This document discusses postmodern perspectives on virtual identities and worlds. It explores how in virtual spaces like Second Life, people can take on fluid identities through avatars, blurring boundaries between real and virtual. This challenges traditional concepts of identity and experience. The document also discusses how some view virtual spaces not as an escape from reality but as an extension of ways to express oneself. Businesses are increasingly using virtual worlds for activities normally done in real life, showing how virtual templates can enable serious uses.
Reading on the Holodeck: Ray Bradbury, Ivan Sutherland, and the Future of Books. An exploration of the consequences of immersive media environments on IP policy, libraries, and creative arts.
A short presentation for EastSide Virtual Reality Meet-up Group, to relay the importance of Empathy in our daily lives, relationships and, work/family and what is currently being used in the XR space and what does the future hold?
The Technological Singularity - Prepare for the Disruption of Human IntelligenceManuel Koelman
As technological development progresses at an exponential rate a central question comes up: Will machines at some point be more intelligent than humans? If so, when will that "Singularity" happen?
I held this talk at execfintech.com in Frankfurt on March 8th 2016.
Reading on the Holodeck: Ray Bradbury, Ivan Sutherland, and the Future of Books. An exploration of the consequences of immersive media environments on IP policy, libraries, and creative arts.
A short presentation for EastSide Virtual Reality Meet-up Group, to relay the importance of Empathy in our daily lives, relationships and, work/family and what is currently being used in the XR space and what does the future hold?
The Technological Singularity - Prepare for the Disruption of Human IntelligenceManuel Koelman
As technological development progresses at an exponential rate a central question comes up: Will machines at some point be more intelligent than humans? If so, when will that "Singularity" happen?
I held this talk at execfintech.com in Frankfurt on March 8th 2016.
You can do better: Lessons Learned from Government Meets Social NetworksSebastian Deterding
Keynote I gave on October 16, 2009 at the Berlin in October 2009 E-Democracy Unconference on stuff I learned as project lead of the social networking site du-machst.de how to introduce e-participation and web 2.0 culture in a government context.
Kaplan & Haenlein - The fairyland of second life - virtual social worlds and ...ESCP Exchange
Virtual social worlds, such as the Internet site Second Life, have acquired a high degree of popularity in the popular and business press. In this article we address the increasing importance of virtual social worlds, and discuss how companies can make use of their potential. We first present how virtual social worlds evolved historically, how they fit into the postmodern paradigm of our time, and how they differ from other social media, such as content communities (e.g., YouTube), social networking sites and blogs (e.g., Facebook), collaborative projects (e.g., Wikipedia), and virtual game worlds (e.g., World of Warcraft).We subsequently present how firms can make use of virtual social worlds in the areas of advertising/communication, virtual product sales (v-Commerce), marketing research, human resources, and internal process management. We also highlight the points companies should pay particular attention to in their activities, the 5Cs of success in virtual social worlds, and the future evolutions that we expect to shape this sector over the next 5—10 years: a trend toward standardization and interoperability, improvements in software usability, increasing interconnection between reality and virtual worlds, establishment of law and order, and the transformation of virtual social worlds to business hubs of the future
We come across dozens of design breakthroughs and technological innovations daily--so many that it's easy to miss important trends emerging in the chaos all around us and not connect the dots to see the BIG picture.
Here at The Institute for Customer Experience (ICE), we understand the business and design value of capturing the right trend insights at the right moment. We observe and analyse trends in design, technology, and business, and keep our fingers on the pulse of the global zeitgeist. In this series of trendbriefs, we bring you alerts on what's trending in our world and their possible impact on our future.
Subscription to ICE Breakers - http://eepurl.com/S1ZFL
Dan Faggella - TEDx Slides 2015 - Artificial intelligence and ConsciousnessDaniel Faggella
URL of the original TEDx Talk: https://www.youtube.com/watch?v=PjiZbMhqqTM
Notes from my 2015 TEDx presentation, titled: "We Should Wake Up Before The Machines Do," on the topic of artificial intelligence and consciousness.
Speaker: Daniel Faggella
Location: Southern New Hampshire University
Extending human capabilities: Design for people, not around Brian McKenna
A commonly held perspective is that humans are the source of error in systems and thus, something to design around - often framing things in terms of cognitive biases or human error. The goal in these systems is to reduce human input, often to the point of eliminating them from the system altogether.
But there is another way to think about the human role - a positive perspective that considers and takes advantage of human capabilities. This sees the human operator as a valuable contributor that is essential for system success.
This presentation walks through some commonly held views on humans and presents an alternate perspective that puts humans in a better light. It also describes how this perspective impacts how we design systems so that we can help reduce the blind spots that are created when we try to take people out of a system.
Wearable Technology - Learning, Connecting, Monitoring and Posing Seymourpowell
Probably the most discussed technological advancements since the iPhone was introduced, wearable technology embodies the unavoidable and fascinating era of enmeshing computers and advanced electronic technologies onto our selves – through accessories and clothing. In sci-fi speak – it is the biological integration of electromechanical elements for the benefit of the human self. Cyborgs, then.
In this article I will explore four key questions with wearables –
Will wearable technology make us more skilful?
Will it make us more connected?
Will it make us healthier?
Will it be stylish?
In each, I will strive to understand the potential and concern for technology in these areas and explore how effective this tech is at replacing something inferior, or not.
Information Shadows: how ubiquitous computing serializes everyday thingsMike Kuniavsky
First imagined in 1991 at Xerox PARC, \"Ubiquitous computing,\" -- the sowing of information processing into the environment is now a reality. Just as 20th century electrification and inexpensive electric motors changed hand tools into appliances, the Internet and inexpensive embedded computers are now transforming familiar objects. With the addition of networked computing, everyday things exhibit new properties. Objects have always been catalogued and counted. With near-realtime circulation of meta-data, they cast information shadows into databases and the Web. In response, we shift how we relate to these new kinds of objects. And with some objects as agents in their own right, we must consider how objects relate to each other. In this talk Mike will discuss how the nature of familiar things is rapidly transforming as their information shadows grow longer and more intertwined and why cars and purses are more like serials than you may have expected.
'MZ가 관심을 갖고 소비하려고 하는 것들은 결국 트렌드가 된다'
가상과 현실을 넘나들고 언제 어디에서나 놀거리를 찾는 MZ세대를
사로잡은 최신 디지털 트렌드 이슈들을 소개합니다.
*고해상도로 리포트를 보시려면 다운로드 하세요.
www.crea-m.com
www.facebook.com/cream0820
What is the ultimate goal of artificial intelligence yogesh malikYogesh Malik
Can artificial intelligence solve world hunger and bring eternal peace? We will see that when the time comes but the inevitability of artificial intelligence becoming smarter than human has raised many questions about the long-term survival of the human race
More on ArtificialIntelligence ,Singularity ,Transhumanism ,Automation ,AGI ,AITakeover ,Algocracy ,MachineLearning ,DeepLearning
You can do better: Lessons Learned from Government Meets Social NetworksSebastian Deterding
Keynote I gave on October 16, 2009 at the Berlin in October 2009 E-Democracy Unconference on stuff I learned as project lead of the social networking site du-machst.de how to introduce e-participation and web 2.0 culture in a government context.
Kaplan & Haenlein - The fairyland of second life - virtual social worlds and ...ESCP Exchange
Virtual social worlds, such as the Internet site Second Life, have acquired a high degree of popularity in the popular and business press. In this article we address the increasing importance of virtual social worlds, and discuss how companies can make use of their potential. We first present how virtual social worlds evolved historically, how they fit into the postmodern paradigm of our time, and how they differ from other social media, such as content communities (e.g., YouTube), social networking sites and blogs (e.g., Facebook), collaborative projects (e.g., Wikipedia), and virtual game worlds (e.g., World of Warcraft).We subsequently present how firms can make use of virtual social worlds in the areas of advertising/communication, virtual product sales (v-Commerce), marketing research, human resources, and internal process management. We also highlight the points companies should pay particular attention to in their activities, the 5Cs of success in virtual social worlds, and the future evolutions that we expect to shape this sector over the next 5—10 years: a trend toward standardization and interoperability, improvements in software usability, increasing interconnection between reality and virtual worlds, establishment of law and order, and the transformation of virtual social worlds to business hubs of the future
We come across dozens of design breakthroughs and technological innovations daily--so many that it's easy to miss important trends emerging in the chaos all around us and not connect the dots to see the BIG picture.
Here at The Institute for Customer Experience (ICE), we understand the business and design value of capturing the right trend insights at the right moment. We observe and analyse trends in design, technology, and business, and keep our fingers on the pulse of the global zeitgeist. In this series of trendbriefs, we bring you alerts on what's trending in our world and their possible impact on our future.
Subscription to ICE Breakers - http://eepurl.com/S1ZFL
Dan Faggella - TEDx Slides 2015 - Artificial intelligence and ConsciousnessDaniel Faggella
URL of the original TEDx Talk: https://www.youtube.com/watch?v=PjiZbMhqqTM
Notes from my 2015 TEDx presentation, titled: "We Should Wake Up Before The Machines Do," on the topic of artificial intelligence and consciousness.
Speaker: Daniel Faggella
Location: Southern New Hampshire University
Extending human capabilities: Design for people, not around Brian McKenna
A commonly held perspective is that humans are the source of error in systems and thus, something to design around - often framing things in terms of cognitive biases or human error. The goal in these systems is to reduce human input, often to the point of eliminating them from the system altogether.
But there is another way to think about the human role - a positive perspective that considers and takes advantage of human capabilities. This sees the human operator as a valuable contributor that is essential for system success.
This presentation walks through some commonly held views on humans and presents an alternate perspective that puts humans in a better light. It also describes how this perspective impacts how we design systems so that we can help reduce the blind spots that are created when we try to take people out of a system.
Wearable Technology - Learning, Connecting, Monitoring and Posing Seymourpowell
Probably the most discussed technological advancements since the iPhone was introduced, wearable technology embodies the unavoidable and fascinating era of enmeshing computers and advanced electronic technologies onto our selves – through accessories and clothing. In sci-fi speak – it is the biological integration of electromechanical elements for the benefit of the human self. Cyborgs, then.
In this article I will explore four key questions with wearables –
Will wearable technology make us more skilful?
Will it make us more connected?
Will it make us healthier?
Will it be stylish?
In each, I will strive to understand the potential and concern for technology in these areas and explore how effective this tech is at replacing something inferior, or not.
Information Shadows: how ubiquitous computing serializes everyday thingsMike Kuniavsky
First imagined in 1991 at Xerox PARC, \"Ubiquitous computing,\" -- the sowing of information processing into the environment is now a reality. Just as 20th century electrification and inexpensive electric motors changed hand tools into appliances, the Internet and inexpensive embedded computers are now transforming familiar objects. With the addition of networked computing, everyday things exhibit new properties. Objects have always been catalogued and counted. With near-realtime circulation of meta-data, they cast information shadows into databases and the Web. In response, we shift how we relate to these new kinds of objects. And with some objects as agents in their own right, we must consider how objects relate to each other. In this talk Mike will discuss how the nature of familiar things is rapidly transforming as their information shadows grow longer and more intertwined and why cars and purses are more like serials than you may have expected.
'MZ가 관심을 갖고 소비하려고 하는 것들은 결국 트렌드가 된다'
가상과 현실을 넘나들고 언제 어디에서나 놀거리를 찾는 MZ세대를
사로잡은 최신 디지털 트렌드 이슈들을 소개합니다.
*고해상도로 리포트를 보시려면 다운로드 하세요.
www.crea-m.com
www.facebook.com/cream0820
What is the ultimate goal of artificial intelligence yogesh malikYogesh Malik
Can artificial intelligence solve world hunger and bring eternal peace? We will see that when the time comes but the inevitability of artificial intelligence becoming smarter than human has raised many questions about the long-term survival of the human race
More on ArtificialIntelligence ,Singularity ,Transhumanism ,Automation ,AGI ,AITakeover ,Algocracy ,MachineLearning ,DeepLearning
Teen Depression: Stories of Hope & Health LESSON 2 SLIDESHOWELH2004
This is the LESSON 2 SLIDESHOW for the "Teen Depression: Stories of Hope & Health" depression education and mental health empowerment curriculum from Erika's Lighthouse.
Please visit, www.erikaslighthouse.org to learn more and access the complete free program with video, audio lectures, curriculum instructions and materials.
The Dangers of Alcohol - MAPEH 8 (Health 4th Quarter)Carlo Luna
HEALTH Unit 4: Prevention of Substance Use and Abuse
Lesson 2: The Dangers of Alcohol
This material is designed to inform your students about the dangers of alcohol and teach them the various strategies to prevent substance use and abuse.
The Dangers of Cigarette Smoking - MAPEH 8 (Health 4th Quarter)Carlo Luna
HEALTH Unit 4: Prevention of Substance Use and Abuse
Lesson 1: The Dangers of Cigarette Smoking
This material is designed to inform your students about the dangers of cigarette smoking and teach them the various strategies to prevent substance use and abuse.
Design Fiction: Something and the Something in the Age of the SomethingJulian Bleecker
Presentation at Design Engaged 2008 of some early thinking on props, prototypes and fiction as frameworks for engaging design activities. Ideas in process.
More at: http://tinyurl.com/45sv3z
Author: Mirko Presser
The Alexandra Institute
Contributors
Srdjan Krco (Dunavnet)
Tobias Kowatsch (University of St. Gallen)
Stefan Fischer (University of Luebeck)
Wolfgang Maas (Saarland University)
Sebastian Lange (Deloitte)
Francois Carrez (University of Surrey)
Bernard Hun (University of Surrey)
Richard Egan (Thales UK, Research and Technology)
Jan Höller (Ericsson AB)
Alessandro Bassi (Alessandro Bassi Consulting)
Stephan Haller (Vigience AG)
Martin Fiedler (Fraunhofer IML)
Luis Muñoz (University of Cantabria)
Louise Lønborg Rustrup (The Alexandra Institute)
João Fernandes (The Alexandra Institute)
Production Team:
Tine Kaag Raun (The Alexandra Institute)
Michael Skotting (Raaskot Visuel Kommunikation)
Mirko Presser (The Alexandra Institute)
Stig Andersen (Thingvalla Kommunikation)
Bente Kjølby Larsen (The Alexandra Institute)
Susanne Brøndberg (The Alexandra Institute)
Lene Holst Mortensen (The Alexandra Institute)
Interviews by Stig Andersen
The Internet of Things Comic Book is a publication of
the Internet of Things International Forum and is powered
by the Alexandra Institute and partially funded by
the
FP7 ICT ‘Internet of Things Initiative’ Coordination
Action,
contract number 257565
Comic Book scenes sponsored by Smart Aarhus
www.smartaarhus.dk
<a><img src="https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png" /></a><br />Quest'opera è distribuita con Licenza <a>Creative Commons Attribuzione - Non commerciale - Condividi allo stesso modo 4.0 Internazionale</a>.
The Age of Spiritual Machines: When Computers Exceed Human IntelligenceWiseKnow Thailand
Ray Kurzweil is the inventor of the most innovative and compelling technology of our era, an international authority on artificial intelligence, and one of our greatest living visionaries. Now he offers a framework for envisioning the twenty-first century--an age in which the marriage of human sensitivity and artificial intelligence fundamentally alters and improves the way we live. Kurzweil's prophetic blueprint for the future takes us through the advances that inexorably result in computers exceeding the memory capacity and computational ability of the human brain by the year 2020 (with human-level capabilities not far behind); in relationships with automated personalities who will be our teachers, companions, and lovers; and in information fed straight into our brains along direct neural pathways. Optimistic and challenging, thought-provoking and engaging, The Age of Spiritual Machines is the ultimate guide on our road into the next century.
Goes with the slides https://www.slideshare.net/LoriLanday/ready-for-the-metaverse-immersive-and-interactive-experiences-in-virtual-worlds-game-audio-boston-92562619
2. In what ways do audiences operate
differently in a post-modern world?
Salen and Zimmerman article
Homework: research Salen and
Zimmerman
3. Second Life:
“We create avatars to leave our bodies behind,
yet take the body with us in the form of codes
and assumptions about what does and does not
constitute a legitimate interface with reality
– virtual or otherwise.” (Rehak, in Wolf and Pearson 2003:123)
Create avatar, move around island, talking to
other avatars connected to real people, who
are doing the same as you.
Business, entertainment and education are
clamouring to develop more and more virtual
land & spaces to do more virtual activities.
Benefits are in cost, efficiency and time.
4. You can trade real money in Linden Dollars & then buy
and sell in Second Life.
At The Serious Games Institute in Coventry businesses
are supported in running elements of their work in this
virtual world.
This is an example of a video game template being the
starting point for serious commerce.
In post-modern media terms we want to
know what is going on when someone
takes on this virtual identity, in relation
to the previous quotation from Rehak.
5. Duality and boundary-blurring = definitely PM
Is it a MMORPG (massively multiplayer online role-
playing game)? It is not actually a game.
BUT it is a large group, online, sharing virtual
experiences = it challenges traditional concepts and
traditional gamers.
“With all video games there is a defined ‘objective’ and for video games as
opposed to multi-user online games a narrative as well. A user must ‘do’
within this environment and has specific goals to achieve at all stages…and
receives feedback and rewards when each goal is achieved. These users often
feel initially disenfranchised when they enter the Second Life world because
they are not immediately greeted with a narrative and set a goal or task. They
find the concept that they can simply ‘be’ in this environment rather ‘do’ alien
and sometimes intimidating.” (Bennett: 2006: 6)
6. Consider games that also offer ‘be’ rather than ‘do’.
Post-modern games – always involve interplay of
tasks/goals
Non-strategic ‘hanging around’ could be seen as a move
away from this.
Second Life being influential – moving games designers
away from narratives.
(We will study future movements in gaming at the end of
the unit)
7. Link to Baudrillard –
In a post-modern culture we are able to design
ourselves – fluid/temporary
Change our identity in ways previous generations
could not
Argument: this is not a substitute or escape from
reality, but an extension of it – extending
expression of ourselves beyond physical
limitations
8. Protagonist – the hero of a play or a novel, and often
the focal point of the narrative.
In many digital games, there is one central character
which can be regarded as the game’s protagonist.
Often called the avatar (from Sanskrit avatara –
incarnation of deity).
9. Sex, Lies and Avatars :
http://www.wired.com/wired/archive/4.04/turkle.html
Snow's famous phrase delineating "the two cultures" - science and
the humanities - got it wrong from the outset. In the house of the
human mind, there are many mansions, many cultures. The British
physicist and novelist presented his two-cultures idea to great
acclaim in a 1959 book. Who then could have foreseen that Snow
got it wrong because he was a modernist?
A generation later, it takes a postmodernist to guide us through the
many mansions Snow failed to imagine. That postmodernist may well
be Sherry Turkle, the cyberspace explorer and professor of the
sociology of science at MIT. No matter that Turkle calls herself not a
postmodernist but "a modern woman telling a postmodern tale."
10. Her postmodern tale is about computing - the technology, she says, that
brings postmodernism down to earth.
Turkle is author of three seminal books - Psychoanalytic Politics, The
Second Self, and her most recent, Life on the Screen - each a
measured, meticulous, and ultimately mind-reordering exploration of the
ways people think about themselves and their worlds in these
postmodern times. What is real? What is virtual? What is living? What is
nonliving? Of the many selves I am, who is the real me?
For postmodernists like Turkle, no unitary truth resides anywhere.
Postmodernism celebrates this time, this place; and it celebrates
adaptability, contingency, diversity, flexibility, sophistication, and
relationships - with the self and with the community. Modernism coexists
with postmodernism, which makes sense if you think of modernism as
the spirit of the Tofflerian Second Wave (all those railroads and
smokestacks that we still use and need) and postmodernism as the spirit
of the Third Wave.
11. So Newtonian physics is modern, but quantum
mechanics is postmodern. Biology is mainly
postmodern, and so, maybe, are the national and
global economies. Modernist birthday parties had
cakes, candles, presents, and games; the main
game at postmodern birthday parties is watching
and commenting on the videos just shot. A
modernist always wore a tie with a jacket; a
postmodernist throws a well-tailored jacket over
a T-shirt. Modernist Walter Cronkite could end
his newscast with "That's the way it is." Dan
Rather must end more tentatively with "That's
part of our world tonight."
12. Mainframes were modernist, but computing slipped into
postmodernism when people got personal computers. Computing
continues its postmodern odyssey through the Internet to the most
dramatic extreme: the creation of online communities containing
online personae.
With its screen surfaces, its learning by doing instead of learning the
rules first, its hypertext (no one pathway through the text is the correct
way or the best way), computing now is as postmodernist as it gets.
It's characterized, as Turkle puts it, by "the precedence of surface
over depth, of simulation over the real, of play over seriousness.”
For philosophers who have lamented the lack of objects to represent
the postmodern condition, computing now offers the information of the
Internet and the connections of the World Wide Web; the windows,
icons, and layers of personal computing; the creatures in a SimLife
game; the simulations of the quantum world routinely used in
introductory physics courses.
Handout on simscity
13. Computing also offers pluralism, different things for different
people. In Life on the Screen, Turkle returns to one of the people
she interviewed for The Second Self. "Computers have changed,
times have changed, Rafe has changed," she writes. "But I could
also write: Times have changed; Rafe has changed; computers
have changed. In fact, there are six possible sequences. All are
simultaneously true. There is no simple, causal chain.”
Postmodernism. Right in front of you. Your laptop embodies new
ways of thinking, carries you to them (or them to you), and opens
you to them.
Alongside Turkle's claim that computing is what brings
postmodernism down to earth, we can put what Jay David Bolter,
author of Turing's Man and Writing Space, once mischievously
remarked: that the computer has transformed the knotty difficulties
of postmodern theory into the trivially obvious.
14. Hyperidentities
• Transformation of culture
• MMORPGs revolutionary in game medium
• Argues against games alienating people
• Experimental arena to watch mechanisms
increasingly found in everyday life
• Combines entertainment with communication
(first mass medium to do)
• Culture of simulation