Anda di halaman 1dari 20

ONLINE

IDENTITY

THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN

IDENTITY

ONLINE

THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN

SHERRY TURKLE POSTMODERNISM AND THE CULTURE OF SIMULATION MUD ONLINE IDENTITY ROMANTIC MACHINES?

SHERRY TURKLE BIOGRAPHY 1948. Born in NY, U.S 1969. Politics studies, Paris 1973. M.A Sociology, Harvard, U.S 1976. PhD. Sociology and Personality Psychology. 1976_present. Professor MIT Social studies and humantechnology interaction.

THE LIFE ON THE SCREEN

INTRODUCTION _COMPUTER A TOOL AND A MIRROR


develop and tasks and project ourselves

COMPUTERS AND CYBERSPACE

_ CYBERSPACE
IMMATERIAL MEDIUM THAT EXISTS BETWEEN THE REAL AND THE UNREAL

_ VIRTUAL PLACE
allow people + move to different places (immaterial) + human interactions + construct identities and different roles + build communities (share ideas and interests)

POSTMODERNISM _ POSTMODERNIST VIEW AND NEW TECHNOLOGIES CHANGED THE UNDERSTANDING OF HUMAN IDENTITY
+ Instable + Relative + Decentred + Plural + Contradictory + Aesthetic

THE CULTURE OF SIMULATION

POSTMODERNISM VIEW AND SIMULATED SPACES


COMPUTERS AND NEW TECHNOLOGIES EMBODY POSTMODERNIST THEORIES

_ FROM THE CULTURE OF CALCULATION TOWARD THE CULTURE OF SIMULATION


The culture of simulation is affecting the way that people understand their mind and body

_ NEW RELATIONSHIPS
MIND / BODY / SELF / MACHINE

THE CULTURE OF SIMULATION

_ SIMULATED ENVIRONMENTS between the real and the artificial


creation of artificial worlds and virtual relationships

_ THE USE OF TECHNOLOGY IN SIMULATED ENVIRONMENTS


HUMAN EXTENSION

THE CULTURE OF SIMULATION

SIMULATED WORLDS THIS IS MORE REAL THAN THE REAL LIFE


GRAPHIC / AESTHETIC WORLD

_ SIMULATED REALITY
immaterial and visual world

_ REINVENTION OF IDENTITY
new medias and online participation allow people to redefine ourselves

_ COMPUTER GAMES

ROLE-PLAYING GAMES
example of culture of simulation

MUD MULTI-PLAYER-DOMAINS / DUNGEOS AND DRAGONS

MULTI-PLAYER-DOMAINS / DUNGEOS

_ APPLICATION OF POSTMODERNISM
BETWEEN THE REAL AND THE UNREAL Interaction between real people + robots

MUD MULTI-PLAYER-DOMAINS DUNGEOS AND DRAGONS


Developed by Gary Gygax, 1974

MULTI-PLAYER-DOMAINS / DUNGEOS

_ TEXT-BASED COMPUTER GAME


ROLE-PLAYING GAME Simulation of fantastic worlds and magic characters e.g. The Lord of the Rings (Tolkien) + Internet / textual description + Online community + Simultaneous interaction (play with other at real time)

WHAT IS THE GAME ABOUT?


DIFFERENT KINDS OF WAR _ world war _ civic war _ revolution _ battles and combats

MUD people express and explore unexplored aspects of themselves playing with their identities
Sherry Turkle, 1995

MULTI-PLAYER-DOMAINS / DUNGEOS

_ COMPUTER SCREEN
PEOPLE PROJECTION ANONYMOUS INTERACTION you are who you pretend to be

_ CREATION OF IDENTITY + Creation of characters


+ Physical attributes + Psychological attributes

ONLINE IDENTITY HUMAN IDENTITY WITHIN TECHNOLOGICAL SPACES


+ Technology changes people's mind and human perceptions (reality) + Immaterial space of interactions + Space where people can feel more comfortable (use anonymity)

THINKING ABOUT IDENTITY

COMPUTER SCREEN AND IDENTITY


the space of human fantasies where we project our-selves

ONLINE IDENTITY AVATAR: DIGITAL IDENTITY


SELF- REPRESENTATION IN ROLE-PLAYING GAMES

THINKING ABOUT IDENTITY

_ ONLINE, PLAYERS CAN


+ Edit their self-presentation + Perform an identity different to the real self + Choose a role that make them feel comfortable + Play different identities

_ IDENTITY CUSTOMIZATION
Digital attributes: embodiment + Dreams + Emotions + Fears

ONLINE IDENTITY AVATAR: DIGITAL IDENTITY


SELF- REPRESENTATION IN ROLE-PLAYING GAMES

THINKING ABOUT IDENTITY

_ MULTIPLE AVATARS _ MULTIPLE ROLES _ MULTIPLE IDENTITIES

A ROOF IDENTITY ONLINEFOR CHILE

THINKING ABOUT IDENTITY ABOUT ITS HISTORY

SELF- REPRESENTATION IN ROLE-PLAYING GAMES


MULTIPLE AVATARS + MULTIPLE ROLES = MULTIPLE IDENTITIES

A ROOF IDENTITY ONLINEFOR CHILE

THINKING ABOUT IDENTITY ABOUT ITS HISTORY

SELF- REPRESENTATION IN ROLE-PLAYING GAMES


MULTINATIONAL COMPANIES AND SOCIAL EVENTS

ROMANTIC MACHINES? _ PROXIMITY


PEOPLE / TECHNOLOGY Computers have become closer to people and people have become closer to computers

_ COEXISTANCE
People IS coexisting with machines psychological / physiological effects

MACHINES CAN THINK? ARE MACHINES ALIVE?

ROMANTIC MACHINES? ARE PEOPLE LIKE MACHINES? _ GENETIC REENGINEERING


Deciphering a code (DNA)

_ THE HUMAN GENOME PROJECT allow to identify


DNA and the role in of each gene

_ DNA: RESPONSIBLE OF PERSONALITY


Temperament Physical appearance Sexual orientation

HUMAN BEINGS ARE MACHINES? IS IT POSSIBLE TO REPROGRAM AN HUMAN BEING?

IDENTITY

ONLINE

THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN

Turkle, S. 2005. The second self: computers and the human spirit. Cambridge: MIT Press. Turkle, S. 2004. Wither psicoanlisis in computer culture. In Kaplan D. Reading in the philosopy of technology. 2004. Lanham: Romwman & Littlefield Publishers. Turkle, S. 2001. Who am we. In Trend, D. Reading digital cultures. 2001. Massachussets: Blackwell Publisher Ltd. Turkle, S. 1995. Life on the screen: identity in the age of the Internet. New York: Touchstone. Waggoner, Z. 2009. My avatar, my self: identity in video role-playing games. Jefferson: McFarland. Winder, D. 2008. Being virtual: who you really are online. London: John Willey & Sons Ltd.

IDENTITY

ONLINE

THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN

HAVE YOU EVER PLAYED ROLE-PLAYING GAMES? HOW MANY VERSIONS OF YOURSELF HAVE YOU GOT ONLINE? WHO YOU ARE ONLINE?

Anda mungkin juga menyukai