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    home of creeps, bands, girls, and everything inbetween. Don't put anything on here that you don't want your mama to see.
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      I think we rely on google to much
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      I want to come up with headlines : (
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4.01: Who Am We? - 0 views

  • What has she found? That the Internet links millions of people in new spaces that are changing the way we think and the way we form our communities. That we are moving from "a modernist culture of calculation toward a postmodernist culture of simulation." That life on the screen permits us to "project ourselves into our own dramas, dramas in which we are producer, director, and star.... Computer screens are the new location for our fantasies, both erotic and intellectual. We are using life on computer screens to become comfortable with new ways of thinking about evolution, relationships, sexuality, politics, and identity." Turkle's own metaphor of windows serves well to introduce the following samplings from her new book. Those boxed-off areas on the screen, Turkle writes, allow us to cycle through cyberspace and real life, over and over. Windows allow us to be in several contexts at the same time - in a MUD, in a word-processing program, in a chat room, in e-mail. "Windows have become a powerful metaphor for thinking about the self as a multiple, distributed system," Turkle writes. "The self is no longer simply playing different roles in different settings at different times. The life practice of windows is that of a decentered self that exists in many worlds, that plays many roles at the same time." Now real life itself may be, as one of Turkle's subjects says, "just one more window."
    • Bill Wolff
       
      I really like how Turkle is setting up her discussion here. The windows metaphor is a wonderful move into the discussion of how different spaces encourage/result in multiple representations of identity. Though published in 1996, we can see this today in Facebook, MySpace, and LinkedIn spaces, as well as how and where we blog.
  • ender-swapping on MUDs is not a small part of the game action. By some estimates, Habitat, a Japanese MUD, has 1.5 million users. Habitat is a MUD operated for profit. Among the registered members of Habitat, there is a ratio of four real-life men to each real-life woman. But inside the MUD the ratio is only three male characters to one female character. In other words, a significant number of players, many tens of thousands of them, are virtually cross-dressing.
    • dracmere
       
      People do this on current online games such as Everquest and World of Warcraft
  • G ender >
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  • In the games in the Sim series (SimCity, SimLife, SimAnt, SimHealth), you try to build a community, an ecosystem, or a public policy. The goal is to make a successful whole from complex, interrelated parts. Tim is 13, and among his friends, the Sim games are the subject of long conversations about what he calls Sim secrets. "Every kid knows," he confides, "that hitting Shift-F1 will get you a couple of thousand dollars in SimCity." But Tim knows that the Sim secrets have their limits. They are little tricks, but they are not what the game is about. The game is about making choices and getting feedback. Tim talks easily about the trade-offs in SimCity - between zoning restrictions and economic development, pollution controls and housing starts.
    • sunflower123
       
      Not only are these games fun and help you to escape from your daily stressful activities of life to a fun world where you can create whatever you feel makes you happy for that day. But it also teachs you about being apart of your community, how to spend money and being apart of the ecosystem, setting goals for yourself and making smart choices while recieving positive feedback. And what can be better then learning while having fun doing it?
  • Relationships during adolescence are usually bounded by a mutual understanding that they involve limited commitment. Virtual space is well suited to such relationships; its natural limitations keep things within bounds. As in Thomas Mann's The Magic Mountain, which takes place in the isolation of a sanatorium, relationships become intense very quickly because the participants feel isolated in a remote and unfamiliar world with its own rules. MUDs, like other electronic meeting places, can breed a kind of easy intimacy. In a first phase, MUD players feel the excitement of a rapidly deepening relationship and the sense that time itself is speeding up. "The MUD quickens things. It quickens things so much," says one player. "You know, you don't think about it when you're doing it, but you meet somebody on the MUD, and within a week you feel like you've been friends forever."
    • coffma46
       
      This is true that during adolescence, relationships do come rapidly without notice. The virtual space for adolescence does become intense and scary at times that the person may not realize what has been going on.
    • Aaron D
       
      I scary to think how on point this really is. I myself figure to be a less technology influenced person. But when I sit back I am sharper, I rely, and inovate self-efficiantcy due to these "windows."
  • People accept the idea that certain machines have a claim to intelligence and thus to their respectful attention. They are ready to engage with computers in a variety of domains. Yet when people consider what if anything might ultimately differentiate computers from humans, they dwell long and lovingly on those aspects of people that are tied to the sensuality and physical embodiment of life. It is as if they are seeking to underscore that although today's machines may be psychological in the cognitive sense, they are not psychological in a way that comprises our relationships with our bodies and with other people. Some computers might be considered intelligent and might even become conscious, but they are not born of mothers, raised in families, they do not know the pain of loss, or live with the certainty that they will die.
    • anonymous
       
      This comment is extremely interesting because I always thought that machines like computers are psychological in the sense that they comprises our relationships. Computers are the very things that can destroy and built relationship based on the idea that computers allow us to be intrapersonal and interpersonal
  • What is virtual gender-swapping all about? Some of those who do it claim that it is not particularly significant. "When I play a woman I don't really take it too seriously," said 20-year-old Andrei. "I do it to improve the ratio of women to men. It's just a game." On one level, virtual gender-swapping is easier than doing it in real life. For a man to present himself as female in a chat room, on an IRC channel, or in a MUD, only requires writing a description. For a man to play a woman on the streets of an American city, he would have to shave various parts of his body; wear makeup, perhaps a wig, a dress, and high heels; perhaps change his voice, walk, and mannerisms. He would have some anxiety about passing, and there might be even more anxiety about not passing, which would pose a risk of violence and possibly arrest. So more men are willing to give virtual cross-dressing a try. But once they are online as female, they soon find that maintaining this fiction is difficult. To pass as a woman for any length of time requires understanding how gender inflects speech, manner, the interpretation of experience. Women attempting to pass as men face the same kind of challenge.
    • Kelly Burns
       
      I think it is very bizarre that people actually do gender-swapping and play a different role. It is crazy that people can go home and act like they are a different gender.
  • A 21-year-old college senior defends his violent characters as "something in me; but quite frankly I'd rather rape on MUDs where no harm is done." A 26-year-old clerical worker says, "I'm not one thing, I'm many things. Each part gets to be more fully expressed in MUDs than in the real world. So even though I play more than one self on MUDs, I feel more like 'myself' when I'm MUDding." In real life, this woman sees her world as too narrow to allow her to manifest certain aspects of the person she feels herself to be. 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.
    • Laura DePamphilis
       
      I think this is really spooky and weird that people try to be different people and act crazy than what they would normally do in real life. That comment on "rather raping on MUDS" is just horrible to me. Even though he says "there is no harm done" it is still gross to me that people think like that. Just because it is on the computer and not the real world, its wrong to me. I can see how people like to act like differnt people towards MUDS, and can allow their "self" to be expressed, but I think some people get way too wrapped up in this sort of virtual world.
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Technologies and the Future of Writing Spring 2008 | Diigo Group - 0 views

    • coffma46
       
      In a way Youtube is like watching youself everyday, but when watching it, you are doing the same thing every time. Youtube can be intertaining and educational at the same time. You can so much information by what topics you type in.
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      I absolutely love this series! It tackles all fo the learning to read major issues: vowels, long vowels, silent vowels... it's great!!!
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    This is the Rowan student campus portal
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    This is Rowan'a main homepage. It is useful for me, because it allows me to access my school e-mail, account information, and Blackboard.
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