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IDENTITY   IN THE AGE OF THE INTERNET (Turkle 1995)
Computers have changed our   PERCEPTION of our IDENTITIES
Computers: ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Cyberspace  William Gibson’s hallucination! The SPACE where computer mediated communication between an  unlimited number of people from around the globe exchange ideas,  conduct business, create, play and engage without the need for a shared physical (bodily) presence. Everything we do online ,[object Object],[object Object],[object Object],[object Object],[object Object],is part of Cyberspace
We Interact And Augment interact with others partake in virtual communities impersonate others
Eroding Boundaries Between Real & Surreal LET’S PLAY!!! We are reinventing ourselves as we go along The self is constructed & rules of social interaction are built show Let’s pick the NEW you
You navigate,   converse and build Are evocative objects for thinking about  identity Offer new forms of communities  * use of windows (places) * interact with others  * adhere to different roles  Offer new forms of collaborative written literature * similarities with script writing *   you  are the author;   self  is constructed Our Sense of Limitations Fades MUD
what previously seemed abstract is now experienced in MUD  real & artificial are disappearing philosophy has become  mainstream From a modernist Culture of Calculation to a post-modernist Culture of Simulation
[object Object],[object Object],[object Object],[object Object]
What Are The Disadvantages? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Online Desires Turn Soar Offline
Beneficial Outcome of the Virtual World  ,[object Object],[object Object],[object Object],[object Object],[object Object]
Conclusion Computers are used to become comfortable with  new ways of thinking about evolution, relationship,  and much  more . . .  bound by our capabilities in real and virtual life Both should be in balance if we’ll continue to immerse online and offline!
“ People who live parallel lives on the screen are nevertheless bound by the desires, pain, and mortality of their physical self.” (Turkle 1995)
References ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]

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Identity in the Digital Age: Turkle 1995

  • 1. IDENTITY IN THE AGE OF THE INTERNET (Turkle 1995)
  • 2. Computers have changed our PERCEPTION of our IDENTITIES
  • 3.
  • 4.
  • 5. We Interact And Augment interact with others partake in virtual communities impersonate others
  • 6. Eroding Boundaries Between Real & Surreal LET’S PLAY!!! We are reinventing ourselves as we go along The self is constructed & rules of social interaction are built show Let’s pick the NEW you
  • 7. You navigate, converse and build Are evocative objects for thinking about identity Offer new forms of communities * use of windows (places) * interact with others * adhere to different roles Offer new forms of collaborative written literature * similarities with script writing * you are the author; self is constructed Our Sense of Limitations Fades MUD
  • 8. what previously seemed abstract is now experienced in MUD real & artificial are disappearing philosophy has become mainstream From a modernist Culture of Calculation to a post-modernist Culture of Simulation
  • 9.
  • 10.
  • 11. Online Desires Turn Soar Offline
  • 12.
  • 13. Conclusion Computers are used to become comfortable with new ways of thinking about evolution, relationship, and much more . . . bound by our capabilities in real and virtual life Both should be in balance if we’ll continue to immerse online and offline!
  • 14. “ People who live parallel lives on the screen are nevertheless bound by the desires, pain, and mortality of their physical self.” (Turkle 1995)
  • 15.

Notas del editor

  1. The term cyberspace was first labeled by the writer William Gibson in his novel “Neuromancer”. A graphic representation of data. He thought of it as an unthinkable complexity. Cyberspace is a domain which will eventually replace the politics of the human body, sovereignty, military force and national boundaries (Bell). Our imaginations and systems have contributed to the developments in virtual reality (bell).
  2. Virtual reality as we experience it today is a real time 3D audio and visual experience simulating a reality. Back in 1993, Rheingold was one of the adopter that popularized the term including the virtual communities. So let’s have a look how can we can look in our own augmented life.
  3. http://www.nytimes.com/slideshow/2007/06/15/magazine/20070617_AVATAR_SLIDESHOW_1.html
  4. Proponent advocate for……