Dorota Tylus's Library tagged → View Popular
Reality - Wikipedia, the free encyclopedia
Reality, in everyday usage, means "the state of things as they actually exist". In a sense it is what is real.[1] The term reality, in its widest sense, includes everything that is, whether or not it is observable or comprehensible. Reality in this sense includes being and sometimes is considered to include nothingness, where existence is often restricted to being (compare with nature).
Hand-coloured version of the anonymous wood engraving known as the Flammarion woodcut(1888).
In the strict sense of western philosophy, there are levels or gradation to the nature and conception of reality.
These levels include, from the most subjective to the most rigorous:
* phenomenological reality,
* truth and
* fact.
Relativity of reality - Wikipedia, the free encyclopedia
In the context of simulated reality, people face the difficulty to tell the world we are living in is virtual or real. Such a confusion leads people to investigate the possibility that we are living in a simulation (simulation argument). For example, Nick Bostrom argued about the simulation hypothesis based on the premise of sufficiently advanced technology [1]. Physicist Frank J. Tipler envisaged a similar scenario to Nick Bostrom's argument but based on a physically required cosmological scenario in the far future of the universe (called Omega Point (Tipler))
Simulation hypothesis - Wikipedia, the free encyclopedia
The Simulation Hypothesis proposes that reality is in fact a simulation of which those affected by the simulants are generally unaware. The hypothesis does not have global scope since, if true, it entails that there is a reality that is not a simulation as there must be a place housing the machinery on which the simulation is being run. The hypothesis itself relies on the development of simulated reality, currently regarded as a fictional technology. This technology has been a central plot device of many science-fiction films, most notably Star Trek, The Truman Show, The Thirteenth Floor and The Matrix, as well as stories such as I don't know, Timmy, being God is a big responsibility[1] and A Very Special Shutdown Notice[2]. The Simulation Hypothesis has become the subject of serious academic debate within the field of transhumanism, via the work of Nick Bostrom and others
Simulated reality - Wikipedia, the free encyclopedia
Simulated reality is the proposition that reality could be simulated—perhaps by computer simulation—to a degree indistinguishable from "true" reality. It could contain conscious minds which may or may not know that they are living inside a simulation. In its strongest form, the "simulation hypothesis" claims it is possible and even probable that we are actually living in such a simulation.
This is different from the current, technologically achievable concept of virtual reality. Virtual reality is easily distinguished from the experience of "true" reality; participants are never in doubt about the nature of what they experience. Simulated reality, by contrast, would be hard or impossible to distinguish from "true" reality.
http://cyberpsych.yeda.info
ebook: "Psychological Aspects of Cyberspace: Theory, Research, Applications" edited by Azy Barak ###No doubt, “We are in the midst of a social revolution. No one knows where it will go or what forms it will take because of such movements and trends as globalization; innovative technologies; fast-growing, synchronous, and limitless communications; and vast and powerful computerization. Psychology has to disconnect from its historical roots and perceptions and adapt to this new world if it desires to stay relevant and influential.
Avatar and Identity in MMORPGs
The difference in emphasis on character customization between Asian and Western MMORPGs is also quite striking. Asian MMORPGs typically have pre-defined character appearances while Western MMORPGs give the user the ability to customize many physical features. While this at first appears as if Western gamers care more about their appearances and individualism compared with Asian gamers, something more intriguing is happening. Full-fledged character creation systems frustrate Asian gamers because they do not like the fact that more skilled users can create avatars that are more attractive and appealing than theirs. Instead of individualism, the underlying issue is two very different views of egalitarianism.
Trust in Shared Virtual Environments: The Example of Activeworlds - Axelsson and Schroeder.pdf
The paper examines how relations of trust are established and maintained in shared virtual environments (VEs). This paper deals with Activeworlds, an online multi-desktop virtual reality system that has attracted many hundreds of thousands of users. The nature of trust of trust depends on the social setting - in this case, a shared VE that is mainly used for entertainment or as a hangout
Is any body out there? Gender, Subjectivity and Identity in Cyberspace - Steve Spittle
‘The machine is not an it to be animated, worshipped, and dominated. The machine is us, our processes, an aspect of our embodiment.’ (Haraway);#Baudrillarian postmodernism sees the collapse of our referential universe, including its hierarchies and inequalities, as offering little hope for social criticism and change. #developments in media technologies have resulted only in ‘panic and resentment’, #media technologies have accelerated the transition form the ‘real’ to the ‘hyperreal’. #shift to hyperreality has been the erosion of the realm of representation and the establishment of a mode of simulation. This new mode has produced an ‘increasingly real simulation of a comprehensible world’ #"The social construction of the body becomes clear in cyberspace, where every identity is represented rather than ‘real’. #identity in cyberspace is often about ‘passing off’, offering up a fluid sense of self, projected onto an imaginary virtual body....
Identity management in online worlds | The Institute For The Future
13% of those surveyed participated in social virtual worlds like Second Life or Club Penguin. 20% of respondents played MMO games like World of Warcraft. Among those who were members of online world or played multiplayer games, 56% said that they were emotionally attached to their online avatars or characters. 64% said that their avatar bore a resemblance to them. For many, online worlds can be liberating, 69% of respondents said that their online avatar/character allows them to be more than what they are in the real world. 76% said that their online avatar/character helps them escape from their everyday worries. Online worlds can be places for experimentation: an alternate platform for trying out new things. 73% said that they like to change or try new online avatars/characters based on their interests.
Net Culture Site Directory
The Internet is radically changing the way we look at our world. These changes affect our methods of communication and learning, as well as our identity - for we are no longer confined to our physical selves. As participants of the Internet age, we must step outside the experience at times to observe the changes in our society. This site is interdisciplinary -- incorporating psychology, sociology, and anthropology. Here is a collection of original articles, over 120 annotated links, and recommended readings.
An Identity of Imagination... - Massively
In the world of MMOs, The player is more than merely a user name attached to forum posts or comments, and is a mighty adventurer too! This presents even more choices; physical attributes, choice of class and profession, even an invented racial background, and with each choice, the opportunity to precisely recreate the real world self diminishes. #You are what you type, and typing is a considered process, one that allows you very much to think about how you are portraying yourself. #A Daedalus Project study in 2005 showed that 23% of male and 3% of female World of Warcraft players state a character of the opposite gender as their most enjoyable to play. The reasons for this might range from real life gender issues to superficial aesthetics, but in all cases the anonymity of the Internet makes for a far less jarring experience than might otherwise be possible. #anonymity is a choice. It lies with us to determine how much of ourselves we put forward and how much we keep back, and to whom.
Wikidentities: young people collaborating on virtual identities in SNS by K. Mallan
Wikis and social networking sites (SNS) are arguably two of the most popular tools used by young people as part of their everyday social interactions. We propose that the concept of the wiki may be useful for understanding the kinds of virtual identities that are constructed, visually presented, and narrated in online contexts, such as MySpace. The term wikidentities is used in this paper to encapsulate the kinds of identity work which may occur through SNS. We argue that wiki–like behaviour has consequences for reconceptualizing identity as something that is mediated by (rather than at odds with) technology. Our research opens up ways for considering new forms of agency for young people appropriate to a high–tech era that encourages collaboration, negotiation, and risk.
Contemporary sociological theory - Google Book Search
The collection of contemporary sociological theory, inc. Foucault, GIDDENS!, Bourdieu, Bauman, and Habermas (+ Ervin GOFFMAN, ch. 3 from "The presentation of self in everyday life"
Personal Home Pages and the Construction of Identities on the Web
Personal home pages are online multi-media texts which address the question, ‘Who Am I?’. Since the Web is, amongst other things, a global publishing system, such pages make public the personal. At the same time they can be seen as making personal the public, since home page authors engage in bricolage, adopting and adapting borrowed material from the public domain of the Web in the process of fashioning personal and public identities. In such sites, what are visibly ‘under construction’ are not only the pages but the authors themselves. This may have particular value for some marginalized groups.
Creating a digital self: Impression management and impression formation on SNS - Haferkamp, Nina.pdf
#one aspect of “online impression management” that differs from managing impressions in everyday life refers to the control users have over their published info. An online self-presentation can be based on longer and more systematic considerations than in vivo selfpresentations which are often needed unexpectedly and thus warrant spontaneous, automatic and thus unconscious impression management. #regular users of SNS are more willing to self-disclose but at the same time are aware of the potential consequences of an inconsiderate abandonment of information. #personality variables like self efficacy and extraversion influence people’s impression management and the design of an online profile respectively: self-efficacy with regard to self-presentation had an impact on the actual design of the profile: Users with a high self-efficacy tended to present an extensive and fancy self-description, users with a low self-efficacy- formal and common ways to design their webpages ...
Caught in the Net – The Internet & Compulsion « Neuroanthropology
#Almost 25% of the people in the world are active Internet users. More than 100 million FB users log on at least once per day. Nine blogs are created each minute. As advancements in Internet technology continue to make the world smaller and smaller, new users are plugging into the Net at an unbelievable pace. #A model of 6 steps of Internet addiction:
(1) Reinforcement ->(2) Compulsion or craving -> (3) Withdrawal symptoms -> (4) Loss of control -> (5) Escalation or tolerance -> (6) Negative consequences: e.g. problems with school, job performance, difficulties with relationship, health or legal problems. #“Internet paradox” - the contradictory nature of the Internet: many use the web as a tool to develop and maintain relationships, but doing this through the use of a computer ironically leads to a lack of commitment to face-to-face relationships.
Sockpuppet (Internet) - Wikipedia, the free encyclopedia
A sockpuppet is an online identity used for purposes of deception within an online community. In its earliest usage, a sockpuppet was a false identity through which a member of an Internet community speaks with or about himself or herself, pretending to be a different person, like a ventriloquist manipulating a hand puppet.
In current usage, the perception of the term has been extended beyond second identities of people who already post in a forum to include other uses of misleading online identities. #"sock-puppeting" - "the act of creating a fake online identity to praise, defend or create the illusion of support for one’s self, allies or company."
The key difference between a sockpuppet and a regular pseudonym is the pretense that the puppet is a third party who is not affiliated with the puppeteer.
The earliest known usage of the term was on July 9, 1993 by Dana Rollins in a posting to bit.listserv.fnord-l, but the term was not in common usage in USENET groups until 1996.
Media's Effect On Girls: Body Image And Gender Identity | MediaWise.org
#During childhood, adolescence, media exposure is part of a constellation of sociocultural factors that promote a thinness schema for girls and the muscularity schema for boys (Harrison & Hefner, 2006; Smolak & Levine, 1996; Thompson et al., 1999). #Studies looking at cartoons, regular television, and commercials show that although many changes have occurred and girls, in particular have a wider range of role models, for girls "how they look" is more important than "what they do."
Selected Tags
Related Tags
Sponsored Links
Top Contributors
Groups interested in research
-
web 2.0 research
A collection of resources f...
Items: 31 | Visits: 2494
Created by: Mark Marino
-
Online identity research
Collection of resources for...
Items: 277 | Visits: 2313
Created by: Adam Bohannon
-
Biology
focus on science of living ...
Items: 63 | Visits: 1894
Created by: Sheryl A. McCoy
Diigo is about better ways to research, share and collaborate on information. Learn more »
Join Diigo
