Cyber life in Syntethic Reality [infusion 20th february 2015]
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Transcript of Cyber life in Syntethic Reality [infusion 20th february 2015]
in synthetic reality
QCyber life
INFUSIONc y b e r l i f e
Lavinia Aurelio Digital Creative
Tw: @lavieaure
Friday, 20th February 2015
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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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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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
INFUSION is the weekly report released by Alquimia WRG.
Every Friday morning we have breakfast exploring insights on the edge of creativity, strategic thinking and technology.
If you'd like to get infused, feel free to contact us at [email protected]
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