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Mike Wesch

Anshe Chung - Wikipedia, the free encyclopedia - 0 views

  • In December 2006, while conducting an interview for CNET with Daniel Terdiman on her economic assets, the virtual studio in which the interview took place was bombarded by flying animated penises and copies of a photo of Graef modified to show her holding a giant penis in her arms. The griefers managed to disrupt the interview sufficiently that Chung was forced to move to another location and ultimately crashed the simulator entirely.[18] Video and images of the incident were posted to the "Second Life Safari" section of Something Awful, and the incident received international notice via blogs including Boing Boing and the online edition of the Sydney Morning Herald. Two weeks later, Anshe's husband, Guntram Graef, issued takedown notices under the DMCA, demanding that newspapers and websites remove photos and videos of the incident and claiming that they violated Graef's copyright in her avatar and other virtual creations. YouTube pulled the videos of the incident as a DMCA violation and banned the account of Second Life Safari, bringing objections from legal experts who considered the work "fair use".[19] A Linden Labs spokesperson suggested that the taking of videos and photos in Second Life should be governed by the same rules as in real life,[20] and an attorney for the Electronic Frontier Foundation compared it "to Armani attempting to restrict news photos of a car crash where one of the drivers was wearing an Armani suit."[21]
  • After news of these events and the legal objections spread across a number of sites including Slashdot, YouTube changed its rationale for removing copies of the video to terms of use violation, and in an interview Guntram Graef said that issuing the takedown notices had been a mistake. He referred to the images as 'pornographic material' and said The video and pictures are clearly defaming and constitute a sexual assault. He stated that he had originally tried to have the videos removed as a personal attack and infringement on rights, but later changed to a copyright claim when that didn't produce a response. When he realized the issues of censorship, he dropped the copyright claim.[19] In 2008 Russian opposition leader Gary Kasparov was attacked at a real public event with a flying penis helicopter and what appeared as a real life adaption of the flying penis attack on Anshe Chung. The Kasparov attack was ended within seconds by a guard who destroyed the flying penis aparatus. In contrast CNet and the company Millions of Us who were responsible for securing the event in Second Life had failed to remove the virtual objects for an extended period of time
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    In December 2006, while conducting an interview for CNET with Daniel Terdiman on her economic assets, the virtual studio in which the interview took place was bombarded by flying animated penises and copies of a photo of Graef modified to show her holding a giant penis in her arms. The griefers managed to disrupt the interview sufficiently that Chung was forced to move to another location and ultimately crashed the simulator entirely.[18] Video and images of the incident were posted to the "Second Life Safari" section of Something Awful, and the incident received international notice via blogs including Boing Boing and the online edition of the Sydney Morning Herald. Two weeks later, Anshe's husband, Guntram Graef, issued takedown notices under the DMCA, demanding that newspapers and websites remove photos and videos of the incident and claiming that they violated Graef's copyright in her avatar and other virtual creations. YouTube pulled the videos of the incident as a DMCA violation and banned the account of Second Life Safari, bringing objections from legal experts who considered the work "fair use".[19] A Linden Labs spokesperson suggested that the taking of videos and photos in Second Life should be governed by the same rules as in real life,[20] and an attorney for the Electronic Frontier Foundation compared it "to Armani attempting to restrict news photos of a car crash where one of the drivers was wearing an Armani suit."[21] After news of these events and the legal objections spread across a number of sites including Slashdot, YouTube changed its rationale for removing copies of the video to terms of use violation, and in an interview Guntram Graef said that issuing the takedown notices had been a mistake. He referred to the images as 'pornographic material' and said The video and pictures are clearly defaming and constitute a sexual assault. He stated that he had originally tried to have the videos removed as a personal attack and infringement on rights,
Trapper Callender

Coming of Age in Second Life: An ... - Google Book Search - 0 views

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    Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen.Coming of Age in Second Lifeis the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Lifeshows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself.
Mellanie Roberts

Summary of Boellstorff (2008), Coming of Age in Second Life « media/anthropology - 2 views

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    A great summary of the book I read for my research. Wesch suggested and even lent me the book, it's fantastic. I'm about halfway through, luckily for me the first two chapters got me what I needed. Hopefully my summary will be as good!
Teosholo g

Philip Rosedale on Second Life | Video on TED.com - 0 views

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    19 minutes - avatar of speaker 21:47 - description of demographics of 2nd life 25 minutes - good blurb about "human experience moving onto the internet" as horrifying and response to it. "being present in a virtual world… and having a good life there is a challenge… we must be better than ourselves… be more tolerant, be smarter, be more adaptable"
Adam Bohannon

Paralyzed Man 'Walks' In Second Life | Game | Life from Wired.com - 0 views

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    Researchers at Japan's Keio University have created an experimental headset designed to monitor brain waves that allowed a man who had been paralyzed for more than 30 years to control a Second Life avatar using only his thoughts.
Adam Bohannon

SLumming » Almost a Year: Education (in SL) - 0 views

  • I believe that any college or university which accepts US federal dollars and requires students to use second life as a classroom space is in violation of regulation 508 because SL is not accessible to individuals who are blind.
  • The creation of an inaccessible school is a de facto violation of US laws governing accessibility including IDEA, and regulations 504 and 508.
  • The much bruited installation of “voice chat” as accessibility option is merely an indication of how very little the educational establishment actually understands the issue of accessibility.
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  • Second, the main instantiation of educational activity in SL seems to be the recreation of the classroom in virtual space.
  • Third, efforts to introduce games and problem-based instruction as educational strategies have focused on adding a “game layer” on top of the SL environment rather than using the environment itself as a game.
  • I’ll be anxious to see how long it takes the educational community to realize that SL affords capabilities that transcend and exceed the capabilities of the classroom.
  • Fourth, my sense is that educators are generally tourists — outsiders looking in, just visiting — in the environment.
  • Few hold jobs. Comparatively few even “get off the island.” This is especially true of those educators who participate through the auspices of a private island. They’re very busy controlling the environment to suit their own purposes without really taking the time to understand the culture and environment. It’s no wonder they’re unable to recognized the inherent value of the space.
  • Fifth, everybody is interested in the space as an educational environment and almost nobody is looking at it as a learning environment.
  • They still think that there’s a direct correlation between teaching and learning in RL as well. That bias has been brought in world.
  • Conclusion: Teachers want to use the space. Most of them want to use it for the wrong reasons. Many don’t have a clue what it means to be “in the world” in any real sense, instead focusing on imposing RL constraints on SL constructs — even when those constraints are irrelevant.
Mike Wesch

Anonymous (group) - Wikipedia, the free encyclopedia - 0 views

  • In 06/09/1998, unknown coder, Amezou-shi (Mr Amezou) opened the first Japanese floating threat BBS and called it "Amezou". Mr Amezou is a nickname and his real identity is still unknown to this day. What is known in Japan as Nanashi Warudo and it's English offspring like 4chan are direct offspring of Amezou. Floating message system introduced a system where more popular thread was "bump"ed (ageru) and unpopular thread get eliminated eventually. This has made it easier to find popular threads as well as reducing the server load of the site. Since use of BBS was still limited to techies, much of discussion centred around underground IT topics such as Warez. However as the popularity of Amezou increase, the site come to suffer increasingly from shut down as well as antonymous vandalism, which made many threads unreadable. Several posting of violent threat against Mr Amezou caused eventual shut down of Amezou. Before the site was shut down, Mr Amezou made a plea to the community to create alternative site similar to Amezou. The community responded and many refuge sites was created using the same program. One of these message board was called "2 Channel" created by Hiroyuki (Hiroyuki Nishimura). Hiroyuki named his site 2Channel as the second channel of the first, i.e. Amezou. He recruited seasoned participants as Administrators to watch out for vandalism in each board, but aside from that, the thread remained essentially unmoderated and any kind of speech was permitted. One of the main innovation of Hiroyuki was to expand general interest section of message board. Previously, most of message board thread was dominated by tech topics, with only one board assigned to "General/Off topic". Hiroyuki instead created various board for non tech topic such as discussion board for current affairs. Due to unmoderated nature of the site, 2Chanel became free-for-all, no-holds-barred discussion boards for general topic.
  • All information is treated equally; only an accurate argument will work.
  • Otaku topic was called Futaba Channel, which eventually became floating thread type image board. The English version of Futaba channel became the dominant Anonymous image board in English known as 4chan.
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    The concept of anonymous originate in 90s. Japan was relatively late embracing IT. ISDN was just about to be introduced and the whole internet was largely of underground phenomenon especially in early 90s. Many information/data posted in internet involved hacking, warez, copyrighted material, pornography including child pornography, snuff, drugs, bombs, etc as well as no-hold-barred discussion which was also common sight in USENET in English Due to lax data protection law as well as the fact that most community generated site were owned by an individual, people were still reluctant to even create avatar account. More importantly, many of these site start as a secret retreat from the owner's real life, where s/he can be away from his job, his social standing, obligation, etc. Consequently, the owner of site often remained anonymous but with a designated nickname such as Kanrinin-san (Mr/Mrs Admin). Consequently, forum which requires registration never really took off in Japan. Later, these anonymous message board including USENET, which preceded it, came to be know collectively as "Nanashi Warudo" (The World of Anonymous, Nanashi=NoName=Anonymous), which in turn was mock of "Ayashii Warudo" "The World of Suspicious/Dubious". The armature anonymous message board had number limitation, most notably the limitation of server capacity. Due to higher cost of bandwidth in 90s, dominant form of community site was text based and did not allow transfer of image. Secondly, only form fund to run the site was from the owner's day job and meagre earning from (often pornographic) banner ad. Moreover, free and open nature of anonymous nature of the posting made any community message board prone to sudden increase in traffic which result in frequent shut down of any popular message board. Moreover, the simple queing of thread in the board made it difficult to find a target thread among the crowd of thread in the board. These restriction limited the appeal of the message board to te
Mike Wesch

The Internet and Social Life (Annual Review of Psychology 2004) - 1 views

  • However, the Internet is not merely the Swiss army knife of communications media. It has other critical differences from previously available communication media and settings (see, e.g., McKenna & Bargh 2000), and two of these differences especially have been the focus of most psychological and human-computer interaction research on the Internet. First, it is possible to be relatively anonymous on the Internet, especially when participating in electronic group venues such as chat rooms or newsgroups. This turns out to have important consequences for relationship development and group participation. second, computer-mediated communication (CMC) is not conducted face-to-face but in the absence of nonverbal features of communication such as tone of voice, facial expressions, and potentially influential interpersonal features such as physical attractiveness, skin color, gender, and so on. Much of the extant computer science and communications research has explored how the absence of these features affects the process and outcome of social interactions.
  • Sproull & Kiesler (1985) considered CMC to be an impoverished communication experience, with the reduction of available social cues resulting in a greater sense or feeling of anonymity. This in turn is said to have a deindividuating effect on the individuals involved, producing behavior that is more self-centered and less socially regulated than usual. This reduced-information model of Internet communication assumes further that the reduction of social cues, compared to richer face-to-face situations, must necessarily have negative effects on social interaction (i.e., a weaker, relatively impoverished social interaction).
  • The relative anonymity of the Internet can also contribute to close relationship formation through reducing the risks inherent in self-disclosure. Because selfdisclosure contributes to a sense of intimacy, making self-disclosure easier should facilitate relationship formation. In this regard Internet communication resembles the "strangers on a train" phenomenon described by Rubin (1975; also Derlega & Chaikin 1977). As Kang (2000, p. 1161) noted, "Cyberspace makes talking with strangers easier. The fundamental point of many cyber-realms, such as chat rooms, is to make new acquaintances. By contrast, in most urban settings, few environments encourage us to walk up to strangers and start chatting. In many cities, doing so would amount to a physical threat."Overall, then, the evidence suggests that rather than being an isolating, personally and socially maladaptive activity, communicating with others over the Internet not only helps to maintain close ties with one's family and friends, but also, if the individual is so inclined, facilitates the formation of close and meaningful new relationships within a relatively safe environment.
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  • STIGMATIZED IDENTITIES McKenna & Bargh (1998) reasoned that people with stigmatized social identities (see Frable 1993, Jones et al. 1984), such as homosexuality or fringe political beliefs, should be motivated to join and participate in Internet groups devoted to that identity, because of the relative anonymity and thus safety of Internet (compared to face-to-face) participation and the scarcity of such groups in "real life." Moreover, because it is their only venue in which to share and discuss this aspect of their identity, membership in the group should be quite important to these people, and so the norms of such groups should exert a stronger than usual influence over members' behavior. This prediction was confirmed by an archival and observational study of the frequency with which stigmatized-group members posted messages to (i.e., participated in) the group: Unlike in other Internet groups, participation increased when there was positive feedback from the other group members and decreased following negative feedback (McKenna & Bargh 1998, Study 1).
  • ON-LINE SUPPORT In harmony with these conclusions, Davison et al. (2000) studied the provision and seeking of social support on-line by those with grave illnesses, and found that people used Internet support groups particularly for embarrassing, stigmatized illnesses such as AIDS and prostate cancer (and also, understandably, for those illnesses that limit mobility such as multiple sclerosis). The authors point out that because of the anxiety and uncertainty they are feeling, patients are highly motivated by social comparison needs to seek out others with the same illness (p. 213), but prefer to do this on-line when the illness is an embarrassing, disfiguring, or otherwise stigmatized one, because of the anonymity afforded by Internet groups (p. 215).
  • Accordingly, Kang (2000) has argued that one potential social benefit of the Internet is to disrupt the reflexive operation of racial stereotypes, as racial anonymity is much easier to maintain on-line than off-line. For example, studies have found that African Americans and Hispanics pay more than do white consumers for the same car, but these price differences disappear if the car is instead purchased on-line (Scott Morton et al. 2003).
  • Yet racism itself is socially stigmatized-especially when it comes to extreme forms such as advocacy of white supremacy and racial violence (see McKenna & Bargh 1998, Study 3). Thus the cloak of relative anonymity afforded by the Internet can also be used as a cover for racial hate groups, especially for those members who are concerned about public disapproval of their beliefs; hence today there are more than 3000 websites containing racial hatred, agendas for violence, and even bomb-making instructions (Lee & Leets 2002). Glaser et al. (2002) infiltrated such a group and provide telling examples of the support and encouragement given by group members to each other to act on their hatreds. All things considered, then, we don't know yet whether the overall effect of the Internet will be a positive or a negative one where racial and ethnic divisions are concerned.
  • People are not passively affected by technology, but actively shape its use and influence (Fischer 1992, Hughes & Hans 2001). The Internet has unique, even transformational qualities as a communication channel, including relative anonymity and the ability to easily link with others who have similar interests, values, and beliefs. Research has found that the relative anonymity aspect encourages self-expression, and the relative absence of physical and nonverbal interaction cues (e.g., attractiveness) facilitates the formation of relationships on other, deeper bases such as shared values and beliefs. At the same time, however, these "limited bandwidth" features of Internet communication also tend to leave a lot unsaid and unspecified, and open to inference and interpretation.
  • As Lea & Spears (1995) and O'Sullivan (1996) have noted, studying how relationships form and are maintained on the Internet brings into focus the implicit assumptions and biases of our traditional (face-to-face) relationship and communication research literatures (see Cathcart & Gumpert 1983)-most especially the assumptions that face-to-face interactions, physical proximity, and nonverbal communication are necessary and essential to the processes of relating to each other effectively. By providing an alternative interaction setting in which interactions and relationships play by somewhat different rules, and have somewhat different outcomes, the Internet sheds light on those aspects of face-to-face interaction that we may have missed all along. Tyler (2002), for example, reacting to the research findings on Internet interaction, wonders whether it is the presence of physical features that makes face-to-face interaction what it is, or is it instead the immediacy of responses (compared to e-mail)? That's a question we never knew to ask before.
  • Spears et al. (2002) contrasted the engineering model with the "social science" perspective on the Internet, which assumes instead that personal goals and needs are the sole determinant of its effects. [In the domain of communications research, Blumler & Katz's (1974) "uses and gratifications" theory is an influential version of this approach.] According to this viewpoint, the particular purposes of the individuals within the communication setting determine the outcome of the interaction, regardless of the particular features of the communication channel in which the interaction takes place.The third and most recent approach has been to focus on the interaction between features of the Internet communication setting and the particular goals and needs of the communicators, as well as the social context of the interaction setting (see Bargh 2002, McKenna & Bargh 2000, Spears et al. 2002). According to this perspective, the special qualities of Internet social interaction do have an impact on the interaction and its outcomes, but this effect can be quite different depending on the social context. With these three guiding models in mind, we turn to a review of the relevant research.
robertp885

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Digital Anthropology M.A. - 0 views

  • INTRODUCTORY TEXTS FOR COURSE Boellstorff. T. Coming of Age in Second life (Princeton 2008) Cameron, F. & Kenderdine, S., Theorizing Digital Cultural Heritage: A Critical Discourse (MIT 2007) Horst, H. and Miller, D. The Cell Phone: An Anthropology of Communication (Berg 2006) Kalay, Y.E. et al, New Heritage: New Media and Cultural Heritage (Routledge, 2008) Ito. M et. al. Hanging Out, Messing Around, Geeking Out: Living and Learning with New Media. (MIT Press: forthcoming Kelty, C. Two Bits: the cultural significance of free software. (Duke 2008) Macdonald, S. & Basu, P., Exhibition Experiments (Blackwell 2007) Miller, D. and Slater, D. The Internet: an Ethnographic Approach (Berg 2001) Parry, R., Recoding the Museum: Digital Heritage and the Technologies of Change (Routledge, 2007) Tilley, C., Keane,W. Kuchler,S. Rowlands, M. Spyer, P. Handbook of Material Culture.(Sage 2006) Were, G. 'Out of touch? digital technologies, ethnographic objects and sensory orders'. In Chatterjee, H. (ed.) Touch in Museums (Berg 2008)
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Mike Wesch

Patriotic Nigras - Wrecking Second Life Since 2006 - 0 views

  • the next form of social evolution on the Internet.
  • As the internet has grown in popularity, a disturbing phenomenon has occurred: Everyone thinks they they are SPECIAL.
  • We have news for you... You aren't special.
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  • You are a mindless horde of filth, traversing the universe on a small ball of dirt. A speck upon a speck in the vastness of existance.
  • We are here to remind you of this.
  • deindividuality
  • We will take all of the filth in the world; images you never want to see, stories you never want to hear, memories you never want to see again, we will bring it all into the light of day and laugh at it as you run screaming,
  • We cannot be stopped. We have no leader. We have no true names. We are Anonymous, and our numbers are vast. We are everywhere, and we never forgive.
  • Wherever someone takes themselves too seriously, we will be there. Wherever someone has an inflated ego, we will be there.
  • We will do it through madness. And we will remove you from the high place you have built yourself.
Mike Wesch

This Blog Sits at the: Brand Multiplicity - 1 views

  • it is the job of the marketer to find out what animates the consumer, the meanings at work in his life, to discover his "mattering map."  And Axe campaign does this very well.  We don't like it.  Too bad.  We are not the arbiters of teen boys or American corporations. Second, we cannot demand consistency from Unilever in its marketing and branding efforts.  It is going to speak in several languages.  It is after all operating in an increasingly diverse society and several markets.  Consistency would blunt its marketing efforts.  More to our point, consistency would blunt its responsiveness. 
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