Cyber life in Syntethic Reality [infusion 20th february 2015]

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in synthetic reality Q Cyber life

Transcript of Cyber life in Syntethic Reality [infusion 20th february 2015]

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in synthetic reality

QCyber life

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INFUSIONc y b e r l i f e

Lavinia Aurelio Digital Creative

Tw: @lavieaure

Friday, 20th February 2015

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C r e a t i n g D i g i t a l E x p e r i e n c e s

Q

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https://vimeo.com/87516757

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Cyber life in synthetic reality

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Computer Mediated Communication: any communication patterns mediated through the computer

(CMC)

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CMC produces much different affective and relational patterns

than do other types of communication, due to the reduction and types of cues

available to participants

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I have found that the experience of cyberspace,

the experience of playing selves in various cyber-

contexts, perhaps even at the same time, on

multiple windows, is a concretization of a way of

thinking about the self, not as unitary but as

multiple. In this view, we moveamong various

self states, various aspects of self. It suggests

that our sense of one self is a kind of illusion.

source: www.theglobeandmail.com

Sherry Turkle, Life on the Screen, 1997

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Even without computer networks, people are

cycling through different roles and are

challenged to think about their identities

in terms of multiplicity. The Internet

concretizes this experience of identity as

multiplicity. It takes the fluidity of identity that is

called for in everyday life and raises it to a higher

power: People come to see themselves as being

the sum of their distributed presence in all

the windows they open on the screen.

source: www.theglobeandmail.com

Sherry Turkle, Life on the Screen, 1997

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Real identity In psychology and sociology, identity is a person's conception and expression of their own

(self-identity) and others' individuality or group affiliations (such as national identity and cultural identity)

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Virtual identity A virtual identity is part of an interface that represents the user in a virtual world

such as a chat room, video game, or virtual common space.

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Virtual identity

1. Nickname

2. Avatar

3. New identity

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Habbo HotelHabbo allows users to create their own Habbo character and design hotel rooms, meet

new friends, chat with other players, organize parties, look after virtual pets, create

and play games and complete quests. Habbo is all about having fun with friends

in a safe and exciting environment.

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World of Warcraft

10 million subscribers as of November 2014

Players control a character avatar within a game world in third- or first-person view,

exploring the landscape, fighting various monsters, completing quests, and interacting

with non-player character.

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Second lifeSecond Life users create virtual representations of themselves, called avatars and are

able to interact with other avatars, places or objects. They can explore the world, meet

other residents, socialize, participate in individual and group activities, build, create,

shop and trade virtual property and services with one another. It is a platform that

principally features 3D-based user-generated content.

22 million subscribers as of November 2011

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Second life

1. Nickname

no identity, no name, new role

2. Body

view at first, play, destroy, recompose

3. Tabu

virtual sex, Linden Dollar, new virtual action

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https://vimeo.com/50757605

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Do we have a new tool to express

our most hidden perversions ?

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Digital identity

( )

is a social identity that an Internet user establishes in online communities and websites.

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Digital identity

1. Name and Surname

inspirational identity

2. Photoshop, selfie, album

art director

3. Virtual diary

content manager

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Digital identity Impression management: ability of the subject to choose their presentation then cut,

to the extent possible, its image according to his desire ( customizing profile, choosing the photos

that represent it, content to be shared to express himself )

Self made man = autopromotion

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The first crisis typically occurs during early to middle adolescence, and is called the crisis of identity

versus identity confusion. This crisis represents the struggle to find a balance between developing a unique,

individual identity while still being accepted and "fitting in."

Erik Erikson Self-Identity, 1950

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Digital identity_teensThe interreality is a context that favors the multiplication of identity

rather than their integration.

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Digital identity_teens

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EA LandEA-Land was not a normal video game. There were no monsters, no killing,

and although it had some competitive elements, for many players the point was just

socializing.

The apocalypse of an online video game in 2008

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Real friends in virtual world

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The environment began to disintegrate. The texture on the trees flickered. All the people

froze and blinked out of existence. The last thing they saw was a blue pop up

window: “Network Error—Lost server connection”.

99percentinvisible.org/episode/game-over

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