The Life on the Screen (online identity)

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The Life on the Screen (online identity)

  1. 1. ONLINE IDENTITY THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN
  2. 2. ONLINE IDENTITY THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN SHERRY TURKLE POSTMODERNISM AND THE CULTURE OF SIMULATION MUD ONLINE IDENTITY ROMANTIC MACHINES?
  3. 3. SHERRY TURKLE BIOGRAPHY 1948. Born in NY, U.S 1969. Politics studies, Paris 1973. M.A Sociology, Harvard, U.S 1976. PhD. Sociology and Personality Psychology. 1976_present. Professor MIT Social studies and human- technology interaction. THE LIFE ON THE SCREEN
  4. 4. INTRODUCTION COMPUTERS AND CYBERSPACE _COMPUTER A TOOL AND A MIRROR develop and tasks and project ourselves _ CYBERSPACE IMMATERIAL MEDIUM THAT EXISTS BETWEEN THE REAL AND THE UNREAL _ VIRTUAL PLACE allow people + move to different places (immaterial) + human interactions + construct identities and different roles + build communities (share ideas and interests)
  5. 5. POSTMODERNISM _ POSTMODERNIST VIEW AND NEW TECHNOLOGIES CHANGED THE UNDERSTANDING OF HUMAN IDENTITY + Instable + Relative + Decentred + Plural + Contradictory + Aesthetic
  6. 6. THE CULTURE OF SIMULATION POSTMODERNISM VIEW AND SIMULATED SPACES COMPUTERS AND NEW TECHNOLOGIES EMBODY POSTMODERNIST THEORIES _ FROM THE CULTURE OF CALCULATION TOWARD THE CULTURE OF SIMULATION The culture of simulation is affecting the way that people understand their mind and body _ NEW RELATIONSHIPS MIND / BODY / SELF / MACHINE
  7. 7. THE CULTURE OF SIMULATION _ SIMULATED ENVIRONMENTS between the real and the artificial creation of artificial worlds and virtual relationships _ THE USE OF TECHNOLOGY IN SIMULATED ENVIRONMENTS HUMAN EXTENSION
  8. 8. THE CULTURE OF SIMULATION SIMULATED WORLDS “THIS IS MORE REAL THAN THE REAL LIFE” GRAPHIC / AESTHETIC WORLD _ SIMULATED REALITY immaterial and visual world _ REINVENTION OF IDENTITY new medias and online participation allow people to redefine ourselves _ COMPUTER GAMES ROLE-PLAYING GAMES example of culture of simulation
  9. 9. MUD MULTI-PLAYER-DOMAINS / DUNGEOS MULTI-PLAYER-DOMAINS / “DUNGEOS AND DRAGONS” _ APPLICATION OF POSTMODERNISM BETWEEN THE REAL AND THE UNREAL Interaction between real people + robots
  10. 10. MUD MULTI-PLAYER-DOMAINS / DUNGEOS MULTI-PLAYER-DOMAINS “DUNGEOS AND DRAGONS” Developed by Gary Gygax, 1974 _ TEXT-BASED COMPUTER GAME ROLE-PLAYING GAME Simulation of fantastic worlds and magic characters e.g. The Lord of the Rings (Tolkien) + Internet / textual description + Online community + Simultaneous interaction (play with other at real time) WHAT IS THE GAME ABOUT? DIFFERENT KINDS OF WAR _ world war _ civic war _ revolution _ battles and combats
  11. 11. MUD MULTI-PLAYER-DOMAINS / DUNGEOS “people express and explore unexplored aspects of themselves playing with their identities” Sherry Turkle, 1995 _ COMPUTER SCREEN PEOPLE PROJECTION ANONYMOUS INTERACTION you are who you pretend to be _ CREATION OF IDENTITY + Creation of characters + Physical attributes + Psychological attributes
  12. 12. ONLINE IDENTITY THINKING ABOUT IDENTITY HUMAN IDENTITY WITHIN TECHNOLOGICAL SPACES + Technology changes people's mind and human perceptions (reality) + Immaterial space of interactions + Space where people can feel more comfortable (use anonymity) COMPUTER SCREEN AND IDENTITY the space of human fantasies where we project our-selves
  13. 13. ONLINE IDENTITY THINKING ABOUT IDENTITY AVATAR: DIGITAL IDENTITY SELF- REPRESENTATION IN ROLE-PLAYING GAMES _ ONLINE, PLAYERS CAN + Edit their self-presentation + Perform an identity different to the real self + Choose a role that make them feel comfortable + Play different identities _ IDENTITY CUSTOMIZATION Digital attributes: embodiment + Dreams + Emotions + Fears
  14. 14. ONLINE IDENTITY THINKING ABOUT IDENTITY AVATAR: DIGITAL IDENTITY SELF- REPRESENTATION IN ROLE-PLAYING GAMES _ MULTIPLE AVATARS _ MULTIPLE ROLES _ MULTIPLE IDENTITIES
  15. 15. ONLINEFOR CHILE A ROOF IDENTITY THINKING ABOUT IDENTITY ABOUT ITS HISTORY SELF- REPRESENTATION IN ROLE-PLAYING GAMES MULTIPLE AVATARS + MULTIPLE ROLES = MULTIPLE IDENTITIES
  16. 16. ONLINEFOR CHILE A ROOF IDENTITY THINKING ABOUT IDENTITY ABOUT ITS HISTORY SELF- REPRESENTATION IN ROLE-PLAYING GAMES MULTINATIONAL COMPANIES AND SOCIAL EVENTS
  17. 17. ROMANTIC MACHINES? _ PROXIMITY PEOPLE / TECHNOLOGY Computers have become closer to people and people have become closer to computers _ COEXISTANCE People IS coexisting with machines psychological / physiological effects MACHINES CAN THINK? ARE MACHINES ALIVE?
  18. 18. ROMANTIC MACHINES? ARE PEOPLE LIKE MACHINES? _ GENETIC REENGINEERING Deciphering a code (DNA) _ THE HUMAN GENOME PROJECT allow to identify DNA and the role in of each gene _ DNA: RESPONSIBLE OF PERSONALITY Temperament Physical appearance Sexual orientation HUMAN BEINGS ARE MACHINES? IS IT POSSIBLE TO REPROGRAM AN HUMAN BEING?
  19. 19. ONLINE IDENTITY THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN Turkle, S. 2005. The second self: computers and the human spirit. Cambridge: MIT Press. Turkle, S. 2004. Wither psicoanálisis in computer culture. In Kaplan D. Reading in the philosopy of technology. 2004. Lanham: Romwman & Littlefield Publishers. Turkle, S. 2001. Who am we. In Trend, D. Reading digital cultures. 2001. Massachussets: Blackwell Publisher Ltd. Turkle, S. 1995. Life on the screen: identity in the age of the Internet. New York: Touchstone. Waggoner, Z. 2009. My avatar, my self: identity in video role-playing games. Jefferson: McFarland. Winder, D. 2008. Being virtual: who you really are online. London: John Willey & Sons Ltd.
  20. 20. ONLINE IDENTITY THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN HAVE YOU EVER PLAYED ROLE-PLAYING GAMES? HOW MANY VERSIONS OF “YOURSELF” HAVE YOU GOT ONLINE? WHO YOU ARE ONLINE?

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