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  1. 1. Avatars?
  2. 2. What does Wikipedia say? Avatar (also spelled as avatara) (Sanskrit: अवतार , avatāra), most commonly refers to the incarnation (bodily manifestation) of a divine being (deva) (...). The Sanskrit word avatāra- literally means "descent" (avatarati) and usually implies a deliberate descent into lower realms of existence for special purposes. The term is used primarily in Hinduism, for incarnations of Vishnu whom many Hindus worship as God.
  3. 3. Vishnu Vishnu: the All-Pervading essence of all beings, the master of and beyond the past, present and future , the creator and destroyer of all existences, one who supports, sustains and governs the Universe and originates and develops all elements within.
  4. 4. <ul><li>People are using virtual space as an interface to experiences where they attempt to </li></ul><ul><ul><li>support, sustain and govern a virtual universe and </li></ul></ul><ul><ul><li>originate and develops all elements within. </li></ul></ul>Technological Avatars?
  5. 5. Hybrid Media Landscape <ul><li>Emergence of a cultural voice that hybridizes narrative structures of </li></ul><ul><ul><ul><li>Presentation Media, </li></ul></ul></ul><ul><ul><ul><li>Social Media, </li></ul></ul></ul><ul><ul><ul><li>Behavioural media, </li></ul></ul></ul><ul><ul><ul><li>Simulation Media (which crosses MOOs: MultiUser Object Oriented Systems and gaming) and </li></ul></ul></ul><ul><ul><ul><li>Synthetic media and intelligence. </li></ul></ul></ul>
  6. 6. Presentational Media <ul><li>Public gets access to information </li></ul><ul><ul><li>One way communication </li></ul></ul><ul><ul><li>static content , </li></ul></ul><ul><ul><li>one way publishing of content </li></ul></ul><ul><ul><li>no any real interaction between users </li></ul></ul><ul><ul><li>Public= anonymous </li></ul></ul>
  7. 7. Gaming Media Adaptation of presentation model to a dynamic model - Synchronous communication : Building of live community of play - Asynchronous communication: pre-scripted narratives - People co-create experiences - relationship exists in the moment Emergence of presence: users have a virtual body
  8. 8. Social Media - Emergence of a technological self Connect individuals: with past and existing physical relationships Exchange of information with each other. I.e. facebook , delicious - Agregation of interest : Community of interest: pro-sumer, viewser - Non institutionally funded construction of cultural narratives which impact real life activities : I.e. Copy Right law - Asynchronous communication: no simultaneous co-presence - Technological Self is represented within a Cartesian mind-body slit relationship: Representation of intellectual processes (Shinkle, 2007)‏
  9. 9. Simulation Media MOO and MUDs= Multi-Object Orientation and multi-user role-playing environments. - Synchronous communication : Building of live community of practice - People share experiences and content - Co-create of narratives, meaning and culture (performances, interactions, etc)‏ - relationship exists in the moment Avatar : users have a virtual body that exits within a place - Actualization of Technological identity, with real life connections
  10. 10. Synthetic Intelligence Global computing creates increasingly complex systems.. Researchers are thinking of building computer systems that can act effectively on our behalf This implies: The ability of computer systems to act independently The ability of computer systems to act in a way that represents our best interests while interacting with other humans or systems, Systems that can cooperate and reach agreements (or even compete) with other systems that have different interests (much as we do with other people)‏ <ul><li>Global computing creates increasingly complex systems.. </li></ul><ul><li>Researchers are building Synthetic Intelligence that can act </li></ul><ul><li>effectively on our behalf </li></ul><ul><li>This implies: </li></ul><ul><li>The ability of computer systems to act intelligently </li></ul><ul><li>Systems that can cooperate and reach agreements (or even compete) with other systems that have different interests (much as we do with other people)‏ </li></ul><ul><li>Emergence of Technological Organism </li></ul>
  11. 11. Emergence of the Culture of the Simultaneous <ul><li>Shift from prefabricated representation to real time experience simulation </li></ul><ul><ul><li>Move away from semiotic reading towards an affective (sensorial and emotional based) reading </li></ul></ul><ul><li>Moving towards a different relationship to time and space </li></ul><ul><li>- Narratives are not created by pre-produced messages </li></ul><ul><li>* in real time: </li></ul><ul><li>move from sequential to parallel time </li></ul><ul><li>* I n a space : community </li></ul><ul><li>* C o-created by participants </li></ul><ul><li>* Embodied representation and actualization of a Technological self: body reunited with the mind </li></ul>
  12. 12. ICT
  13. 13. Redefining Interface
  14. 14. Multiple Environments
  15. 15. Multiple Media
  16. 16. Multiple Types of Interactions
  17. 17. Hybrid Interfaces
  18. 18. Quality of Interface varies Presentation Author‏ Rules of semiotic system none Learning language of the piece Social Shift toward users Rules of social system Mind (normative com)‏ Learning social/ cultural conventions Interface Control Parameters Feedback Repeatability Simulation -Gaming Between users All Mind-body functional+ normative+ Interpersonal All Synthetic Between Machines All Cybernetic communication ??? Behaviorial Shift toward users Rules of mechanical system Body (functional com)‏ Learning language of behaviours
  19. 19. Type of Interaction varies Presentation none none (broadcast)‏ 1 way none none none none Social H-M, H-H H-M n ways yes yes no yes Interaction Functional Intentional Communication Functional Normative Interpersonal Interactive Simulation H-M, H-H n ways yes yes yes yes Synthetic M-M n ways yes ??? ??? yes Behaviorial H-M H-M 2 ways yes no no no
  20. 20. Interactive Communication= Social Interactions Classic Formal Institutional Top-Down Isolated-Passive 1 way Institutional Personal Marketing Network Formal Communities of Practice Social Communities N ways Professional Communities of practice Experiential Communities Informal Personal Networks Social Networks N ways Informal communities of practice Word of Mouth Based on different definition of individuals and economy Model Hierarchy Individual Com Social Network Marketing
  21. 21. Singularity
  22. 22. Singularity: What does it mean? For most: Shift in the direction of our civilization Collective Intelligence: Group Learning Connective Intelligence: Individuals within groups Intelligent collective: Ai ? Human Collective ? Transhuman future (uploaded consciousnesses)? Posthuman future (symbiosis of human and artificial intelligence)? end of civilization ? Birth of electronic Collective Unconsciousness: mcKenna ? Gods?