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Avatars?
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.
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.
[object Object],[object Object],[object Object],[object Object]
Emerging Simultaneous Culture ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
ICT
Presentational Media ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
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
Social Media -  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 emerges which is represented within a  -  Cartesian mind-body relationship:  Representation of  intellectual processes (Shinkle, 2007)
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
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) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Human and machine avatars In common:  Move away from  semiotic image  reading towards an  affective  (sensorial and emotional based) reading - Narratives are not created by pre-produced messages *  in real time: move from sequential to parallel time *  Embodied  representation:  body reunited with the mind * I n a space : community  * C o-created  by participants
Redefining Interface
Multiple Environments
Multiple Media
Multiple Types of Interactions
Hybrid Interfaces
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
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
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
Singularity
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?

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DM8106 Class4

  • 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. 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.
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  • 6. ICT
  • 7.
  • 8. 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
  • 9. Social Media - 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 emerges which is represented within a - Cartesian mind-body relationship: Representation of intellectual processes (Shinkle, 2007)
  • 10. 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
  • 11.
  • 12. Human and machine avatars In common: Move away from semiotic image reading towards an affective (sensorial and emotional based) reading - Narratives are not created by pre-produced messages * in real time: move from sequential to parallel time * Embodied representation: body reunited with the mind * I n a space : community * C o-created by participants
  • 16. Multiple Types of Interactions
  • 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. 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. 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
  • 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?