  700  includes the card front  1045  and the card back  1050  automatically generated by the avatar settings interface  1000 . 
     The personality section  1002  of the avatar settings interface  1000  may include multiple links  1055 - 1070  to tools for modifying other aspects of the selected avatar&#39;s  1020  behavior. For example, an avatar link  1055  may lead to a tool for modifying the appearance of the selected avatar  1020 . In one implementation, selecting the avatar link  1055  may display the appearance modification user interface  900  from  FIG. 9 . In another implementation, the avatar link  1055  may display a tool for substituting or otherwise selecting the selected avatar  1020 . In yet another example, the avatar link  1055  may allow the appearance of the avatar to be changed to a different species. For example, the tool may allow the appearance of the avatar  1020  to be changed from that of a dog to that of a cat. 
     A wallpaper link  1060  may be selected to display a tool for choosing the wallpaper over which the selected avatar  1020  is drawn. In one implementation, the wallpaper may be animated. 
     A sound link  1065  may be selected to display a tool with which the sounds made by the avatar  1020  may be modified. The sounds may be played when the avatar is animated, or at other times, to get the attention of the user. 
     An emoticon link  1070  may be selected to display a tool for specifying emoticons that are available when communicating with the selected avatar  1020 . Emoticons are two-dimensional non-animated images that are sent when certain triggers are included in the text of an instant message. Changes made using the tools that are accessible through the links  1055 - 1070  may be reflected in the card front  1045  and the card back  1050 . After all desired changes have been made to the avatars included in the avatar list  1015 , the avatar settings interface  1000  may be dismissed by selecting a close button  1075 . 
     It is possible, through the systems and techniques described herein, particularly with respect to  FIGS. 11A-14 , to enable users to assemble multiple self-expression items into a collective “online persona” or “online personality,” which may then be saved and optionally associated with one or more customized names. Each self-expression item is used to represent the instant message sender or a characteristic or preference of the instant message sender, and may include user-selectable binary objects. The self-expression items may be made perceivable by a potential instant message recipient (“instant message recipient”) before, during, or after the initiation of communications by a potential instant message sender (“instant message sender”). For example, self-expression items may include an avatar, images, such as wallpaper, that are applied in a location having a contextual placement on a user interface. The contextual placement typically indicates an association with the user represented by the self-expression item. For instance, the wallpaper may be applied in an area where messages from the instant message sender are displayed, or in an area around a dialog area on a user interface. Self-expression items also include sounds, animation, video clips, and emoticons (e.g., smileys). The personality may also include a set of features or functionality associated with the personality. For example, features such as encrypted transmission, instant message conversation logging, and forwarding of instant messages to an alternative communication system may be enabled for a given personality. 
     Users may assign personalities to be projected when conversing with other users, either in advance of or “on-the-fly” during a communication session. This allows the user to project different personalities to different people on-line. In particular, users may save one or more personalities (e.g., where each personality typically includes groups of instant messaging self-expression items such as, for example avatars, Buddy Sounds, Buddy Wallpaper, and Smileys, and/or a set of features and functionalities) and they may name those personalities to enable their invocation, they may associate each of different personalities with different users with whom they communicate or groups of such users so as to automatically display an appropriate/selected personality during communications with such other users or groups, or they may establish each of different personalities during this process of creating, adding or customizing lists or groups of users or the individual users themselves. Thus, the personalities may be projected to others in interactive online environments (e.g., Instant Messaging and Chat) according the assignments made by the user. Moreover, personalities may be assigned, established and/or associated with other settings, such that a particular personality may be projected based on time-of-day, geographic or virtual location, or even characteristics or attributes of each (e.g., cold personality for winter in Colorado or chatting personality while participating in a chat room). 
     In many instances, an instant message sender may have multiple online personas for use in an instant message communications session. Each online persona is associated with an avatar representing the particular online persona of the instant message sender. In many cases, each online persona of a particular instant message sender is associated with a different avatar. This need not be necessarily so. Moreover, even when two or more online personas of a particular instant message sender include the same avatar, the appearance or behavior of the avatar may be different for each of the online personas. In one example, a starfish avatar may be associated with two online personas of a particular instant message sender. The starfish avatar that is associated with one online persona may have different animations than the other starfish avatar that is associated with the other online persona. Even when both of the starfish avatars include the same animations, one of the starfish avatars may be animated to display an animation of a particular type based on different triggers than the same animation that is displayed for the other of the starfish avatars. 
       FIG. 11A  shows relationships between online personas, avatars, avatar behaviors and avatar appearances. In particular,  FIG. 11A  shows online personas  1102   a - 1102   e  and avatars  1104   a - 1104   d  that are associated with the online personas  1102   a - 1102   e . Each of the avatars  1104   a - 1104   d  includes an appearance  1106   a - 1106   c  and a behavior  1108   a - 1108   d . More particularly, the avatar  1104   a  includes an appearance  1106   a  and a behavior  1108   a ; the avatar  1104   b  includes an appearance  1106   b  and a behavior  1108   b ; the avatar  1104   c  includes the appearance  1106   c  and a behavior  1108   c ; and the avatar  1104   d  includes an appearance  1106   c  and a behavior  1108   d . The avatars  1104   c  and  1104   d  are similar in that both include the appearance  1106   c . However, the avatars  1104   c  and  1104   d  differ in that the avatar  1104   c  includes the behavior  1108   c  while the avatar  1104   d  includes the behavior  1108   d.    
     Each of the online personas  1102   a - 1102   e  is associated with one of the avatars  1104   a - 1104   d . More particularly, the online persona  1102   a  is associated with the avatar  1104   a ; the online persona  1102   b  is associated with the avatar  1104   b ; the online persona  1102   c  also is associated with the avatar  1104   b  the online persona  1102   d  is associated with the avatar  1104   c ; and the online persona  1102   e  is associated with the avatar  1104   d . As illustrated by the online persona  1102   a  that is associated with the avatar  1104   a , an online persona may be associated with an avatar that is not also associated with a different online persona. 
     Multiple online personas may use the same avatar. This is illustrated by the online personas  1102   b  and  1102   c  that are both associated with the avatar  1104   b . In this case, the appearance and behavior exhibited by avatar  1104   b  is the same for both of the online personas  1102   b  and  1102   c . In some cases, multiple online personas may use similar avatars that have the same appearance by which exhibit different behavior, as illustrated by online personas  1102   d  and  1102   e . The online personas  1102   d  and  1102   e  are associated with similar avatars  1104   c  and  1104   d  that have the same appearance  1106   c . The avatars  1102   d  and  1102   e , however, exhibit different behavior  1108   c  and  1108   d , respectively. 
     In creating personalities, the instant message sender may forbid a certain personality to be shown to designate instant message recipients and/or groups. For example, if the instant message sender wants to ensure that the “Casual” personality is not accidentally displayed to the boss or to co-workers, the instant message sender may prohibit the display of the “Casual” personality to the boss on an individual basis, and may prohibit the display of the “Casual” personality to the “Co-workers” group on a group basis. An appropriate user interface may be provided to assist the instant message sender in making such a selection. Similarly, the instant message sender may be provided an option to “lock” a personality to an instant message recipient or a group of instant message recipients to guard against accidental or unintended personality switching and/or augmenting. Thus, for example, the instant message sender may choose to lock the “Work” personality to the boss on an individual basis, or to lock the “Work” personality to the “Co-workers” group on a group basis. In one example, the Casual personality will not be applied to a locked personality. 
       FIG. 11B  shows an exemplary process  1100  to enable an instant message sender to select an online persona to be made perceivable to an instant message recipient. The selected online persona includes an avatar representing the online persona of the instant message sender. The process  1100  generally involves selecting and projecting an online persona that includes an avatar representing the sender. The instant message sender creates or modifies one or more online personalities, including an avatar representing the sender (step  1105 ). The online personalities may be created or modified with, for example, the avatar settings user interface  1000  of  FIG. 10 . Creating an online persona generally involves the instant message sender selecting one or more self-expression items and/or features and functionalities to be displayed to a certain instant message recipient or group of instant message recipients. A user interface may be provided to assist the instant message sender in making such a selection, as illustrated in  FIG. 12 . 
       FIG. 12  shows a chooser user interface  1200  that enables the instant message sender to select among available personalities  1205 ,  1210 ,  1215 ,  1220 ,  1225 ,  1230 ,  1235 ,  1240 ,  1245 ,  1250 , and  1255 . The user interface  1200  also has a control  1260  to enable the instant message sender to “snag” the personality of another user, and a control  1265  to review the personality settings currently selected by the instant message sender. Through the use of the avatar settings interface  1000 , the user may change the personality, including the avatar, being projected to the instant message recipient before, during, or after the instant message conversation with the recipient. 
     Alternatively, the selection of a personality also may occur automatically without sender intervention. For example, an automatic determination may be made that the sender is sending instant messages from work. In such a case, a personality to be used at work may be selected automatically and used for all communications. As another example, an automatic determination may be made that the sender is sending instant messages from home, and a personality to be used at home may be selected automatically and used for all communications. In such an implementation, the sender is not able to control which personality is selected for use. In other implementations, automatic selection of a personality may be used in conjunction with sender selection of a personality, in which case the personality automatically selected may act as a default that may be changed by the sender. 
       FIG. 13  shows a series  1300  of exemplary user interfaces for enabling an instant message sender to create and store a personality, and/or select various aspects of the personality such as avatars, buddy wallpaper, buddy sounds, and smileys. As shown, user interface  1305  enables an instant message sender to select a set of one or more self-expression items and save the set of self-expression items as a personality. The user interface  1305  also enables an instant message sender to review and make changes to an instant message personality. For example, the user interface  1305  enables an instant message sender to choose an avatar  1310  (here, referred to as a SuperBuddy), buddy wallpaper  1315 , emoticons  1320  (here, referred to as Smileys), and buddy sounds  1325 . A set of controls  1340  is provided to enable the instant message sender to preview  1340   a  the profile and to save  1340   b  these selected self-expression items as a personality. The instant message sender is able to name and save the personality  1345  and then is able to apply the personality  1350  to one or more individual instant message recipients or one or more groups of instant message recipients. A management area  1350   a  is provided to enable the instant message sender to delete, save, or rename various instant message personalities. In choosing the self-expression items, other interfaces such as user interface  1355  may be displayed to enable the instant message sender to select the particular self-expression items. The user interface  1355  includes a set of themes  1360  for avatars which enables an instant.message sender to select a particular theme  1365  and choose a particular avatar  1370  in the selected theme. A set of controls  1375  is provided to assist the instant message sender in making the selection of self-expression items. Also, an instant message sender may be enabled to choose a pre-determined theme, for example, by using a user interface  1380 . In user interface  1380 , the instant message sender may select various categories  1385  of pre-selected themes and upon selecting a particular category  1390 , a set of default pre-selected, self-expression items is displayed,  1390   a ,  1390   b ,  1390   c ,  1390   d ,  1390   e , and  1390   f . The set may be unchangeable or the instant message sender may be able to individually change any of the pre-selected self-expression items in the set. A control section  1395  is also provided to enable the instant message sender to select the themes. 
     In another implementation, the features or functionality of the instant message interface may vary based upon user-selected or pre-selected options for the personality selected or currently in use. The features or functionality may be transparent to the instant message sender. For example, when using the “Work” personality, the outgoing instant messages may be encrypted, and a copy may be recorded in a log, or a copy may be forwarded to a designated contact such as an administrative assistant. A warning may be provided to an instant message recipient that the instant message conversation is being recorded or viewed by others, as appropriate to the situation. By comparison, if the non-professional “Casual” personality is selected, the outgoing instant messages may not be encrypted and no copy is recorded or forwarded. 
     As a further example, if the “Work” personality is selected and the instant message sender indicates an unavailability to receive instant messages (e.g., through selection of an “away” message or by going offline), then messages received from others during periods of unavailability may be forwarded to another instant message recipient such as an administrative assistant, or may be forwarded to an e-mail address for the instant message sender. By comparison, if the non-professional “Casual” personality is selected, no extra measures are taken to ensure delivery of the message. 
     In one implementation, the features and functionality associated with the personality would be transparent to the instant message sender, and may be based upon one or more pre-selected profiles types when setting up the personality. For example, the instant message sender may be asked to choose from a group of personality types such as professional, management, informal, vacation, offbeat, etc. In the example above, the “Work” personality may have been be set up as a “professional” personality type and the “Casual” personality may have been set up as an “informal” personality type. In another implementation, the instant message sender may individually select the features and functionalities associated with the personality. 
     Referring again to  FIG. 11B , the personality is then stored (step  1110 ). The personality may be stored on the instant message sender system, on the instant message host system, or on a different host system such as a host system of an authorized partner or access provider. 
     Next, the instant message sender assigns a personality to be projected during future instant message sessions or when engaged in future instant message conversations with an instant message recipient (step  1115 ). The instant message sender may wish to display different personalities to different instant message recipients and/or groups in the buddy list. The instant message sender may use a user interface to assign personalization items to personalities on at least a per-buddy group basis. For example, an instant message sender may assign a global avatar to all personalities, but assign different buddy sounds on a per-group basis to other personalities (e.g. work, family, friends), and assign buddy wallpaper and smileys on an individual basis to individual personalities corresponding to particular instant message recipients within a group. The instant message sender may assign other personality attributes based upon the occurrence of certain predetermined events or triggers. For example, certain potential instant message recipients may be designated to see certain aspects of the Rainy Day personality if the weather indicates rain at the geographic location of the instant message sender. Default priority rules may be implemented to resolve conflicts, or the user may select priority rules to resolve conflicts among personalities being projected or among self-expression items being projected for an amalgamated personality. 
     For example, a set of default priority rules may resolve conflicts among assigned personalities by assigning the highest priority to personalities and self-expression items of personalities assigned on an individual basis, assigning the next highest priority to assignments of personalities and personalization items made on a group basis, and assigning the lowest priority to assignments of personalities and personalization items made on a global basis. However, the user may be given the option to override these default priority rules and assign different priority rules for resolving conflicts. 
     Next, an instant message session between the instant message sender and the instant message recipient is initiated (step  1120 ). The instant message session may be initiated by either the instant message sender or the instant message recipient. 
     An instant message user interface is rendered to the instant message recipient, configured to project the personality, including the avatar, assigned to the instant message recipient by the instant message sender (step  1125 ), as illustrated, for example, in the user interface  100  in  FIG. 1 . The personality, including an avatar associated with the personality, chosen by an instant messaging recipient may be made perceivable upon opening of a communication window by the instant message sender for a particular instant message recipient but prior to initiation of communications. This may allow a user to determine whether to initiate communications with instant message recipient. For example, an instant message sender may notice that the instant message recipient is projecting an at-work personality, and the instant message sender may decide to refrain from sending an instant message. This may be particularly true when the avatar of the instant message recipient is displayed on a contact list. On the other hand, rendering the instant message recipient avatar after sending an instant message may result in more efficient communications. 
     The appropriate personality/personalization item set for a buddy is sent to the buddy when the buddy communicates with the instant message sender through the instant messaging client program. For example, in an implementation which supports global personalization items, group personalization items, and personal personalization items, a personal personalization item is sent to the buddy if set, otherwise a group personalization item is sent, if set. If neither a personal nor a group personalization item is set, then the global personalization item is sent. As another example, in an implementation that supports global personalization items and group personalization items, the group personalization item for the group to which the buddy belongs is sent, if set, otherwise the global personalization item is sent. In an implementation that only supports group personalization items, the group personalization item for the group to which the buddy belongs is sent to the buddy. 
     An instant message session between the instant message sender and another instant message recipient also may be initiated (step  1130 ) by either the instant message sender or the second instant message recipient. 
     Relative to the second instant message session, a second instant message user interface is rendered to the second instant message recipient, configured to project the personality, including the avatar, assigned to the second instant message recipient by the instant message sender (step  1135 ), similar to the user interface illustrated by  FIG. 1 . The personality may be projected in a similar manner to that described above with respect to step  1125 . However, the personality and avatar projected to the second instant message recipient may differ from the personality and avatar projected to the first instant message recipient described above in step  1125 . 
     Referring to  FIG. 14 , an exemplary process  1400  enables an instant message sender to change a personality assigned to an instant message recipient. In process  1400 , a user selection of a new online persona, including an avatar, to be assigned to the instant message recipient is received (step  1405 ). The change may be received through an instant message chooser  1200 , such as that discussed above with respect to  FIG. 12 , and may include choosing self-expression items and/or features and functionality using such as interface or may include “snagging” an online persona or an avatar of the buddy using such an interface. Snagging an avatar refers to the appropriation by the instant message sender of one or more personalization items, such as the avatar, used by the instant message recipient. Typically, all personalization items in the online persona of the instant message recipient are appropriated by the instant message sender when “snagging” an online persona. 
     Next, the updated user interface for that instant message recipient is rendered based on the newly selected personality (step  1410 ). 
       FIG. 15  illustrates an example process  1500  for modifying the appearance, or the behavior, of an avatar associated with an instant message sender to communicate an out-of-band message to an instant message recipient. The process may be performed by an instant messaging system, such as communications systems  1600 ,  1700 , and  1800  described with respect to  FIGS. 16, 17, and 18 , respectively. An out-of-band message refers to sending a message that communicates context out-of-band—that is, conveying information independent of information conveyed directly through the text of the instant message itself sent to the recipient. Thus, the recipient views the appearance and behavior of the avatar to receive information that is not directly or explicitly conveyed in the instant message itself. By way of example, an out-of-band communication may include information about the sender&#39;s setting, environment, activity or mood, which is not communicated and part of a text message exchanged by a sender and a recipient. 
     The process  1500  begins with the instant messaging system monitoring the communications environment and sender&#39;s environment for an out-of-band communications indicator (step  1510 ). The indicator may be an indicator of the sender&#39;s setting, environment, activity, or mood that is not expressly conveyed in instant messages sent by the sender. For example, the out-of-band indicator may be an indication of time and date of the sender&#39;s location, which may be obtained from a clock application associated with the instant messaging system or with the sender&#39;s computer. The indicator may be an indication of the sender&#39;s physical location. The indicator may be an indication of an indication of weather conditions of the sender&#39;s location, which may be obtained from a weather reporting service, such as a web site that provides weather information for geographic locations. 
     In addition, the indicator may indicate the activities of the sender that take place at, or near, the time when an instant message is sent. For example, the indicator may determine from the sender&#39;s computer other applications that are active at, or near, the time that an instant message is sent. For example, the indicator may detect that the sender is using a media-playing application to play music, so the avatar associated with the sender may appear to be wearing headphones to reflect that the sender is listening to music. As another example, the indicator may detect that the sender is working with a calculator application, so the avatar may appear to be wearing glasses to reflect that sender is working. 
     The activities of the sender also may be monitored through use of a camera focused on the sender. Visual information taken from the camera may be used to determine the activities and mood of the sender. For example, the location of points on the face of the sender may be determined from the visual information taken from the camera. The position and motion of the facial points may be reflected in the avatar associated with the sender. Therefore, if the sender were to, for example, smile, then the avatar also smiles. 
     The indicator of the sender&#39;s mood also may come from another device that is operable to determine the sender&#39;s mood and send an indication of mood to the sender&#39;s computer. For example, the sender may be wearing a device that monitors heart rate, and determines the sender&#39;s mood from the heart rate. For example, the device may conclude that the sender is agitated or excited when an elevated heart rate is detected. The device may send the indication of the sender&#39;s mood to the sender&#39;s computer for use with the sender&#39;s avatar. 
     The instant messaging system makes a determination as to whether an out-of-band communications indicator has been detected (step  1520 ). When an out-of-band communications indicator is detected, the instant messaging system determines whether the avatar must be modified, customized, or animated to reflect the detected out-of-band communications indicator (step  1530 ); meanwhile or otherwise, the instant messaging system continues to monitor for out-of-band communications indicators (step  1510 ). To determine whether action is required, the instant messaging system may use a data table, list or file that includes out-of-band communications indicators and an associated action to be taken for each out-of-band communications indicator. Action may not be required for each out-of-band communications indicator detected. For example, action may only be required for some out-of-band communications indicators when an indicator has changed from a previous indicator setting. By way of example, the instant messaging system may periodically monitor the clock application to determine whether the setting associated with the sender is daytime or nighttime. Once the instant messaging system has taken action based on detecting an out-of-band communications indicator having a nighttime setting, the instant messaging system need not take action based on the detection of a subsequent nighttime setting indicator. The instant messaging system only takes action based on the nighttime setting after receiving an intervening out-of-band communications indicator for a daytime setting. 
     When action is required (step  1540 ), the appearance and/or behavior of the avatar is modified in response to the out-of-band communications indicator (step  1550 ). 
     In one example, when an out-of-band communications indicator shows that the sender is sending instant messages at night, the appearance of the avatar is modified to be dressed in pajamas. When the indicator shows that the sender is sending instant messages during a holiday period, the avatar may be dressed in a manner illustrative of the holiday. By way of example, the avatar may be dressed as Santa Claus during December, a pumpkin near Halloween, or Uncle Sam during early July. 
     In another example, when the out-of-band indicator shows that the sender is at the office, the avatar may be dressed in business attire, such as a suit and a tie. The appearance of the avatar also may reflect the weather or general climate of the geographic location of the sender. For example, when the out-of-band communications indicator shows that it is raining at the location of the sender, the wallpaper of the avatar may be modified to include falling raindrops or display an open umbrella and/or the avatar may appear to wear a rain hat. 
     As another example, when the out-of-band communications indicator shows that the sender is listening to music, the appearance of the avatar may be changed to show the avatar wearing headphones. Additionally or alternatively, the appearance of the avatar may be changed based on the type of music to which the sender is listening. When the indicator indicates that the sender is working (at the sender&#39;s work location or at another location), the avatar may appear in business attire, such as wearing a suit and a tie. As indicated by this example, different out-of-band communications indicators may trigger the same appearance of the avatar. In particular, both the out-of-band communications indicator of the sender being located at work and the out-of-band communications indicator of the sender performing a work activity causes the avatar to appear to be wearing a suit and tie. 
     In yet another example of an out-of-band communications indicator, the mood of the sender may be so indicated. In such a case, the appearance of the avatar may be changed to reflect the indicated mood. For example, when the sender is sad, the avatar may be modified to reflect the sad state of the sender, such as by animating the avatar to frown or cry. In another example, based on the detected activity of the sender, a frazzled, busy or pressed mood may be detected and the avatar animated to communicate such an emotional state. 
     After the avatar appearance and/or behavior has been modified to reflect the out-of-band indicator (step  1550 ), the updated avatar, or an indication that the avatar has been updated, is communicated to the recipient (step  1560 ). Generally, the updated avatar, or indication that the avatar has been changed, is provided in association with the next instant message sent by the sender; however, this is not necessarily so in every implementation. In some implementations, a change in the avatar may be communicated to the recipient independently of the sending of a communication. Additionally or alternatively, when a buddy list of the instant message user interface includes a display of a sender&#39;s avatar, the change of the avatar appearance may be communicated to each buddy list that includes the sender. Thus, the recipient is made able to perceive the updated avatar, the behavior and/or appearance providing an out-of-band communication to the sender. 
       FIG. 16  illustrates a communications system  1600  that includes an instant message sender system  1605  capable of communicating with an instant message host system  1610  through a communication link  1615 . The communications system  1600  also includes an instant message recipient system  1620  capable of communicating with the instant message host system  1610  through the communication link  1615 . Using the communications system  1600 , a user of the instant message sender system  1605  is capable of exchanging communications with a user of the instant message recipient system  1620 . The communications system  1600  is capable of animating avatars for use in self-expression by an instant message sender. 
     In one implementation, any of the instant message sender system  1605 , the instant message recipient system  1620 , or the instant message host system  1610  may include one or more general-purpose computers, one or more special-purpose computers (e.g., devices specifically programmed to communicate with each other), or a combination of one or more general-purpose computers and one or more special-purpose computers. By way of example, the instant message sender system  1605  or the instant message recipient system  1620  may be a personal computer or other type of personal computing device, such as a personal digital assistant or a mobile communications device. In some implementations, the instant message sender system  1605  and/or the instant message recipient  1620  may be a mobile telephone that is capable of receiving instant messages. 
     The instant message sender system  1605 , the instant message recipient system  1620  and the instant message host system  1610  may be arranged to operate within or in concert with one or more other systems, such as, for example, one or more LANs (“Local Area Networks”) and/or one or more WANs (“Wide Area Networks”). The communications link  1615  typically includes a delivery network (not shown) that provides direct or indirect communication between the instant message sender system  1605  and the instant message host system  1610 , irrespective of physical separation. Examples of a delivery network include the Internet, the World Wide Web, WANs, LANs, analog or digital wired and wireless telephone networks (e.g., Public Switched Telephone Network (PSTN), Integrated Services Digital Network (ISDN), and various implementations of a Digital Subscriber Line (DSL)), radio, television, cable, or satellite systems, and other delivery mechanisms for carrying data. The communications link  1615  may include communication pathways (not shown) that enable communications through the one or more delivery networks described above. Each of the communication pathways may include, for example, a wired, wireless, cable or satellite communication pathway. 
     The instant message host system  1610  may support instant message services irrespective of an instant message sender&#39;s network or Internet access. Thus, the instant message host system  1610  may allow users to send and receive instant messages, regardless of whether they have access to any particular Internet service provider (ISP). The instant message host system  1610  also may support other services, including, for example, an account management service, a directory service, and a chat service. The instant message host system  1610  has an architecture that enables the devices (e.g., servers) within the instant message host system  1610  to communicate with each other. To transfer data, the instant message host system  1610  employs one or more standard or proprietary instant message protocols. 
     To access the instant message host system  1610  to begin an instant message session in the implementation of  FIG. 16 , the instant message sender system  1605  establishes a connection to the instant message host system  1610  over the communication link  1615 . Once a connection to the instant message host system  1610  has been established, the instant message sender system  1605  may directly or indirectly transmit data to and access content from the instant message host system  1610 . By accessing the instant message host system  1610 , an instant message sender can use an instant message client application located on the instant message sender system  1605  to view whether particular users are online, view whether users may receive instant messages, exchange instant messages with particular instant message recipients, participate in group chat rooms, trade files such as pictures, invitations or documents, find other instant message recipients with similar interests, get customized information such as news and stock quotes, and search the Web. The instant message recipient system  1620  may be similarly manipulated to establish contemporaneous connection with instant message host system  1610 . 
     Furthermore, the instant message sender may view or perceive an avatar and/or other aspects of an online persona associated with the instant message sender prior to engaging in communications with an instant message recipient. For example, certain aspects of an instant message recipient selected personality, such as an avatar chosen by the instant message recipient, may be perceivable through the buddy list itself prior to engaging in communications. Other aspects of a selected personality chosen by an instant message recipient may be made perceivable upon opening of a communication window by the instant message sender for a particular instant message recipient but prior to initiation of communications. For example, animations of an avatar associated with the instant message sender only may be viewable in a communication window, such as the user interface  100  of  FIG. 1 . 
     In one implementation, the instant messages sent between instant message sender system  1605  and instant message recipient system  1620  axe routed through the instant message host system  1610 . In another implementation, the instant messages sent between instant message sender system  1605  and instant message recipient system  1620  are routed through a third party server (not shown), and, in some cases, are also routed through the instant message host system  1610 . In yet another implementation, the instant messages are sent directly between instant message sender system  1605  and instant message recipient system  1620 . 
     The techniques, processes and concepts in this description may be implemented using communications system  1600 . One or more of the processes may be implemented in a client/host context, a standalone or offline client context, or a combination thereof. For example, while some functions of one or more of the processes may be performed entirely by the instant message sender system  1605 , other functions may be performed by host system  1610 , or the collective operation of the instant message sender system  1605  and the host system  1610 . By way of example, in process  300 , the avatar of an instant message sender may be respectively selected and rendered by the standalone/offline device, and other aspects of the online persona of the instant message sender may be accessed or updated through a remote device in a non-client/host environment such as, for example, a LAN server serving an end user or a mainframe serving a terminal device. 
       FIG. 17  illustrates a communications system  1700  that includes an instant message sender system  1605 , an instant message host system  1610 , a communication link  1615 , and an instant message recipient  1620 . System  1700  illustrates another possible implementation of the communications system  1600  of  FIG. 16  that is used for animating avatars used for self-expression by an instant message sender. 
     In contrast to the depiction of the instant message host system  1610  in  FIG. 16 , the instant message host system  1610  includes a login server  1770  for enabling access by instant message senders and routing communications between the instant message sender system  1605  and other elements of the instant message host system  1610 . The instant message host system  1610  also includes an instant message server  1790 . To enable access to and facilitate interactions with the instant message host system  1610 , the instant message sender system  1605  and the instant message recipient system  1620  may include communication software, such as for example, an online service provider client application and/or an instant message client application. 
     In one implementation, the instant message sender system  1605  establishes a connection to the login server  1770  in order to access the instant message host system  1610  and begin an instant message session. The login server  1770  typically determines whether the particular instant message sender is authorized to access the instant message host system  1610  by verifying the instant message sender&#39;s identification and password. If the instant message sender is authorized to access the instant message host system  1610 , the login server  1770  usually employs a hashing technique on the instant message sender&#39;s screen name to identify a particular instant message server  1790  within the instant message host system  1610  for use during the instant message sender&#39;s session. The login server  1770  provides the instant message sender (e.g., instant message sender system  1605 ) with the Internet protocol (“IP”) address of the instant message server  1790 , gives the instant message sender system  1605  an encrypted key, and breaks the connection. The instant message sender system  1605  then uses the IP address to establish a connection to the particular instant message server  1790  through the communications link  1615 , and obtains access to the instant message server  1790  using the encrypted key. Typically, the instant message sender system  1605  will be able to establish an open TCP connection to the instant message server  1790 . The instant message recipient system  1620  establishes a connection to the instant message host system  1610  in a similar manner. 
     In one implementation, the instant message host system  1610  also includes a user profile server (not shown) connected to a database (not shown) for storing large amounts of user profile data. The user profile server may be used to enter, retrieve, edit, manipulate, or otherwise process user profile data. In one implementation, an instant message sender&#39;s profile data includes, for example, the instant message sender&#39;s screen name, buddy list, identified interests, and geographic location. The instant message sender&#39;s profile data may also include self-expression items selected by the instant message sender. The instant message sender may enter, edit and/or delete profile data using an installed instant message client application on the instant message sender system  1705  to interact with the user profile server. 
     Because the instant message sender&#39;s data are stored in the instant message host system  1610 , the instant message sender does not have to reenter or update such information in the event that the instant message sender accesses the instant message host system  1610  using a new or different instant message sender system  1605 . Accordingly, when an instant message sender accesses the instant message host system  1610 , the instant message server can instruct the user profile server to retrieve the instant message sender&#39;s profile data from the database and to provide, for example, the instant message sender&#39;s self-expression items and buddy list to the instant message server. Alternatively, user profile data may be saved locally on the instant message sender system  1605 . 
       FIG. 18  illustrates another example communications system  1800  capable of exchanging communications between users that project avatars for self-expression. The communications system  1800  includes an instant message sender system  1605 , an instant message host system  1610 , a communications link  1615  and an instant message recipient system  1620 . 
     The host system  1610  includes instant messaging server software  1832  routing communications between the instant message sender system  1605  and the instant message recipient system  1620 . The instant messaging server software  1832  may make use of user profile data  1834 . The user profile data  1834  includes indications of self-expression items selected by an instant message sender. The user profile data  1834  also includes associations  1834   a  of avatar models with users (e.g., instant message senders). The user profile data  1834  may be stored, for example, in a database or another type of data collection, such as a series of extensible mark-up language (XML) files. In some implementations, the some portions of the user profile data  1834  may be stored in a database while other portions, such as associations  1834   a  of avatar models with users, may be stored in an XML file. 
     One implementation of user profile data  1834  appears in the table below. In this example, the user profile data includes a screen name to uniquely identify the user for whom the user profile data applies, a password for signing-on to the instant message service, an avatar associated with the user, and an optional online persona. As shown in Table 1, a user may have multiple online personas, each associated with the same or a different avatar. 
     
       
         
           
               
               
               
               
               
             
               
                   
                 TABLE 1 
               
               
                   
                   
               
               
                   
                 Screen Name 
                 Password 
                 Avatar 
                 Online Persona 
               
               
                   
                   
               
             
            
               
                   
                 Robert_Appleby 
                 5846%JYNG 
                 Clam 
                 Work 
               
               
                   
                 Robert_Appleby 
                 5846%JYNG 
                 Starfish 
                 Casual 
               
               
                   
                 Susan_Merit 
                 6748#474V 
                 Dolphin 
               
               
                   
                 Bill_Smith 
                 JHG7868$0 
                 Starfish 
                 Casual 
               
               
                   
                 Bill_Smith 
                 JHG7868$0 
                 Starfish 
                 Family 
               
               
                   
                 Greg_Jones 
                 85775$#59 
                 Frog 
               
               
                   
                   
               
            
           
         
       
     
     The host system  1610  also includes an avatar model repository  1835  in which definitions of avatars that may be used in the instant message service are stored. In this implementation, an avatar definition includes an avatar model file, an avatar expression file for storing instructions to control the animation of the avatar, and wallpaper file. Thus, the avatar model repository  1835  includes avatar model files  1836 , avatar expression files  1837  and avatar wallpaper files  1838 . 
     The avatar model files  1836  define the appearance and animations of each of the avatars included in the avatar model repository  1835 . Each of the avatar model files  1836  defines the mesh, texture, lighting, sounds, and animations used to render an avatar. The mesh of a model file defines the form of the avatar, and the texture defines the image that covers the mesh. The mesh may be represented as a wire structure composed of a multitude of polygons that may be geometrically transformed to enable the display of an avatar to give the illusion of motion. In one implementation, lighting information of an avatar model file is in the form of a light map that portrays the effect of a light source on the avatar. The avatar model file also includes multiple animation identifiers. Each animation identifier identifies a particular animation that may be played for the avatar. For example, each animation identifier may identify one or more morph targets to describe display changes to transform the mesh of an avatar and display changes in the camera perspective used to display the avatar. 
     When an instant message user projects an avatar self-expression, it may be desirable to define an avatar with multiple animations, including facial animations, to provide more types of animations usable by the user for self-expression. Additionally, it may be desirable for facial animations to use a larger number of blend shapes, which may result in an avatar that, when rendered, may appears more expressive. A blend shape defines a portion of the avatar that may be animated and, in general, the more blend shapes that are defined for an animation model, the more expressive the image rendered from the animation model may appear. 
     Various data management techniques may be used to implement the avatar model files. In some implementations, information to define an avatar may be stored in multiple avatar files that may be arranged in a hierarchical structure, such as a directory structure. In such a case, the association between a user and an avatar may be made through an association of the user with the root file in a directory of model files for the avatar. 
     In one implementation, an avatar model file may include all possible appearances of an avatar, including different features and props that are available for user-customization. In such a case, user preferences for the appearance of the user&#39;s avatar include indications of which portions of the avatar model are to be displayed, and flags or other indications for each optional appearance feature or prop may be set to indicate whether the feature or prop is to be displayed. By way of example, an avatar model may be configured to display sunglasses, reading glasses, short hair and long hair. When a user configures the avatar to wear sunglasses and have long hair, the sunglasses feature and long hair features are turned on, the reading glasses and short hair features are turned off, and subsequent renderings of the avatar display the avatar having long hair and sunglasses. 
     The avatar model repository  1835  also includes avatar expression files  1837 . Each of the avatar expression files  1837  defines triggers that cause animations in the avatars. For example, each of the avatar expression files  1837  may define the text triggers that cause an of animation when the text trigger is identified in an instant message, as previously described with respect to  FIGS. 3 and 4 . An avatar expression file also may store associations between out-of-band communication indicators and animations that are played when a particular out-of-band communication indicator is detected. One example of a portion of an avatar expression file is depicted in Table 2 below. 
     
       
         
           
               
               
               
             
               
                 TABLE 2 
               
               
                   
               
               
                   
                   
                 OUT-OF-BAND 
               
               
                 ANIMATION 
                   
                 COMMUNICATION 
               
               
                 TYPE 
                 TRIGGERS 
                 INDICATORS 
               
               
                   
               
             
            
               
                 SMILE 
                 :) :-) Nice 
                   
               
               
                 GONE AWAY 
                 bye brb cu gtg cul bbl 
                 Instruction to shut down 
               
               
                   
                 gg b4n ttyl ttfn 
                 computer 
               
               
                 SLEEP 
                 zzz tired sleepy 
                 Time is between 1 a.m. 
               
               
                   
                 snooze 
                 and 5 a.m. 
               
               
                 WINTER 
                   
                 Date is between November 1 
               
               
                 CLOTHES 
                   
                 and March 1 
               
               
                 RAIN 
                   
                 Weather is rain 
               
               
                 SNOW 
                   
                 Weather is snow 
               
               
                   
               
            
           
         
       
     
     In some implementations, the association between a particular animation for a particular animation identifier is indirectly determined for a particular trigger or out-of-band communication indicator. For example, a particular trigger or out-of-band communication indicator may be associated with a type of animation (such as a smile, gone away, or sleep), as illustrated in Table 2. A type of animation also may be associated with a particular animation identifier included in a particular avatar model file, as illustrated in Table 3 below. In such a case, to play an animation based on a particular trigger or out-of-band communication indicator, the type of animation is identified, the animation identifier associated with the identified type of animation is determined, and the animation identified by the animation identifier is played. Other computer animation and programming techniques also may be used. For example, each avatar may use the same animation identifier for a particular animation type rather than including the avatar name shown in the table. Alternatively or additionally, the association of animation types and animation identifiers may be stored separately for each avatar. 
     
       
         
           
               
               
               
               
             
               
                   
                 TABLE 3 
               
               
                   
                   
               
               
                   
                 ANIMATION 
                 ANIMATION 
                 AVATAR 
               
               
                   
                 TYPE 
                 IDENTIFIER 
                 NAME 
               
               
                   
                   
               
             
            
               
                   
                 SMILE 
                 1304505 
                 DOLPHIN 
               
               
                   
                 SMILE 
                 5858483 
                 FROG 
               
               
                   
                 GONE AWAY 
                 4848484 
                 DOLPHIN 
               
               
                   
                   
               
            
           
         
       
     
     The avatar expression files  1837  also include information to define the way that an avatar responds to an animation of another avatar. In one implementation, an avatar expression file includes pairs of animation identifiers. One of the animation identifiers in each pair identifies a type of animation that, when the type of animation is played for one avatar, triggers an animation that is identified by the other animation identifier in the pair in another avatar. In this manner, the avatar expression file may define an animation played for an instant message recipient&#39;s avatar in response to an animation played by an instant message sender&#39;s avatar. In some implementations, the avatar expression files  1837  may include XML files having elements for defining the text triggers for each of the animations of the corresponding avatar and elements for defining the animations that are played in response to animations seen from other avatars. 
     The avatar model repository  1835  also includes avatar wallpaper files  1838  that define the wallpaper over which an avatar is drawn. The wallpaper may be defined using the same or different type of file structure as the avatar model files. For example, an avatar model file may be defined as an animation model file that is generated and playable using animation software from Viewpoint Corporation of New York, New York, whereas the wallpaper files may be in the form of a Macromedia Flash file that is generated and playable using animation software available from Macromedia, Inc. of San Francisco, Calif. When wallpaper includes animated objects that are triggered by an instant message, an out-of-band communication indicator or an animation of an avatar, the avatar wallpaper files  1838  also may include one or more triggers that are associated with the wallpaper animation. 
     Each of the instant message sender system  1605  and the instant message recipient system  1620  includes an instant messaging communication application  1807  or  1827  that capable of exchanging instant messages over the communications link  1615  with the instant message host system  1610 . The instant messaging communication application  1807  or  1827  also may be referred to as an instant messaging client. 
     Each of the instant message sender system  1605  and the instant message recipient system  1620  also includes avatar data  1808  or  1828 . The avatar data  1808  or  1828  include avatar model files  1808   a  or  1828   a , avatar expression files  1808   b  or  1828   b , and avatar wallpaper files  1808   c  or  1828   c  for the avatars that are capable of being rendered by the instant message sender system  1605  or the instant message recipient system  1620 , respectively. The avatar data  1808  or  1828  may be stored in persistent storage, transient storage, or stored using a combination of persistent and transient storage. When all or some of the avatar data  1808  or  1828  is stored in persistent storage, it may be useful to associate a predetermined date on which some or all of the avatar data  1808  or  1828  is to be deleted from the instant message sender system  1605  or the instant message recipient system  1620 , respectively. In this manner, avatar data may be removed from the instant message sender system  1605  or the instant message recipient system  1620  after the data has resided on the instant message sender system  1605  or  1620  for a predetermined period of time and presumably is no longer needed. This may help reduce the amount of storage space used for instant messaging on the instant message sender system  1605  or the instant message recipient system  1620 . 
     In one implementation, the avatar data  1808  or  1828  is installed on the instant message sender system  1605  or the instant message recipient system  1620 , respectively, with the instant messaging client software installed on the instant message sender system  1605  or the instant message recipient system  1620 . In another implementation, the avatar data  1808  or  1828  is transmitted to the instant message sender system  1605  or the instant message recipient system  1620 , respectively, from the avatar model repository  1835  of the instant messaging host system  1610 . In yet another implementation, the avatar data  1808  or  1828  is copied from a source unrelated to instant messaging and stored for use as instant messaging avatars on the instant message sender system  1605  or the instant message recipient system  1620 , respectively. In yet another implementation, the avatar data  1808  or  1828  is sent to the instant message sender system  1605  or the instant message recipient system  1620 , respectively, with or incident to instant messages sent to the instant message sender system  1605  or the instant message recipient system  1620 . The avatar data sent with an instant message corresponds to the instant message sender that sent the message. 
     The avatar expression files  1808   b  or  1828   b  are used to determine when an avatar is to be rendered on the instant message sender system  1605  or the instant message recipient  1620 , respectively. To render an avatar, one of the avatar model files  1808   a  is displayed on the two-dimensional display of the instant messaging system  1605  or  1620  by an avatar model player  1809  or  1829 , respectively. In one implementation, the avatar model player  1808  or  1829  is an animation player by Viewpoint Corporation. More particularly, the processor of the instant messaging system  1605  or  1620  calls the avatar model player  1809  or  1829  and identifies an animation included in one of the avatar model files  1808   a  or  1828   a . In general, the animation is identified by an animation identifier in the avatar model file. The avatar model player  1809  or  1829  then accesses the avatar model file and plays the identified animation. 
     In many cases multiple animations may be played based on a single trigger or out-of-band communications indicator. This may occur, for example, when one avatar reacts to an animation of another avatar that is animated based on a text trigger, as described previously with respect to  FIG. 6 . 
     In the system  1800 , four animations may be separately initiated based on a text trigger in one instant message. An instant message sender projecting a self-expressive avatar uses instant message sender system  1605  to sends a text message to an instant message recipient using instant message recipient system  1620 . The instant message recipient also is projecting a self-expressive avatar. The display of the instant message sender system  1605  shows an instant message user interface, such as user interface  100  of  FIG. 1 , as does the display of instant message recipient system  1620 . Thus, the sender avatar is shown on both the instant message sender system  1605  and the instant message recipient system  1620 , as is the recipient avatar. The instant message sent from instant message sender system includes a text trigger that causes the animation of the sender avatar on the instant message sender system  1605  and the sender avatar on the instant message recipient system  1620 . In response to the animation of the sender avatar, the recipient avatar is animated, as described previously with respect to  FIG. 6 . The reactive animation of the recipient avatar occurs in both the recipient avatar displayed on the instant message sender system  1605  and the recipient avatar displayed on the instant message recipient system  1620 . 
     In some implementations, an instant messaging user is permitted to customize one or more of the animation triggers or out-of-band communications indicators for avatar animations, wallpaper displayed for an avatar, triggers or out-of-band communications indicators for animating objects of the wallpaper, and the appearance of the avatar. In one implementation, a copy of an avatar model file, an expression file or a wallpaper file is made and the modifications of the user are stored in the copy of the avatar model file, an expression file or a wallpaper file. The copy that includes the modification is then associated with the user. Alternatively or additionally, only the changes—that is, the differences between the avatar before the modifications and the avatar after the modifications are made—are stored. In some implementations, different versions of the same avatar may be stored and associated with a user. This may enable a user to modify an avatar, use the modified avatar for a period of time, and then return to using a previous version of the avatar that does not include the modification. 
     In some implementations, the avatars from which a user may choose may be limited by the instant message service provider. This may be referred to as a closed implementation or a locked-down implementation. In such an implementation, the animations and triggers associated with each avatar within the closed set of avatars may be preconfigured. In some closed implementations, the user may customize the animations and/or triggers of a chosen avatar. For example, a user may include a favorite video clip as an animation of an avatar, and the avatar may be configured to play the video clip after certain text triggers appear in the messages sent by the user. In other closed implementations, the user is also prevented from adding animations to an avatar. 
     In some implementations, the set of avatars from which a user may choose is not limited by the instant message service provider, and the user may use an avatar other than an avatar provided by the instant message service provider. This may be referred to as an open implementation or an unlocked implementation. For example, an avatar usable in an instant message service may be created by a user using animation software provided by the instant message service provider, off-the-shelf computer animation software, or software tools provided by a third-party that are specialized for the creating avatars compatible with one or more instant message services. 
     In some implementations, a combination of a closed-implementation and an open-implementation may be used. For example, an instant message service provider may limit the selection by users who are minors to a set of predetermined avatars provided by the instant message service provider while permitting users who are adults to use an avatar other than an avatar available from the instant message service provider. 
     In some implementations, the avatars from which a user may select may be limited based on a user characteristic, such as age. As illustrated in Table 4 below and using the avatars shown in  FIG. 8  only as an example, a user who is under the age of 10 may be limited to one group of avatars. A user who is between 10 and 18 may be limited to a different group of avatars, some of which are the same as the avatars selectable by users under the age of 10. A user who is 18 or older may select from any avatar available from the instant message provider service. 
     
       
         
           
               
               
               
             
               
                   
                 TABLE 4 
               
               
                   
                   
               
               
                   
                 USER AGE 
                 AVATAR NAMES 
               
               
                   
                   
               
             
            
               
                   
                 Less than age 10 
                 Sheep, Cow, Dolphin, Happy, Starfish, 
               
               
                   
                   
                 Dragon, Polly 
               
               
                   
                 Age 10 to 18 
                 Sheep, Cow, Dolphin, Happy, Starfish, 
               
               
                   
                   
                 Dragon, Polly, Robot, Frog, T-Rex, 
               
               
                   
                   
                 Parrot, Boxing Glove, Snake, Monster, 
               
               
                   
                   
                 Parrot 
               
               
                   
                 Age 18 or older 
                 Sheep, Cow, Dolphin, Happy, Starfish, 
               
               
                   
                   
                 Dragon, Polly, Robot, Frog, T-Rex, 
               
               
                   
                   
                 Parrot, Boxing Glove, Snake, Monster, 
               
               
                   
                   
                 Parrot, Lips, Pirate Skull 
               
               
                   
                   
               
            
           
         
       
     
     Instant messaging programs typically allow instant message senders to communicate in real-time with each other in a variety of ways. For example; many instant messaging programs allow instant message senders to send text as an instant message, to transfer files, and to communicate by voice. Examples of instant messaging communication applications include AIM (America Online Instant Messenger), AOL (America Online) Buddy List and Instant Messages which is an aspect of many client communication applications provided by AOL, Yahoo Messenger, MSN Messenger, and ICQ, among others. Although discussed above primarily with respect to instant message applications, other implementations are contemplated for providing similar functionality in platforms and online applications. For example, the techniques and concepts may be applied to an animated avatar that acts as an information assistant to convey news, weather, and other information to a user of a computer system or a computing device. 
     The techniques and concepts generally have been described in the context of an instant messaging system that uses an instant messaging host system to facilitate the instant messaging communication between instant message senders and instant message recipients. Other instant message implementations are contemplated, such as an instant message service in which instant messages are exchanged directly between an instant message sender system and an instant message recipient system. 
     Other implementations are within the scope of the following claims.