scholarly journals MENELISIK SIASAT CERITA DIGITAL REALITY PADA FILM READY PLAYER ONE?

2019 ◽  
Vol 5 (02) ◽  
pp. 159
Author(s):  
Jokhanan Kristiyono ◽  
Hernani Sirikit

<p>ABSTRACT</p><p>This study aims to find out how factual and digital reality are depicted in film.Castells’ theory on new media is taken for the base theory, subjectivity-identity and power and knowledge by Foucault. Narrative analysis by Lacey is applied to seek answer for the research problem. The advancement of Communication Technology has enabled human beings to have freedom in imagination and make it real. Digital technology and virtual realm are enriched with emerging faked realities and identities. Film, becomes a platform for practising this kind of freedom, making fantasy feels like reality. Film Ready Player One? directed by Steven Spielberg depicts real and virtual world. This study aims to elaborate how real life and digital life are narrated and described in this film. A new identity created in The OASIS,the digital world that a place where mankind escape from reality. Units to be analysed in eight structures of analysis are story, plot, and character. Concludesis factual reality and digital reality are described well in this film, it even tends to hyper-reality. Moreover, conflict in digital world and in the future (2045) are still the same with problems in the history of mankind.</p><p>Keywords; Film; Digital reality; Identities; Narrative.</p><p>ABSTRAK</p><p>Penelitian ini bertujuan mengetahui bagaimana realitas faktual dan realitas digital digambarkan dalam film. Menggunakan teori new media Castells, subjektivitas dan identitas serta power dan knowledge Foucault. Penelitian film ini menggunakan pendekatan deskriptif kualitatif, dengan metode Analisa Naratif Film (Lacey, 2017). Kemajuan teknologi informasi dan komunikasi membuat manusia memiliki keleluasaan dalam berimajinasi dan merealisasikannya. Teknologi digital dan alam virtual semakin diperkaya dengan munculnya realitas dan identitas semu. Film, sebagai salah satu medium komunikasi massa, merupakan wadah kebebasan berimajinasi. Film Ready Player One?.Film besutan sutradara Steven Spielberg menggambarkan pergesekan antara dunia nyata dan dunia digital. Film ini menunjukkan kehidupan masyarakat moderen pada tahun 2045, dengan adanya perkembangan teknologi yang luar biasa. Suatu piranti yang mengubah manusia menjadi sangat tergantung dengan teknologi. Teknologi informasi dan komunikasi yang menciptakan dunia baru yaitu dunia digital. OASIS, dunia tempat pelarian manusia modern dan menciptakan identitas baru yaitu identitas virtual. Masyarakat informasi yang menciptakan realitas digital. Unit analisis story, plot, dan karakter dianalisis secara naratif dengan delapan struktur. Hasil analisis memberikan jawaban bahwa realitas nyata dan realitas digital digambarkan secara baik dalam film ini, bahkan cenderung berlebihan (hyper-reality). Selain itu, konflik di dunia digital di tahun 2045 tetap sama dengan konflik dalam sejarah manusia.</p><p>Kata Kunci; Film; Digital Reality; Identitas; Naratif.</p>

2018 ◽  
Vol 2 (2) ◽  
pp. 405
Author(s):  
Aan Ratmanto

The Department of History, Faculty of Cultural Sciences, the University of Gadjah Mada in 2015 made a milestone in the development of historiography in Indonesia. They made a bold move to produce a scholar with a documentary film work instead of a thesis. In the future, it is not impossible that this step will soon be followed by other universities in Indonesia. This paper was written in response to these developments. In this digital era-and in the midst of still low interest in reading in Indonesia-emerged the discourse to seek new media for historiography in Indonesia. The film, especially documentary films are seen as new media that match the characteristics of history because of they both present real-life reality. Moreover, Indonesia with the diversity of tribes and culture and history, of course, save a variety of themes that will not run out to be appointed a documentary. Based on that, this paper will discuss the types, forms, and format of the documentary that is suitable and possible to be produced by history students as a substitute for thesis-considering the cost of film production tends to be higher than thesis research. Thus, the film of a documentary a college student, especially a history produces the quality of research and aestheticsKata 


2019 ◽  
pp. 235-260
Author(s):  
Julian Voloj ◽  
Anthony Bak Buccitelli

This chapter talks about San Francisco-based company Linden Lab who launched Second Life (SL), which is described as an online digital world that is built, shaped, and owned by its participants. It discloses how SL was seen as the next big internet phenomenon and was the focus of attention by investors and media alike for a short period of time. It also explains SL's complex relationship with 'real life', which is defined both by the encoded parameters of the virtual space and by the social and cultural practices of the people who use the platform. The chapter discusses SL as a broad platform that encompassed many cultural constructions and developed a rich and diverse set of religious cultures. It recounts how dozens of Jewish sites across the grid emerged and were created both by individual users and by offline institutions that established SL presences.


Author(s):  
Seran Demiral

This paper refers to a selected fragment in an ethnographic study on children’s subjectivization processes through digital technologies concerning children’s interaction with the digital world and how their different cultural tendencies reflect virtual space. Children’s digital world experiences, and their new media preferences have become an important part of their peer culture. Studies on children’s peer cultures and on the effects of technological devices on human beings commenced in the 1990s within various disciplines, for example, Aarsand studied children’s interest in computer games, while Turkle focused on human-machine relations. During the 2000s, virtual space changed the trajectories of those studies into other fields. However, studies focusing on people’s interaction with technology have rarely been directly related to children’s agency, or the sociology of childhood. Therefore, this research presents a new approach to childhood studies by using traditional concepts with changing perspectives. The main purpose of this study is to reveal how children’s peer cultures and also individual agencies have been shaped through digital technologies including online activities. For this whole study, various techniques were used to analyse children’s interactions with the virtual world by focusing on their opinions regarding technological development in the world. The parts selected for this paper are based on several clips of interviews, the topics of which are: freedom in virtual space in a comparison with real – virtual worlds on the basis of their limit(less)ness; the possible relations between humans and machines; the possibilities of surviving on ‘internetlessness’; children’s relations with online games according to social media preferences, and interaction with virtual spaces in general.


2021 ◽  
Vol 3 (2) ◽  
pp. 56-60
Author(s):  
Arsa Widitiarsa Utoyo

Computer and video games are a channel of evolution and productivity that is most consumed keeping the notice of scholars through a variety of disciplines. In general, computers and video games were ignored by educators. When educators considered the games, they noticed the social consequences of gambling, ignoring the remarkable educational potential of the game. This article looks at the history of educational research games and argues that the perceptive potential of games has been ignored by educators. Current developments in the game, including interactive stories, authoring tools, and digital world collaboration, suggest powerful new opportunities for educational media. Video games are an important part of improving education through its ability to force players to present realistic simulations of real-life situations. The beginning of the proper use of gaming technologies for education and training and there is no need for scientific and engineering methods to create games not only as a more realistic simulation of the physical world but to provide experience Effective learning. This document illustrates building up to date Integration of educational principles and game design into a dialogue between them and defining games that can be integrated based on design, entertainment, and educational features. The work follows a drawing tray that forms part of the framing definition and after selecting categories of design templates, before focusing on user interaction modes, from a pedagogical point of view, given its relevance to end users


Koneksi ◽  
2021 ◽  
Vol 5 (2) ◽  
pp. 320
Author(s):  
Florentia Christina Monica ◽  
Ahmad Junaidi

The development of times from time to time was so increasing. Communication technology is one of them who got increased rapidly. This development of communication technology was also certainly in line with the development of human intelligence who got more creative and innovative this day. Social media is a form of media development, that we know them as a “new media”. There is a feature from Line Chat App called Line Open Chat (OC). OC is a group chat feature that made for users to join and reliable with other users who had same interests with anonymously, and one of which is a fans club category. There’s a phenomenon this day that comes from this fan culture in OC, named “roleplay” (RP). RP is a role game in a social media using other’s people characters (usually using an idol’s character). The players usually adapt their activities and life from real life, but in the RP’s world, their entire activities is the life that humans imagine and create for themselves. This phenomenon will form into a virtual community or a network society in a cyberspace, then with times goes by time this phenomenon will referring to a concept of social simulation and create a formation of a new world. This research uses a qualitative case study method.Perkembangan jaman dari masa kemasa semakin meningkat pesat, seperti pada teknologi komunikasi. Perkembangan teknologi komunikasi ini tentunya beriringan dengan perkembangan kecerdasan manusia yang semakin kreatif dan inovatif memanfaatkan media dan teknologinya. Salah satu bentuk perkembangan media tersebut adalah media sosial, yang kini kita kenal dengan sebutan “new media”. Contohnya adalah sebuah fitur dalam aplikasi chating Line, yaitu Line Open Chat (OC). OC adalah salah satu fitur obrolan grup yang dibuat agar para pengguna dapat bergabung dan berinteraksi dengan pengguna lainnya yang memiliki ketertarikan yang sama secara anonim, salah satunya kategorinya adalah fans clubs. Terdapat sebuah fenomena baru yang datangnya dari budaya penggemar ini dalam OC, yaitu roleplay (RP). RP merupakan sebuah permainan peran di media sosial dengan menggunakan karakter orang lain yang biasanya adalah sosok yang diidolakan. Biasanya dalam RP para pemainnya akan mengadaptasi aktifitas dan kehidupannya dari dunia nyata, hanya saja kehidupan ini adalah kehidupan yang dikehendaki dan dibuat sendiri oleh manusia, khususnya dirinya sendiri sebagai pemainnya. Fenomena ini kemudian akan membentuk sebuah komunitas virtual atau network  society dalam cyberspace yang lama kelamaan akan membuat sebuah simulasi sosial yang mengacu pada terbentuknya dunia baru. Penelitian ini menggunakan metode kualitatif studi kasus.


2021 ◽  
Vol 58 (2) ◽  
pp. 6157-6164
Author(s):  
Dr. Rohini. v, Dr. V. B. Kirubanand

Agriculture, farming or animal husbandry is a vital occupation, since the history of mankind. The name agriculture represents all entities that came under the linear sequence of links of food chain for human beings. India is in an agricultural era, which is earning fame to it. In the fast moving world, agriculture should also run in the same pace along with the existing nature. This paper analyses the different methodologies for environment friendly precision agriculture. It also comparesthevariousmethodsavailablefortheusageofmoderntoolsandtechniquesinagriculture in the digital world. It discusses an insight to dwell into the different techniques for intelligent farming in the digital world. It acts as a decision support system for the farmers to perform environment friendly smartarming.  


Author(s):  
Rianawati Rianawati ◽  
Nurasmah Nurasmah

This study is motivated by moral learning which sometimes makes students bored. Text books or modules that contain moral lessons, make students lazy to read them. Students only get knowledge about the morals of learning through textbooks, modules, from information conveyed by the teacher. Students also do not know the meaning, do not appreciate, and do not know how to apply morals in real life everyday. Moral learning in schools is only normative and dogmatic in nature, so teachers only pay attention to the cognitive aspects, while the psychomotor and affective aspects receive less attention. Novels are one source of moral learning. This is because the figures and settings in the novel can be used as examples and guidelines for students in living moral lives in society. The focus of this research is: Moral values in the novel 99 Cahaya di Langit Eropa by Hanum Salsabiela and Rangga Almahendra. To answer the focus of the research, the research questions are; 1). How do the values of human morals towards Allah SWT in the novel 99 Cahaya di Langit Eropa by Hanum Salsabiela and Rangga Almahendra.2). How do the values of human morals towards themselves, 3). How do the moral values of humans towards fellow humans in the novel 99 Cahaya di Langit Eropa by Hanum Salsabiela and Rangga Almahendra. 3). How do the moral values of humans against fellow Muslims. The purpose of this study is to describe and analyze the moral values in the novel 99 Cahaya di Langit Eropa by Hanum Salsabiela and Rangga Almahendra. This research method is qualitative. This is because the object and source of this research is the text of the novel 99 Cahaya di Langit Eropa by Hanum Salsabiela and Rangga Almahendra. Researchers become a key instrument because researchers who read critically the text of the novel. After reading intensively and critically, researchers describe, interpret, and analyze data to answer the focus of the research problem. The data in the form of words, sentences, and paragraphs. In analyzing the data, researchers used the hermeneutic technique. The results of the analysis in this study indicate that the novel 99 Cahaya di Langit Eropa is an Islamic novel that contains moral values. Moral values contained in the novel 99 Cahaya di Langit Eropa are moral values towards Allah SWT are worship prayers, fasting and reading the Qur'an. Moral values to yourself are honesty, patience, and sincerity. Moral values towards fellow human beings are tolerance and helping. While the moral values of fellow Muslims are greeting, fulfilling invitations, and advising each other.


2021 ◽  
Vol 4 (1) ◽  
pp. 22-28
Author(s):  
Alina Kostina

The following work is a commentary on the article “Digitalization challenges for technogenic civilization” written by Evgeniy Maslanov. The main focus here is on an individual, facing the new experience of digital world as an average user and a researcher at the same time. New technical tools, which have been put into use throughout history of humanity, require continual redefinition by a human being of himself/herself in the world and in multiple professional fields. Nevertheless, one of the most drastic issues in question is whether a virtual personality could be considered as an “extension” of a real life human, or it represents a “digital twin”. With any position accepted, digital systems initiate a certain order of power relations, where digital “footprints” assemble into personal biographies. This fact challenges not only personal privacy, but also existential conti-nuity of humanity. At the level of scientific research, one of the major disputes centers on data collection and its claim for the leading methodological strategy of science today. This study argues that the dispute only illustrates transitional period related to approbation of new data algorithms. Therefore, it is in no way a substitution of theoretical level of science with empirical knowledge. Nevertheless, the issue that caught E. Maslanov’s attention is extremely valuable. The new “big data” tools require competence, which becomes the key factor of adequate methodological improvements and scientific conceptualization.


Author(s):  
Jesse Schotter

The first chapter of Hieroglyphic Modernisms exposes the complex history of Western misconceptions of Egyptian writing from antiquity to the present. Hieroglyphs bridge the gap between modern technologies and the ancient past, looking forward to the rise of new media and backward to the dispersal of languages in the mythical moment of the Tower of Babel. The contradictory ways in which hieroglyphs were interpreted in the West come to shape the differing ways that modernist writers and filmmakers understood the relationship between writing, film, and other new media. On the one hand, poets like Ezra Pound and film theorists like Vachel Lindsay and Sergei Eisenstein use the visual languages of China and of Egypt as a more primal or direct alternative to written words. But Freud, Proust, and the later Eisenstein conversely emphasize the phonetic qualities of Egyptian writing, its similarity to alphabetical scripts. The chapter concludes by arguing that even avant-garde invocations of hieroglyphics depend on narrative form through an examination of Hollis Frampton’s experimental film Zorns Lemma.


2017 ◽  
Vol 11 (1) ◽  
pp. 39-54 ◽  
Author(s):  
Jeremy M. Mikecz

Ethnohistorians and other scholars have long noted how European colonial texts often concealed the presence and participation of indigenous peoples in New World conquests. This scholarship has examined how European sources (both texts and maps) have denied indigenous history, omitted indigenous presence, elided indigenous agency, and ignored indigenous spaces all while exaggerating their own power and importance. These works provide examples of colonial authors performing these erasures, often as a means to dispossess. What they lack, however, is a systematic means of identifying, locating, and measuring these silences in space and time. This article proposes a spatial history methodology which can make visible, as well as measurable and quantifiable the ways in which indigenous people and spaces have been erased by colonial narratives. It presents two methods for doing this. First, narrative analysis and geovisualization are used to deconstruct the imperial histories found in colonial European sources. Second it combines text with maps to tell a new (spatial) narrative of conquest. This new narrative reconstructs indigenous activity through a variety of digital maps, including ‘mood maps’, indigenous activity maps, and maps of indigenous aid. The resulting spatial narrative shows the Spanish conquest of Peru was never inevitable and was dependent on the constant aid of immense numbers of indigenous people.


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