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Incommensurate Wor(L)Ds: Epistemic Rhetoric and Faceted Classification Of
Incommensurate Wor(l)ds: Epistemic Rhetoric and Faceted Classification of Communication Mechanics in Virtual Worlds by Sarah Smith-Robbins A Dissertation Submitted to the Graduate School in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Dissertation Advisor: Dr. Rai Peterson Ball State University Muncie, IN March 28, 2011 Table of Contents Table of Contents ..................................................................................................................................... ii List of Tables ........................................................................................................................................... vi List of Figures ......................................................................................................................................... vii Abstract .................................................................................................................................................. ix Acknowledgements ................................................................................................................................. xi Chapter 1: Incommensurate Terms, Incommensurate Practices ............................................................... 1 Purpose of the Study ................................................................................................................................... 3 Significance of the Study ............................................................................................................................ -
Depersonalized Intimacy: the Cases of Sherry Turkle and Spike Jonze Eva-Lynn Jagoe University of Toronto
Depersonalized Intimacy: The Cases of Sherry Turkle and Spike Jonze Eva-Lynn Jagoe University of Toronto hat i call “depersonalized intimacy” posits modes of being with Wone another that are not predicated on a self that is in control of its own value, its own self-knowledge, or its own interpersonal interactions. The demand to be a knowable, self-aware, and authentic self thwarts many a friendship, love affair, and intimate conversation, and yet we continue to turn to the self-help aisle or Oprah to learn to be better at expressing and knowing ourselves. When that fails, we lament that we are misunderstood, unheard, and unmet by the other. This disappointment suggests that there is a transparent, authentic, and real self that needs recognition and mir- roring. But this self is, I believe, a product of the neoliberal economization of the self, in which human capital becomes another site of investment and entrepreneurial ventures.1 As an antidote to this harmful and illusory expectation for the self, I suggest an ethics of depersonalized intimacy, in 1 On the neoliberalization of the self, see Wendy Brown on neoliberal reason: [B]oth persons and states are construed on the model of the con- temporary firm, both persons and states are expected to comport themselves in ways that maximize their capital value in the present and enhance their future value, and both persons and states do so through practices of entrepreneurialism, self-investment, and/or attracting investors. (22) ESC 42.1–2 (March/June 2016): 155–173 which we disinvest from an imagined relational self who is in charge of her actions and emotions and expected to perform herself to the other in an authentic and coherent manner. -
Here the Imaginary Meets the Real” (Bartle 2004) • Virtual Worlds: • Have Physics: Underlying Automated Rules That Enable Players to Effect Changes to It
Digital Media, Society, and Culture Angus A. A. Mol Flappy Bird Virtual Worlds Virtual (adj) • “in essence, potentiality, or effect, although not in form or actuality” (OED) • Roots in Latin’s virtus (vir [man]+ tus [suffix to form a noun]): virtue, • Virtual is “that which isn’t, having the form or effect of that which is.” (Bartle 2004) Pre-digital Virtuality Lascaux Cave (France; 17.000 BCE) Indigenous Caribbean petroglyphs Fresco from the Villa of Livia (Dominican Republic) (Rome, 1st Century CE) Gary Gygax’ Dungeons and Dragons Plato’s Allegory of the Cave Arthur Conan Doyle’s Lost World (Theory of Forms) Virtual Worlds • “Where the imaginary meets the real” (Bartle 2004) • Virtual Worlds: • Have physics: underlying automated rules that enable players to effect changes to it. • Have players that represent individuals or characters in the world • Interaction takes place in real time • are shared • are (at least to some degree) persistent. MUD (Multi-User Dungeon) • Multi-User • Multiplayer, i.e. via a network • University networks • Early Dial-up networks • Access to MUDs based on provider (MUD belonged to CompuServe) • Once responsible for up to 10% of internet traffic (1993) • Dungeon • Zork, originally called Dungeon (MIT 1977-1079) Colossal Cave Adventure (Will Crowther, 1976), also known as ADVENT Dungeons and Dragons + Caving Mammoth Cave (Kentucky) LambdaMOO • MUD, Object Oriented Pavel Curtis Xerox PARC (Palo Alto, CA) • Players can create objects through scripting • LambdaMOO • Hosted in Xerox Parc • Made by Pavel Curtis, further developed by thousands of people after him. • Longest running virtual world • Social Experiment • No hierarchy • “Wizards” • Large community • A Rape in Cyberspace (1993) • Using a virtual voodoo doll • Led to institution of code of ethics and democratic self-governance system. -
Revisiting the Potential Uses of Media for Children's Education
Revisiting the Potential Uses of Media in Children’s Education Chris Berdik Winter 2020 The Joan Ganz Cooney Center at Sesame Workshop About the Author Chris Berdik is a freelance science and education journalist in Boston. A former staff editor at The Atlantic Monthly and Mother Jones, he has covered topics such as virtual schools, DNA forensics, and climate engineering for national publications, including The New York Times, Wired, Popular Science, Politico, New Scientist, and The Washington Post. Since 2015, he has also been a regular contributor to the Hechinger Report, a nonprofit education newsroom. His reporting has won grants from the Pulitzer Center on Crisis Reporting, the Society of Environmental Journalists, and the Solutions Journalism Network. In 2012, Penguin published his book Mind Over Mind, about medical and non-medical placebo effects. He is now working on a book about noise, expected to be published by Norton in 2021. A full-text PDF of this publication is available as a free download from www.joanganzcooneycenter.org. 2 CoNteNtS 4 — INTRODUCTION 6 — PART ONE Uncharted Territory? 7 What’s Been Done (Or Overdone)? 7 Where Are the Gaps? 9 — PART TWO Key Ingredients 10 Starting Points 11 Digital Do’s and Don’ts 13 — PART THREE Adults in the Room 14 Encouraging Adults 15 Desperately Seeking Curation 16 Scaffolding 17 — PART FOUR Fake News! 18 Media Literacy 19 Privacy 21 — PART FIVE Pursuing Equity 22 Big Picture 23 Small Steps 24 — CONCLUSION 26 — CONTRIBUTORS 3 INtroDuCtIoN On November 10, 1969, Big Bird took his first outsized steps down Sesame Street, introducing the world to a character that was endearingly goofy, but always eager to learn. -
Read Book Life on the Screen Identity in the Age of the Internet
LIFE ON THE SCREEN IDENTITY IN THE AGE OF THE INTERNET 1ST EDITION PDF, EPUB, EBOOK Sherry Turkle | 9780684833484 | | | | | Life on the Screen Identity in the Age of the Internet 1st edition PDF Book Signed by Author s. The power given to us by Internet and other network infrastructure by their carrying diverse applications lets us explore our personal complexities. A little outdated at this point. Jun 07, Sara rated it really liked it Shelves: information-technology , nonfiction. The author is a Professor of the Sociology of Science at the Massachusetts Institute of Technology, and a licensed clinical psychologist holding a joint Ph. The book has been signed by Turkle in that there is a stamp pasted to the front loose endpage with her signature on it. Paperback , pages. By Amy Bruckman. Professor Turkle writes on the "subjective side" of people's relationships with technology, especially computers. Welcome back. Also, loads of interesting case studies and stories. Turkle is a brilliant observer of the online world, and what makes the Net incredibly interesting is that it was never intended to be a social medium. Overall a great read that raises a lot of questions, but also provides a ton of useful categories and terms for thinking. Ashley Poston made her name with Once Upon a Con, a contemporary series set in the world of fandom, and her two-part space opera, Heart of It was a great way to stay in touch long-distance. Includes bibliographical references pages and index A book about people and how computers are causing us to reevaluate our identities in the age of the Internet Introduction : identity in the age of the Internet -- I. -
GENDER SWAPPING on the INTERNET Amy S. Bruckman Presented at the Internet Society, San Fransisco, CA, August 1993
GENDER SWAPPING ON THE INTERNET Amy S. Bruckman Presented at The Internet Society, San Fransisco, CA, August 1993. ABSTRACT In text-based virtual reality environments on the Internet called MUDs, it is possible to pretend to be the opposite gender. In these virtual worlds, the way gender structures basic human interaction is often noticed and reflected upon. This paper introduces MUDs, and then presents a community discussion about gender issues that MUDs inspired. Gender swapping is one example of ways in which network technology can impact not just work practice but also culture and values. I. GENDER SWAPPING ON THE INTERNET On the television show Saturday Night Live, a series of skits concerned a character named Pat, who has no apparent gender. The audience is tempted with the promise of clues. In one episode, Pat gets his or her hair cut. A sign in the salon says that men's haircuts are $7, and women's haircuts are $9. The audience waits in suspense: when Pat goes to pay, his or her true gender will be revealed. The humor of the series lies in the fact that those hopes are constantly foiled; in this instance, Pat leaves $10 and says to keep the change. Gender is so fundamental to human interactions, that the idea of a person without gender is absurd. The audience thinks that surely some clue must reveal Pat's gender, but none ever does. Many who have never seen Saturday Night Live know about Pat.(2) The character has become a kind of cultural icon. Pat's popularity is revealing. -
Yib's Guide to Mooing
Yib’s Guide to MOOing Getting the Most from Virtual Communities on the Internet Elizabeth Hess Table of Contents Foreword....................................................................................................................iii Acknowledgements.....................................................................................................v Introduction ...............................................................................................................1 Part I Fundamentals ...................................................................................................5 Chapter 1 – The Basics ................................................................................................7 Getting Started........................................................................................................7 Basic Communications............................................................................................9 Requesting a Character and Getting Settled In ...................................................... 14 Chapter 2 – How Do They Do That?.......................................................................... 21 Overview............................................................................................................... 21 A Very Brief Introduction to Objects ..................................................................... 21 Exploring an Object-Oriented World..................................................................... 22 Moving Around in a MOO................................................................................... -
Collaborative Networked Communication: Muds As Systems Tools
The following paper was originally presented at the Seventh System Administration Conference (LISA ’93) Monterey, California, November, 1993 Collaborative Networked Communication: MUDs as Systems Tools Remy Evard Northeastern University For more information about USENIX Association contact: 1. Phone: 510 528-8649 2. FAX: 510 548-5738 3. Email: [email protected] 4. WWW URL: http://www.usenix.org Collaborative Networked Communication: MUDs as Systems Tools Rémy Evard – Northeastern University ABSTRACT A systems administration group is only as effective as its internal communication mechanisms. On-line communication has traditionally been managed via electronic mail or news, which are neither real-time nor truly collaborative. Communication tools which let multiple parties work together in real-time have become widespread on the Internet in the last several years. In an effort to keep a physically disjoint systems staff working together effectively, we have explored the use of MUDs as communications tools. By allowing many people to interact in an extensible environment, MUDs have solved many of the problems that we had with on-line communication, and provided many unexpected benefits as well. Introduction related projects each term of the school year as part of a volunteer program, and may put in as much Multi User Dungeons, or MUDs, are widely time as the full-time staff (or perhaps more). used on the Internet as interactive role-playing games. They use valuable network resources, attract With this many people involved in systems pro- unruly users, and are often run by students who jects, coordination and communication become didn’t quite bother to ask the permission of the local essential to making effective progress. -
Proquest Dissertations
INFORMATION TO USERS This manuscript has been reproduced from the microfilm master. UMI films the text directly from the original or copy submitted. Thus, some thesis and dissertation copies are in typewriter face, while others may be from any type of computer printer. The quality of this reproduction is dependent upon the quality of the copy submitted. Broken or indistinct print, colored or poor quality illustrations and photographs, print bleedthrough, substandard margins, and improper alignment can adversely affect reproduction. In the unlikely event that the author did not send UMI a complete manuscript and there are missing pages, these will be noted. Also, if unauthorized copyright material had to be removed, a note will indicate the deletion. Oversize materials (e.g., maps, drawings, charts) are reproduced by sectioning the original, beginning at the upper left-hand comer and continuing from left to right in equal sections with small overlaps. Each original is also photographed in one exposure and is included in reduced form at the back of the book. Photographs included in the original manuscript have been reproduced xerographically in this copy. Higher quality 6” x 9” black and white photographic prints are available for any photographs or illustrations appearing in this copy for an additional charge. Contact UMI directly to order. UMI Bell & Howell Information and Learning 300 North Zeeb Road, Ann Aibor, Ml 48106-1346 USA 800-521-0600 3D VIRTUAL WORLDS AND LEARNING: AN ANALYSIS OF THE IMPACT OF DESIGN AFFORDANCES AND LIMITATIONS IN ACTIVE WORLDS, BLAXXUN INTERACTIVE, AND ONLIVE! TRAVELER; AND A STUDY OF THE IMPLEMENTATION OF ACTIVE WORLDS FOR FORMAL AND INFORMAL EDUCATION DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Michele D. -
Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games a B S T R a C T
GENERAL NOTE Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games A B S T R A C T The subject matter of this ar- ticle emerged in part out of re- Anne-Marie Schleiner search for the author’s thesis project and first game patch, Ma- dame Polly, a “first-person shooter gender hack.” Since the time it was written, there has been an up- surge of interest and research in computer games among artists ost-industrial capitalist economies are develop- search involving the nascent and media theoreticians. Consider- P able shifts in gaming culture at ing into cultures of “play,” in which a pervasive “play ethic” is “third-person shooter/adventure large have taken place, most nota- superseding the work ethic [1]. According to economist Jer- game with female heroine” bly a shift toward on-line games, emy Rifkin, as large percentages of the human labor force are genre—exemplified by Eidos In- as well as an increase in the num- rendered superfluous by more efficient technologies, we will teractive and Core Design’s popu- ber of female players. The multi- need to reinvest value in other sorts of human activities that lar game Tomb Raider—has led directional information space of the network offers increasing pos- fall outside of the production paradigm [2]. Even within cor- me from gender analysis of film, sibilities for interventions and gen- porate environments, play is seeping into the workplace: for particularly of the horror film der reconfigurations such as those instance, “strung-out” programmers may blow off steam by genre, to science fiction, to vir- discussed at the end of the article. -
Marc-Thesis.Pdf
THE LVN MIXTAPES: USING AUGMENTED AUDIOTAPES FOR STORY SHARING by Marc Exposito Gomez B.Sc., La Salle - Ramon Llull University (2015) Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, in partial fulfillment of the requirements for the degree of Master of Science in Media Arts and Sciences at the Massachusetts Institute of Technology September 2019 @ Massachusetts Institute of Technology, 2019. All rights reserved Author Signature redacted Program in Media Arts and Sciences August 2nd, 2019 Certified by Signature redacted , Deb Roy Professor, Program in Media Arts and Sciences Accepted by Signature redacted MASSACHU~SJTTS INSTITUTE >TodMachover OF TKWLOG-- A emic Head, Program in Media Arts and Sciences OCT04O19 Ti LIBRARES THE LVN MIXTAPES: USING AUGMENTED AUDIOTAPES FOR STORY SHARING by Marc Exposito Gomez Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, on August, 2nd, 2019 in partial fulfillment of the requirements for the degree of Master of Science in Media Arts and Sciences Abstract In the course of this thesis, I present a novel listening medium aimed to increase the awareness of the local community through story dissemination. Supported by the growing collection of recorded conversations from the Local Voices Network (LVN), I propose to use augmented audiotapes and the culture of mixtapes to physically embody the stories and views of the community. The use of cassettes provides a medium for self-reflection, generates curiosity for exploration, and ultimately enables face-to-face interactions and social sharing. This thesis describes the process of designing, building, and experimenting with this participatory media. -
Life on the Screen Identity in the Age of the Internet Sherry Turkle
Life on the Screen Identity in the Age of the Internet Sherry Turkle (A Book Contemplation By Dorit Winter) Life on the Screen is commendable as an introduction to interactive computer use. Sherry Turkle explains the nascent computer culture of a simulation called Multi-User Domains, or MUDs, very thoroughly. Essentially, “MUDs provide worlds for anonymous social interactions in which one can play a role as close to or as far away from one’s ‘real self’ as one chooses.” (p. 12) To impart a bit more of a flavor of MUD existence, I can do no better than to quote the book: In the course of a day, players move in and out of the active game space. As they do so, some experience their lives as a “cycling through” between the real, world, RL, and a series of virtual worlds. I say a series because people are frequently connected to several MUDs at a time. In an MIT computer cluster at 2 a.m.. an eighteen-year-old freshman sits at a networked machine and points to the four boxed-off areas on his vibrantly colored computer screen. “On this MUD I’m relaxing, shooting the breeze. On this MUD I’m in aflame war. On this last one I’m into heavy sexual things. I’m traveling between the MUDs and a physics homework assignment due at 10 tomorrow morning.” And here is Doug, a midwestern college junior: “1 split my mind. I’m getting better at it. I can see myself as being two or three or more..