4. VIRTUAL SOCIETY
• The creation of the Internet has dramatically
changed the ways human beings interact with
one another.
• The Internet has created a new society that is
not based on geography, culture or religion;
but based on solely on accessibility to it.
• Members or citizens of this society are also
known as netizens or cyber citizens.
• Many of the human activities, transactions,
and relations have been absorbed by the
Internet, and its potential to dominate even
more realms of human activities is still
unpredictable.
5. VIRTUAL SOCIETY
• Services of it; chat rooms and message
boards, social networking, and virtual worlds.
• Chat rooms and message boards allow
discussions about any topic among cyber
citizens. Joining and starting a discussion is
very easy and participants are from all over the
world.
• People who don’t know one another can
converse instantly, argue and agree, and laugh
and curse at one another. These interactions
do not really happen often in face to face.
6. VIRTUAL SOCIETY
• Social networking, many people today stay in
contact with their family and friends through
social networking sites. It helps the family and
friends connect with each other every day,
even if they are separated by great distances.
• Unlike chat rooms and message boards, social
networks are more personal because contact
with other people is a decision which the user
makes, and it is up to the user what amount of
information he/she is willing to reveal.
7. VIRTUAL SOCIETY
• Virtual worlds, many people are obsessed
with it, a large percentage of its appeal comes
from its feature of giving everyone the chance
to recreate oneself in virtual or online world.
Most of it are in the context of games where
one can choose an avatar, an online
representation of the self.
• It exist like parallel universes where every
person lives another life simultaneously with
this life, such as go on a date, govern a city,
raise a family, and many more.
• Half a billion people wearing avatars for 20
hours a week, according to the research of
Jeremy Bailenson.
8. W H A T C O U L D B E T H E R E A S O N W H Y P E O P L E
A R E S O H O O K E D I N T O V I R T U A L
R E A L I T I E S ?
( P I C T U R E )
10. (PICTURE)
• V I R T UA L S O C I E T I E S T R Y TO T R A N S C E N D
T H E L I M I TAT I O N S I M P O S E D BY T H E
H U M A N P E R S O N ’ S E M B O D I E D N AT U R E .
11. VIRTUAL SOCIETY
• Having a body limits our interactions with
people.
• Talking to someone face to face, we become
conscious of our bodies. We think of how we
look, dress, speak, react, and how our bodily
and facial expressions respond to the other.
• Face to face encounter is not an easy
undertaking
12. VIRTUAL SOCIETY
• In virtual world, we can physically represent
ourselves the way we want to be seen.
• We are free from stress and pressure of being
seen – of being seen angry, or affected, or
scared, or intimidated.
• Since many people prefer to relate with
others in virtual societies, actual embodied
human relations are starting to wither.
14. D I S E M B O D I E D
S U B J E C T
The dissatisfaction and
frustrations of the human
person with bodily limitations
drive the person to prefer a
disembodied human relation.
The disembodied subject does
not mean that in the
technological society, human
persons are no longer living
with bodies
15. D I S E M B O D I E D
S U B J E C T
Technological society offers an
alternative which apparently
resolves the limitations of an
embodied subject.
The different gadgets that are
produced today support
disembodied human relations
16. D I S E M B O D I E D
S U B J E C T S A M P L E S
The practice of selfie is a move
towards disembodied human
relations.
The whole family gathered in a
room, but with very minimal (or
even total absence of) actual
embodied human interaction,
while they use their own
personal devices.
Using a monopod to take
group pictures.
17. D I S E M B O D I E D
S U B J E C T
The virtual society and the
technological devices today are
starting to reshape the human
person and human interactions
and relationships.
People in virtual society are
more thrilled to see their virtual
selves than their actual selves.