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C C

Constructions & Reconstuctions of Self in Virtual Reality - 0 views

shared by C C on 22 Mar 09 - Cached
  • unparalleled opportunity to play with one's identity and to "try out" new ones
  • All provide worlds for social interaction in a virtual space, worlds in which you can present yourself as a "character," in which you can be anonymous, in which you can play a role as close or as far away from your "real self" as you choose.
  • Engagement with computational technology facilitates a series of "second chances" for adults to work and rework unresolved personal issues and more generally, to think through questions about the nature of self, including questions about definitions of life, intentionality, and intelligence.
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  • what can be counted on as real in virtual space.
  • examine it, do something new with it, and revise her relationship towards it
  • not for escape but as a vehicle for engaging in a significant dialogue with important events and relationships in her "real" life
  • But of course, for most people such recreations of self are difficult. Virtual worlds provide environments for experiences that may be hard to come by in the real.
  • play with no concern that "he," Peter, will be held accountable in "real life" for his character's actions, quarrels, or relationships
  • possibilities the medium offers for projecting both conscious and unconscious aspects of the self
  • Identity, after all, literally means one. When we live through our electronic self-representations we have unlimited possibilities to be many. People become masters of self-presentation and self-creation. The very notion of an inner, "true self" is called into question.
  • game allows its players to experience rather than merely observe what it feels like to be the opposite gender or to have no gender at all
  • Virtual reality is not "real," but it has a relationship to the real. By being betwixt and between, it becomes a play space for thinking about the real world. It is an exemplary evocative object.
guanyou chen

YouTube - Paprika Trailer - 0 views

shared by guanyou chen on 24 Mar 09 - Cached
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    Reviews Paprika Satoshi Kon has truly surpassed himself with the psychedelic adventure that is Paprika. It has been compared to Miyazaki's finest works, but with a decidedly sinister edge to it; and indeed the comparison is far from undue. Kon takes the quintessentially Japanese cuteness that is so common in Studio Ghibli titles, paints it in gloriously vivid colours, and then twists it with a disorientating brand of horror that only dreams can produce. Like Akira, it is not the sort of film you can simply watch once and comprehend; it is a highly intricate creation with a multitude of layers to be unravelled on each viewing. However, Paprika does not need to be understood in order to be appreciated: it is, even at face value, a visually stunning and thought provoking delve into the workings of the inner mind. The plot is adapted from a novel of the same name by Yasutaka Tsutsui: an experimental device has been produced that allows therapists to enter the dreams of their patients. Dr Atsuko Chiba, leader of the development team for the device (known as the DC Mini) uses it, despite its incompleteness, to explore the subconscious of her patients. When she enters the dream world, she adopts a body and a personality that is the absolute antithesis of her waking self: courageous, radiant, carefree and instinctual - Paprika. It is soon revealed that the DC Minis have been stolen and are being abused to such an extent that the world of dreams and reality are blurring into a single terrifying plane of existence. She proceeds to investigate the malicious theft as both her waking self and her dream self. Phrased like this, the storyline sounds incredibly clear. In reality, it's not. Just as the characters lose their ability to distinguish between the real world and that of dreams, the same effect is achieved on the viewer. It quickly becomes difficult to tell precisely whose dream is being represented, whose personality is manifested in whose physical bo
C C

Who Am We?, Sherry Turkle - 0 views

shared by C C on 22 Mar 09 - Cached
  • multiple personae, romance, and what can be counted on as "real" in virtual space
  • As players participate, they become authors not only of text but of themselves, constructing new selves through social interaction.
  • The anonymity of MUDs gives people the chance to express multiple and often unexplored aspects of the self, to play with their identity and to try out new ones. MUDs make possible the creation of an identity so fluid and multiple that it strains the limits of the notion. Identity, after all, refers to the sameness between two qualities, in this case between a person and his or her persona. But in MUDs, one can be many.
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  • Creating screen personae is thus an opportunity for self-expression, leading to her feeling more like her true self when decked out in an array of virtual masks.
  • The integration of the social Achilles, who can talk about his troubles, and the asocial Stewart, who can only cope by putting them out of mind, has not occurred.
  • And once we take virtuality seriously as a way of life, we need a new language for talking about the simplest things. Each individual must ask: What is the nature of my relationships? What are the limits of my responsibility? And even more basic: Who and what am I? What is the connection between my physical and virtual bodies? And is it different in different cyberspaces? These questions are equally central for thinking about community. What is the nature of our social ties? What kind of accountability do we have for our actions in real life and in cyberspace? What kind of society or societies are we creating, both on and off the screen?
  • The culture of simulation may help us achieve a vision of a multiple but integrated identity whose flexibility, resilience, and capacity for joy comes from having access to our many selves.
Peiwen NM3225

YouTube - I.D. / self :: the new "real" - 0 views

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    An abstract video depicting the new "real" identity in today's world.Often,people deem online personalities as being more "fake" than the unseen person typing behind the computer.However,considering that all the different identities come from the same person,is this distinction between the real and unreal identities fair?\n\n
Peiwen NM3225

Digital identity (individual online identities) [PDF] - 0 views

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    Avatars are often used as an online representation if a user and may or may not resemble the user's real life self.Reasons why people take on multiple identities online:freedom in the exploration of other forms of existence,opportunities for those whom have been marginalised in society to express their opinions freely without the fear of being discriminated against etc.\n\nHowever,the blurring of boundaries between the digital and real world could lead to implications such as people spending too much time on the Internet and even forgoing real life interactions with people.They submerge themselves in their online identities (sometimes possessing multiple online identities) and may develop a multi-identity syndrome if not monitored closely.
Joanna Tan

Do you need a Web publicist? - 0 views

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    Membership systems are no remedy, and they won't stop a person who wants to disrupting your site. But they offer a way to connect a website's community to a real person, and that person to their actions. It works to limit the disinhibitory effects of online behavior (the more negative ones) and creates a subtle but important psychological difference between an anonymous visitor and a known community member.
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    The Internet has matured to a point where so much of one's life is online that some people need methods of self-promotion and self-protection, concepts usually associated with the imagemakers of politicians and Hollywood stars. As more employers, workers, and singles use the Internet to check someone out, the idea of managing one's online presence doesn't sound so strange.
Joanna Tan

The Truth about Online Dating - 0 views

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    20 percent of online daters admit to deception but an interviewing reveals that the real amount is 90 percent. Self-reported data can be unreliable, especially those from people asked to confess bad things about themselves, several researchers have sought objective ways to quantify online deception. Add community-based matchmaking to enriched virtual dating, and we have turned the Internet into the greatest yenta the world has ever known.
Joanna Tan

Digital Footprints: Online Identity Management and Search in the Age of Transparency - 0 views

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    The vast array of data points that make up "personal information" in the age of online media are nearly impossible to quantify or neatly define. Name, address, and phone number are just the basics in a world where voluntarily posting self-authored content such as text, photos, and video has become a cornerstone of engagement in the era of the participatory Web. The more content we contribute voluntarily to the public or semi-public corners of the Web, the more we are not only findable, but also knowable.
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