SHERRY    TURKLE - LIFE ON THE SCREEN
<ul><li>Born in New York City in 1948, she has focused her research on psychoanalysis and culture and on the psychology of...
Life on the Screen: Identity in the Age of the Internet
<ul><li>Turkle’s   Life on the Screen,  published in 1995, is a fascinating amalgam of Postmodernist theory and observatio...
MUD <ul><li>Multi-User Dungeon/Multi-User Dimension   and   Multi-User Domain ,  is a multiplayer real-time virtual world,...
<ul><li>Turkle  studies the way people interact on so-called MUD’s or role-playing games on the Internet, in which they pl...
<ul><li>Life on the Screen  is a book not about computers , but about people and how computers are causing us to reevaluat...
POSTMODERNISM => LIFE ON SCREEN <ul><li>Modernism  is driven by rules, procedures, logic, boundaries, and by a clear sense...
<ul><li>Computers, the product of logical, rule-driven thought, ironically have become tools for reaching beyond our ratio...
WILL THIS MOVE US AWAY FROM RATIONAL MODERNISM???
“ On the internet nobody knows you’re a dog”
Section titled &quot;Of Dreams and Beasts&quot;   <ul><li>Turkle focuses on how the boundary between humans and machines h...
<ul><li>Originally, rule-driven  AI  was more  practical . People at the time never even considered humans to be anything ...
PSYCHOLOGY & ENGAGEMENT <ul><li>Sherry Turkle  developed a theory that the constant use (and in many cases, overuse) of MU...
<ul><li>http:// www.youtube.com/watch?v = srmyAMworBs </li></ul>
THANK  YOU!
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Sherry

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This ppt is about sherry turkle's book called LIFE ON THE SCREEN which is a fascinating amalgam of Postmodernist theory and observations of people’s lives online, especially in those peculiar parts of Cyberspace known as MUD’s (Multiple-User Dungeons, Domains, or Dimensions).

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Sherry

  1. 1. SHERRY TURKLE - LIFE ON THE SCREEN
  2. 2. <ul><li>Born in New York City in 1948, she has focused her research on psychoanalysis and culture and on the psychology of people's relationship with technology, especially computer technology and computer addiction. </li></ul><ul><li>Sherry Turkle is Abby Rockefeller Mauze Professor of the Social Studies of Science and Technology at the Massachusetts Institute of Technology and a sociologist. </li></ul>
  3. 3. Life on the Screen: Identity in the Age of the Internet
  4. 4. <ul><li>Turkle’s Life on the Screen, published in 1995, is a fascinating amalgam of Postmodernist theory and observations of people’s lives online, especially in those peculiar parts of Cyberspace known as MUD’s (Multiple-User Dungeons, Domains, or Dimensions). </li></ul>
  5. 5. MUD <ul><li>Multi-User Dungeon/Multi-User Dimension and Multi-User Domain , is a multiplayer real-time virtual world, with the term usually referring to text-based instances of these. </li></ul><ul><li>MUD's combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat. </li></ul><ul><li>Players can read or view descriptions of rooms, objects, other players, non-player characters, and actions performed in the virtual world. </li></ul><ul><li>Players typically interact with each other and the world by typing commands that resemble a natural language </li></ul>
  6. 6. <ul><li>Turkle studies the way people interact on so-called MUD’s or role-playing games on the Internet, in which they play fictional characters in equally fictitious &quot;worlds,&quot; created with words. </li></ul><ul><li>In a typical MUD, text on the screen is used to describe environments, situations, characters and actions. Players at various computers, who are all logged into the same MUD, &quot;act&quot; in this virtual world by typing a description of what they are doing or by typing their side of the dialogue, which is then viewed by other players on their own screens and responded to. </li></ul>
  7. 7. <ul><li>Life on the Screen is a book not about computers , but about people and how computers are causing us to reevaluate our identities in the age of the Internet. We are using life on the screen to engage in new ways of thinking about evolution, relationships, politics, sex, and the self. </li></ul>
  8. 8. POSTMODERNISM => LIFE ON SCREEN <ul><li>Modernism is driven by rules, procedures, logic, boundaries, and by a clear sense of what is right and what is wrong.  Individuals are regarded as “unitary actors” — governed by a single set of ideas, motives, and desires. </li></ul><ul><li>As Turkle lays it out, postmodernism suggests the world is actually too complex and messy for us to understand. </li></ul><ul><li>From this point of view, the best way to deal with the world is by interacting with surfaces, reacting to how things look or feel at a point in time to achieve something that is neither right nor wrong but reflects a unique perception. </li></ul>
  9. 9. <ul><li>Computers, the product of logical, rule-driven thought, ironically have become tools for reaching beyond our rational notions of reality. </li></ul><ul><li>Moreover, when communicating with others via the computer, one is much freer to present different aspects of the self than in real life.  </li></ul><ul><li>Turkle observes that the computer has brought postmodernism down to earth. </li></ul><ul><li>On a more practical level, postmodern ideas also help explain the phenomenon of the web and how culture is depicted through it. </li></ul>
  10. 10. WILL THIS MOVE US AWAY FROM RATIONAL MODERNISM???
  11. 11. “ On the internet nobody knows you’re a dog”
  12. 12. Section titled &quot;Of Dreams and Beasts&quot; <ul><li>Turkle focuses on how the boundary between humans and machines has evolved to become extremely vague. She pays great attention to the development of artificial intelligence and artificial life. </li></ul><ul><li>The major observation she derives from her study of these subjects is the constant struggle by people to make a distinction between humans and machine . </li></ul><ul><li>When AI first came about, there were two different approaches: emergent and rule-driven. </li></ul>
  13. 13. <ul><li>Originally, rule-driven AI was more practical . People at the time never even considered humans to be anything like machines. </li></ul><ul><li>People said machines couldn't be like people because humans had feelings and were spontaneous . </li></ul>
  14. 14. PSYCHOLOGY & ENGAGEMENT <ul><li>Sherry Turkle developed a theory that the constant use (and in many cases, overuse) of MUDs allows users to develop different personalities in their environments. </li></ul><ul><li>She uses examples, dating back to the text-based MUDs of the mid-1990s, showing college students who simultaneously live different lives through characters in separate MUDs, up to three at a time, all while doing schoolwork. </li></ul><ul><li>The students claimed that it was a way to &quot;shut off&quot; their own lives for a while and become part of another reality. Turkle claims that this could present a psychological problem of identity for today's youths </li></ul>
  15. 15. <ul><li>http:// www.youtube.com/watch?v = srmyAMworBs </li></ul>
  16. 16. THANK YOU!
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