The Digital Cultural Identity on the Space Drawed in Virtual Games and Representatıve

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 ◽  
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.


2018 ◽  
Author(s):  
Uri Korisky ◽  
Rony Hirschhorn ◽  
Liad Mudrik

Notice: a peer-reviewed version of this preprint has been published in Behavior Research Methods and is available freely at http://link.springer.com/article/10.3758/s13428-018-1162-0Continuous Flash Suppression (CFS) is a popular method for suppressing visual stimuli from awareness for relatively long periods. Thus far, it has only been used for suppressing two-dimensional images presented on-screen. We present a novel variant of CFS, termed ‘real-life CFS’, with which the actual immediate surroundings of an observer – including three-dimensional, real life objects – can be rendered unconscious. Real-life CFS uses augmented reality goggles to present subjects with CFS masks to their dominant eye, leaving their non-dominant eye exposed to the real world. In three experiments we demonstrate that real objects can indeed be suppressed from awareness using real-life CFS, and that duration suppression is comparable that obtained using the classic, on-screen CFS. We further provide an example for an experimental code, which can be modified for future studies using ‘real-life CFS’. This opens the gate for new questions in the study of consciousness and its functions.


2020 ◽  
pp. 152-179
Author(s):  
Hélène Landemore

This chapter assesses the real-life case study of Iceland to illustrate some of the principles of open democracy. It closely examines the 2010–13 Icelandic constitutional process from which many of the ideas behind this book originally stem. Despite its apparent failure — the constitutional proposal has yet to be turned into law — the Icelandic constitutional process created a precedent for both new ways of writing a constitution and envisioning democracy. The process departed from representative, electoral democracy as we know it in the way it allowed citizens to set the agenda upstream of the process, write the constitutional proposal or at least causally affect it via online comments, and observe most of the steps involved. The chapter also shows that the procedure was not simply inclusive and democratic but also successful in one crucial respect — it produced a good constitutional proposal. This democratically written proposal indeed compares favorably to both the 1944 constitution it was meant to replace and competing proposals written by experts at about the same time.


Author(s):  
Cristina Càndito

In the present contribution, the author presents research on the Winter Room of Palazzo Brignole-Sale (Palazzo Rosso) in Genoa, Italy, which is part of the decorative cycle of the Seasons. The cycle displays the peculiar characteristics of the seventeenth-century Genoese decorative style, where architecture, painting, furniture and stuccos are highly interconnected. The research was carried out using the data collected with nodal-photography techniques. Thanks to these techniques, it was to possible to obtain an interactive panoramic spherical photo and high-resolution scaled photos of planar projections of the architectural perspective, in order to identify the real and illusory space. The analysis proceeded with a series of reverse-perspective constructions and the consequent reconstruction (using three-dimensional models) of the possible virtual space represented in the paintings. Thanks to this information, the author was able to carry out the necessary study to understand the peculiar characteristics of the decorations, the optical illusions of which are extremely impressive.


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).


Author(s):  
Christos Boikos ◽  
Konstantinos Moutsoulas ◽  
Charalambos Tsekeris

Social media, as the heart of Web 2.0, is a relatively novel theoretical notion and social phenomenon, pertaining to a long series of academic subjects, such as digital culture, virtual communication, e-democracy, technological convergence, and online interactivity. Arguably, one of the most useful tools to adequately interpret and analyze this phenomenon is Critical Theory. The present article aims to comprehensively discuss and reflexively elaborate on the complex interrelationship between Critical Theory and Web 2.0 developments. This mainly involves the historicization of the relevant concepts and the identification of crucial sociological, philosophical and interdisciplinary issues that strongly demonstrate the essential ontological complicity between the real and the virtual. In addition, the analytical emphasis on recent social movements, such as the Arab Spring, reflexively depicts the new media as critical media, a characteristic feature that somehow stands in contrast to the participation of the internet in the circulation and accumulation of the Capital. Through contemporary Web’s inherent paradoxes, it is eventually shown that the social potential of the new media can indeed be realised, so that the internet serves the people and the public good.


2016 ◽  
Vol 69 (7-8) ◽  
pp. 255-259
Author(s):  
Vojislav Stanojevic ◽  
Cedomirka Stanojevic

Introduction. The rapid development of multimedia technologies in the last twenty years has lead to the emergence of new ways of learning academic and professional skills, which implies the application of multimedia technology in the form of a software -?serious computer games?. Three-Dimensional Virtual Worlds. The basis of this game-platform is made of the platform of three-dimensional virtual worlds that can be described as communication systems in which participants share the same three-dimensional virtual space within which they can move, manipulate objects and communicate through their graphical representativesavatars. Medical Education and Training. Arguments in favor of these computer tools in the learning process are accessibility, repeatability, low cost, the use of attractive graphics and a high degree of adaptation to the user. Specifically designed avatars allow students to get adapted to their roles in certain situations, especially to those which are considered rare, dangerous or unethical in real life. Discussion. Drilling of major incidents, which includes the need to create environments for training, cannot be done in the real world due to high costs and necessity to utilize the extensive resources. In addition, it is impossible to engage all the necessary health personnel at the same time. New technologies intended for conducting training, which are also called ?virtual worlds?, make the following possible: training at all times depending on user?s commitments; simultaneous simulations on multiple levels, in several areas, in different circumstances, including dozens of unique victims; repeated scenarios and learning from mistakes; rapid feedback and the development of non-technical skills which are critical for reducing errors in dynamic, high-risk environments. Conclusion. Virtual worlds, which should be the subject of further research and improvements, in the field of hospital emergency response training for mass casualty incidents, certainly have a promising future.


AL-TA LIM ◽  
2015 ◽  
Vol 22 (1) ◽  
pp. 55-67
Author(s):  
Muhammad Nasir

This article tries to look at psychoanalysis study of a novel concerning on the dream and reality in Sang Pemimpi (the Dreamer) by Andrea Hirata. In general, his work portrays mostly about the condition and situational life of Belitung community. Here, Andrea shows his ability as the representative of Belitung's young generation succeeded in fulfilling his dream by explaining the real life of the people in his hometown and villages having bitter experience values in the rich environment. Besides, he tries to describe the difficult life faced by the villagers. The dream in this novel is not only his, but also all dreams of the Belitung community as the manifestation of their life condition comparing to other areas or provinces in the Indonesia. Further, through this novel (work), it is implied an important massage directed to both Indonesian authority and Belitung mayor in order to be able to increase the level of education of grass root community, especially for those who live in the remote area or a very isolated area, such as Belitung. This is the real dream of all participants in the island which remains unsolved.


2016 ◽  
Vol 57 (3) ◽  
pp. 424-431
Author(s):  
Dani Snyder-Young

Audience members sit at tables and desks in an interactive classroom, an immersive performance space designed to evoke a K–12 classroom. Blackboards are covered with homework assignments and test reminders, posters with test-taking tips and motivational quotes such as “For success, attitude is as important as ability.” Collaboraction's production of Forgotten Future: The Education Project begins as an interracial, intergenerational ensemble of actors enters the space chanting and waving signs reading “Support our Schools: Don't Close Them” and “Save our Schools” in protest of Chicago's dysfunctional public school system. They wear red T-shirts, and several are clad in the real-life protest T-shirts worn during the school closure protests and the teachers' strike during the 2012–13 school year. The audience soon claps and chants along: “There's no power like the power of the people and the power of the people don't stop” (clap, clap). Adult actors playing parents and teachers give speeches in between the chants. The kids in the ensemble try to speak, but the adults run right over them. By the end of the rally, the kids are standing off in a corner of the space, forlorn and ignored, while the adults yell on their behalf without ever asking for their perspective.


2009 ◽  
Vol 2 (2) ◽  
Author(s):  
Elizabeth Dean ◽  
Sarah Cook ◽  
Michael Keating ◽  
Joe Murphy

The Centers for Disease Control and Prevention (CDC) has observed consistently increasing obesity trends over the past 25 years. Recent research suggests that avatar behavior and appearance may result in positive changes to real life individual behavior. Specifically, users may adjust their identity to match that of their avatars. Preliminary results of survey interviews in Second Life support our hypotheses that individuals whose avatars engaged in healthy behaviors were more likely to engage in physical activities in the real world than individuals with less physically active avatars. Furthermore, thinner-looking avatars were associated with lower BMI in real life. One unique feature of interviewing with avatars in Second Life is that researchers have the ability to manipulate environmental factors and interviewer characteristics with a consistency that is absent in the real world. In our preliminary results, espondents were more likely to report higher BMI or weight to a heavier-looking avatar than to a thinner-looking avatar.


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