+ All Categories
Home > Documents > The Life on the Screen (online identity)

The Life on the Screen (online identity)

Date post: 18-May-2015
Category:
Upload: lorena-hevia
View: 1,893 times
Download: 2 times
Share this document with a friend
Description:
Presentation of
Popular Tags:
20
THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN ONLINE IDENTITY
Transcript
Page 1: The Life on the Screen (online identity)

THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN

ONLINE IDENTITY

Page 2: The Life on the Screen (online identity)

SHERRY TURKLE POSTMODERNISM AND THE CULTURE OF SIMULATION

MUD ONLINE IDENTITY

ROMANTIC MACHINES?

THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN

ONLINE IDENTITY

Page 3: The Life on the Screen (online identity)

SHERRY TURKLE

BIOGRAPHY 1948. Born in NY, U.S 1969. Politics studies, Paris 1973. M.A Sociology, Harvard, U.S 1976. PhD. Sociology and Personality Psychology.

1976_present. Professor MIT Social studies and human-technology interaction.

THE LIFE ON THE SCREEN

Page 4: The Life on the Screen (online identity)

_COMPUTER A TOOL AND A MIRROR develop and tasks and project ourselves

_ CYBERSPACE IMMATERIAL MEDIUM THAT EXISTS BETWEEN THE REAL AND THE UNREAL

_ VIRTUAL PLACE allow people + move to different places (immaterial) + human interactions + construct identities and different roles + build communities (share ideas and interests)

COMPUTERS AND CYBERSPACE INTRODUCTION

Page 5: The Life on the Screen (online identity)

_ POSTMODERNIST VIEW AND NEW TECHNOLOGIES CHANGED THE UNDERSTANDING OF HUMAN IDENTITY + Instable + Relative + Decentred + Plural + Contradictory + Aesthetic

POSTMODERNISM

Page 6: The Life on the Screen (online identity)

POSTMODERNISM VIEW AND SIMULATED SPACES COMPUTERS AND NEW TECHNOLOGIES EMBODY POSTMODERNIST THEORIES

_ FROM THE CULTURE OF CALCULATION TOWARD THE CULTURE OF SIMULATION The culture of simulation is affecting the way that people understand their mind and body

_ NEW RELATIONSHIPS MIND / BODY / SELF / MACHINE

THE CULTURE OF SIMULATION

Page 7: The Life on the Screen (online identity)

_ SIMULATED ENVIRONMENTS between the real and the artificial creation of artificial worlds and virtual relationships

_ THE USE OF TECHNOLOGY IN SIMULATED ENVIRONMENTS HUMAN EXTENSION

THE CULTURE OF SIMULATION

Page 8: The Life on the Screen (online identity)

SIMULATED WORLDS “THIS IS MORE REAL THAN THE REAL LIFE” GRAPHIC / AESTHETIC WORLD

_ SIMULATED REALITY immaterial and visual world

_ REINVENTION OF IDENTITY new medias and online participation allow people to redefine ourselves

_ COMPUTER GAMES ROLE-PLAYING GAMES example of culture of simulation

THE CULTURE OF SIMULATION

Page 9: The Life on the Screen (online identity)

MULTI-PLAYER-DOMAINS / “DUNGEOS AND DRAGONS”

_ APPLICATION OF POSTMODERNISM BETWEEN THE REAL AND THE UNREAL Interaction between real people + robots

MULTI-PLAYER-DOMAINS / DUNGEOS MUD

Page 10: The Life on the Screen (online identity)

MULTI-PLAYER-DOMAINS “DUNGEOS AND DRAGONS” Developed by Gary Gygax, 1974

_ TEXT-BASED COMPUTER GAME ROLE-PLAYING GAME Simulation of fantastic worlds and magic characters e.g. The Lord of the Rings (Tolkien)

+ Internet / textual description + Online community + Simultaneous interaction (play with other at real time)

WHAT IS THE GAME ABOUT? DIFFERENT KINDS OF WAR _ world war _ civic war _ revolution _ battles and combats

MULTI-PLAYER-DOMAINS / DUNGEOS MUD

Page 11: The Life on the Screen (online identity)

“people express and explore unexplored aspects of

themselves playing with their identities”

Sherry Turkle, 1995

_ COMPUTER SCREEN PEOPLE PROJECTION ANONYMOUS INTERACTION you are who you pretend to be

_ CREATION OF IDENTITY + Creation of characters + Physical attributes + Psychological attributes

MULTI-PLAYER-DOMAINS / DUNGEOS MUD

Page 12: The Life on the Screen (online identity)

HUMAN IDENTITY WITHIN TECHNOLOGICAL SPACES + Technology changes people's mind and human perceptions (reality) + Immaterial space of interactions + Space where people can feel more comfortable (use anonymity)

COMPUTER SCREEN AND IDENTITY the space of human fantasies where we project our-selves

THINKING ABOUT IDENTITY ONLINE IDENTITY

Page 13: The Life on the Screen (online identity)

AVATAR: DIGITAL IDENTITY SELF- REPRESENTATION IN ROLE-PLAYING GAMES

_ ONLINE, PLAYERS CAN + Edit their self-presentation + Perform an identity different to the real self + Choose a role that make them feel comfortable + Play different identities

_ IDENTITY CUSTOMIZATION Digital attributes: embodiment + Dreams + Emotions + Fears

THINKING ABOUT IDENTITY ONLINE IDENTITY

Page 14: The Life on the Screen (online identity)

AVATAR: DIGITAL IDENTITY SELF- REPRESENTATION IN ROLE-PLAYING GAMES

_ MULTIPLE AVATARS _ MULTIPLE ROLES _ MULTIPLE IDENTITIES

THINKING ABOUT IDENTITY ONLINE IDENTITY

Page 15: The Life on the Screen (online identity)

ABOUT ITS HISTORY A ROOF FOR CHILE

SELF- REPRESENTATION IN ROLE-PLAYING GAMES MULTIPLE AVATARS + MULTIPLE ROLES = MULTIPLE IDENTITIES

THINKING ABOUT IDENTITY ONLINE IDENTITY

Page 16: The Life on the Screen (online identity)

ABOUT ITS HISTORY A ROOF FOR CHILE

SELF- REPRESENTATION IN ROLE-PLAYING GAMES MULTINATIONAL COMPANIES AND SOCIAL EVENTS

THINKING ABOUT IDENTITY ONLINE IDENTITY

Page 17: The Life on the Screen (online identity)

_ PROXIMITY PEOPLE / TECHNOLOGY Computers have become closer to people and people have become closer to computers

_ COEXISTANCE People IS coexisting with machines psychological / physiological effects

MACHINES CAN THINK? ARE MACHINES ALIVE?

ROMANTIC MACHINES?

Page 18: The Life on the Screen (online identity)

ARE PEOPLE LIKE MACHINES?

_ GENETIC REENGINEERING Deciphering a code (DNA)

_ THE HUMAN GENOME PROJECT allow to identify DNA and the role in of each gene

_ DNA: RESPONSIBLE OF PERSONALITY Temperament Physical appearance Sexual orientation

HUMAN BEINGS ARE MACHINES? IS IT POSSIBLE TO REPROGRAM AN HUMAN BEING?

ROMANTIC MACHINES?

Page 19: The Life on the Screen (online identity)

THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN

ONLINE IDENTITY

Turkle, S. 2005. The second self: computers and the human spirit. Cambridge: MIT Press. Turkle, S. 2004. Wither psicoanálisis in computer culture. In Kaplan D. Reading in the philosopy of technology. 2004. Lanham: Romwman & Littlefield Publishers. Turkle, S. 2001. Who am we. In Trend, D. Reading digital cultures. 2001. Massachussets: Blackwell Publisher Ltd. Turkle, S. 1995. Life on the screen: identity in the age of the Internet. New York: Touchstone. Waggoner, Z. 2009. My avatar, my self: identity in video role-playing games. Jefferson: McFarland. Winder, D. 2008. Being virtual: who you really are online. London: John Willey & Sons Ltd.

Page 20: The Life on the Screen (online identity)

THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN

ONLINE IDENTITY

HAVE YOU EVER PLAYED ROLE-PLAYING GAMES? HOW MANY VERSIONS OF “YOURSELF” HAVE YOU GOT ONLINE? WHO YOU ARE ONLINE?


Recommended