The Second Life of Judaism: A History of Religious Community and Practice in Virtual Spaces

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):  
Hülya Semiz Türkoğlu ◽  
Süleyman Türkoğlu

The digital culture created in the virtual space provides a more liberal and open environment for the people, with fewer restrictions from real life. The current research on virtual reality self-expression has mainly been discovered as an independent aspect of the real self. The chapter also analyzes the use and perceptions of virtual users in the virtual world by focusing on the construct that creates different virtual cultural experiences. For this purpose, the “Second Life” game, which provides a three-dimensional and online virtual environment modeled by the real world, is taken as an example. In the survey, we interviewed 10 people from Second Life to find answers to our questions. As a result of their work, Second Life plays a vital digital life in a dynamic digital culture that is different from their real lives in response to the question of how they build a world with communication, culture, identity and lifestyles.


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>


Author(s):  
Jeremy Cohen

This chapter investigates the idea of the 'Jewish contribution' that was borne on Jews, non-Jews, and the interaction between them in modern times, from the seventeenth century to the present. It determines what role 'Jewish contribution' has played in 'Jewish self-definition' and how it has influenced the political, social, and cultural history of the Jews. It also discusses the biblical heritage that Jews, Christians, and Muslims share that highlights the people of the book and the impact of biblical monotheism on the history of religions. The chapter looks at the survival of the Jews as a distinct ethnic group and a multinational religious community that wrestles with the phenomenon to understand the reasons for their survival. It mentions the tragedy of the Nazi Holocaust and the re-establishment of the Jewish state in its wake that piqued the curiosity of the world.


2016 ◽  
Vol 9 (2) ◽  
Author(s):  
Barbara Maria Mitra ◽  
Paul Golz

Virtual worlds (VWs) provide an environment to understand and explore notions of gender and identity, particularly given the ability for users to experiment with gender in online worlds. Our study analyses gender identity using the virtual space of Second Life (SL) to explore experiences and responses to gender in an avatar. We introduced 46 novice users to the VW of SL in order to see if real life gender influenced their choices of avatar. Participants selected the gender of their original avatar and once they were used to SL, they were then asked to change the gender of that avatar. We used mixed methods research consisting of paper based questionnaires (n=34) and focus groups (n=46) conducted in SL. Nearly all participants chose an initial avatar that reflected their real-life gender with females (n=22) reporting higher levels of identification with this initial avatar. Females were significantly more concerned with the gender-specific appearance of their initial avatar. On swapping gender, females reported higher levels of discomfort and many changed back before 7 minutes. Males (n=24) did not report significant discomfort with their changed-gender avatar and did not revert back to their original avatar as quickly. Our findings suggest that female participants in this study tended to reinforce gender binaries through such things as clothing, hairstyles and behaviors of their avatars. Male participants were less likely to experience discomfort through changing the gender of their avatar (with the males noting they still perceived an avatar with a female appearance as male).


2011 ◽  
Vol 18 (2) ◽  
pp. 179-200 ◽  
Author(s):  
Emma Lees

AbstractThis article considers the measures being taken in Bhutan to support the cultural practices and traditions of weaving as Bhutan rapidly moves to modernize. Woven cloth is one of a number of artisan practices in Bhutan that contribute to a unique body of intangible cultural heritage, and a distinctive and instantly recognizable Bhutanese identity. Cloth and cloth production have come to have significant influence on the cultural, socioeconomic and political, as well as the ceremonial and religious life of the people of Bhutan. However with modernization and an increasingly global outlook, many socioeconomic transformations are taking place, challenging traditional cultural practices to remain relevant and viable to younger generations. Bhutan offers a unique case study as a country engaging only relatively recently with globalization after a long history of cultural isolation. Bhutan also offers up a unique policy response to modernization, its Gross National Happiness (GNH) measure, which attempts to embody a strong social, cultural, and environmental imperative within the development process. This article will analyze the various measures taking place to maintain cultural identity and cultural practices within the context of development policy and practice, and will link this discussion to measures and approaches taking place at an international level by agencies such as UNESCO.


Author(s):  
Emilie Chalmin ◽  
Jillian Huntley

The materials used to make rock art contain important evidence about the cultural practices of the people who created it: their technologies, movements, and social interactions. The number of studies of archaeological pigments in the recent literature demonstrates how fruitful such enquiries can be. In this chapter, the authors discuss the physicochemical characterization of rock art pigments, outline the history of research in this area, differentiate key concepts and terminology, and describe principal methods. They conclude with illustrative case studies from France, South Africa, and Australia to demonstrate the kinds of archaeological information that can be preserved in rock art pigments.


Author(s):  
Christopher Waldrep

This chapter traces the ideological formation surrounding a central moment in the history of American lynching, the San Francisco Vigilance Committee of 1856. The San Francisco vigilantes helped to craft highly influential arguments about the relationship between the people and the law that would be adopted by subsequent generations of lynchers in the West, Midwest, and South. The chapter follows the historical context in which the San Francisco vigilantes and their opponents articulated their respective understandings of constitutionalism. It argues that the numbers supporting the San Francisco vigilantes were a transient political majority, acting in defiance of constitutional principle, and thus it cannot be said that their lynchings were socially positive or antidemocratic.


2006 ◽  
Vol 8 (2) ◽  
pp. 195-233 ◽  
Author(s):  
Daniel Benveniste

The early history of psychoanalysis in San Francisco begins in 1918 and ends in 1953. During those 35 years the San Francisco Bay Area witnessed the awakening of interest in psychoanalysis, the arrival of the European émigré analysts and the emergence of individuals and groups engaging in extraordinarily creative work and doing so in an ecumenical spirit and with a social commitment.This article provides an overview of this illustrious history and the people who participated in it.


2021 ◽  
Vol 6 (1) ◽  
pp. 5-22
Author(s):  
Michelle Watts

Scholarship regarding Native Nations has often focused on the problems of Native Nations caused by a brutal history of genocide, repression and forced assimilation. Relatively little attention has been paid to how Native Nations creatively adapt to their circumstances in a continual process of reinvention. This article provides insights into Native Nations through examples in the lower 48 states and Alaska. This study, based on 16 interviews the author conducted with Native Nations leaders in Alaska and the lower 48 states, demonstrates how Native Nations adapt to their unique circumstances to make sovereignty meaningful, because of and in spite of federal legislation that seeks to govern Nation Nations. Ultimately, I argue that many Native Nations today are purposefully modernizing by creatively adapting to their circumstances, transforming systems of governance, and leveraging economic tools, integrating their own evolving cultural practices. While modernization implies following a Western developmental path, purposeful modernization is driven by the choices of the people. While change was forced upon Native Nations in numerous, often devastating, ways since colonization, they have nevertheless asserted agency and formed governments and economic institutions that reflect and reinforce their own cultural norms. This article highlights examples of how Native Nations and the lower 48 have adapted given the very different circumstances created in part by state and federal policies such as the Indian Gaming Regulatory Act (IGRA) and Alaska Native Claims Settlement Act (ANCSA).


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


Sign in / Sign up

Export Citation Format

Share Document