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THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN ONLINE IDENTITY

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Page 1: Online Identity

THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN

ONLINE IDENTITY

Page 2: Online Identity

SHERRY TURKLE POSTMODERNISM AND THE CULTURE OF SIMULATION

MUD ONLINE IDENTITY

ROMANTIC MACHINES?

THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN

ONLINE IDENTITY

Page 3: Online Identity

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 human-technology interaction.

THE LIFE ON THE SCREEN

Page 4: Online Identity

_COMPUTER A TOOL AND A MIRROR develop and tasks and project ourselves

_ 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)

COMPUTERS AND CYBERSPACE INTRODUCTION

Page 5: Online Identity

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

POSTMODERNISM

Page 6: Online Identity

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

Page 7: Online Identity

_ 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

Page 8: Online Identity

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

THE CULTURE OF SIMULATION

Page 9: Online Identity

MULTI-PLAYER-DOMAINS / “DUNGEOS AND DRAGONS”

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

MULTI-PLAYER-DOMAINS / DUNGEOS MUD

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MULTI-PLAYER-DOMAINS “DUNGEOS AND DRAGONS” Developed by Gary Gygax, 1974

_ 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

MULTI-PLAYER-DOMAINS / DUNGEOS MUD

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“people express and explore unexplored aspects of

themselves playing with their identities”

Sherry Turkle, 1995

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

_ CREATION OF IDENTITY + Creation of characters + Physical attributes + Psychological attributes

MULTI-PLAYER-DOMAINS / DUNGEOS MUD

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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)

COMPUTER SCREEN AND IDENTITY the space of human fantasies where we project our-selves

THINKING ABOUT IDENTITY ONLINE IDENTITY

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AVATAR: DIGITAL IDENTITY SELF- REPRESENTATION IN ROLE-PLAYING GAMES

_ 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

THINKING ABOUT IDENTITY ONLINE IDENTITY

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AVATAR: DIGITAL IDENTITY SELF- REPRESENTATION IN ROLE-PLAYING GAMES

_ MULTIPLE AVATARS _ MULTIPLE ROLES _ MULTIPLE IDENTITIES

THINKING ABOUT IDENTITY ONLINE IDENTITY

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ABOUT ITS HISTORY A ROOF FOR CHILE

SELF- REPRESENTATION IN ROLE-PLAYING GAMES MULTIPLE AVATARS + MULTIPLE ROLES = MULTIPLE IDENTITIES

THINKING ABOUT IDENTITY ONLINE IDENTITY

Page 16: Online Identity

ABOUT ITS HISTORY A ROOF FOR CHILE

SELF- REPRESENTATION IN ROLE-PLAYING GAMES MULTINATIONAL COMPANIES AND SOCIAL EVENTS

THINKING ABOUT IDENTITY ONLINE IDENTITY

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_ 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?

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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?

ROMANTIC MACHINES?

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THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN

ONLINE IDENTITY

Turkle, S. 2005. The second self: computers and the human spirit. Cambridge: MIT Press. Turkle, S. 2004. Wither psicoanálisis 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.

Page 20: Online Identity

THE ARTIFICIAL EXTENSION OF OURSELVES ON THE SCREEN

ONLINE IDENTITY

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