adamcrowe + virtuality 120
The Machine Stops by E.M. Forster (1909)
december 2011 by adamcrowe
"Cover the window, please. These mountains give me no ideas."
themediumisthemassage
literaryculturevsoralculture
technology
technouptopianism
transhumanism
temes
tethered
telepresence
simulacra
virtuality
borg
bravenewworld
THX1138
thematrix
malgorithms
collapse
december 2011 by adamcrowe
NYTimes.com -- Cyberspace When You’re Dead
january 2011 by adamcrowe
'I spoke to a couple of Entrustet users, who said they particularly wanted to protect photos stored online, along with hosting and domain-registration information for personal and business sites. Entrustet also offers an “account incinerator,” to obliterate content its users would prefer not to have linger on after them, and one person I spoke to mentioned having tagged a personal Twitter account for deletion — “it’s just inside jokes, personal ranting and raving” — along with a Gmail account. “I don’t need people judging the personal e-mails that I sent to my friends,” he explained. If we try to control the way we are perceived in life, why not in death, too? It’s not wholly unusual to do this with physical artifacts: letters to be opened only after death, or even to be destroyed. If nothing else, those Entrustet users figure they are leaving behind some guidelines about which bits of their online lives matter, and which don’t.' -- Like tears in rain
digital
death
estateplanning
daemon
traceeradication
data
internet
virtuality
persistence
legacy
archives
lifecasting
sousveillance
selfservers
memories
halflife
ubik
psychology
from delicious
january 2011 by adamcrowe
YouTube -- RT: 'Virtual goods! Virtual currency! Virtual output!'
january 2011 by adamcrowe
The computer finds its own use for things?
virtuality
virtualgoods
virtualservices
virtualmoney
subsistenceclicking
from delicious
january 2011 by adamcrowe
FT.com / Brussels -- Carbon trade cyber-theft hits €30m
january 2011 by adamcrowe
'Cyber-thieves have stolen as much as €30m in carbon allowances from the European Union’s emissions trading system, authorities said, as exchanges across Europe halted trading on Thursday. Exchanges including ICE Futures Europe, Nasdaq OMX Commodities Europe and London-based LCH.Clearnet stopped trading of emissions contracts, which are central to the bloc’s fight against global warming.'
globalwarming
virtuality
WTF
from delicious
january 2011 by adamcrowe
Edge Perspectives with John Hage -- Alone Together - An Important New Book by Sherry Turkle
january 2011 by adamcrowe
'The technology has power because it addresses psychological vulnerabilities that many of us have. We want connection, but many of us fear the consequences of connection. True intimacy can be very scary. ...this is particularly true of the narcissists: "In a life of texting and messaging, those on that contact list can be made to appear almost on demand. You can take what you need and move on. And, if not gratified, you can try someone else.” This can set into motion a vicious cycle. As Sherry points out: "...if we ask, “What does simulation want?” we know what it wants. It wants – it demands – immersion. But immersed in simulation, it can be hard to remember all that lies beyond it or even to acknowledge that everything is not captured by it. For simulation not only demands but creates a self that prefers simulation. Simulation offers relationships simpler than real life can provide. We become accustomed to the reductions and betrayals that prepare us for life with the robotic.'
psychology
tethered
self
technology
behaviours
virtuality
simulation
simulacra
quantifiedself
financialization
numbers
numbing
dissociation
ambientintimacy
ambientimmediacy
augmentationistsvsimmersionists
SherryTurkle
from delicious
january 2011 by adamcrowe
STANFORD Magazine -- Digital Immersion
january 2011 by adamcrowe
'Psychiatrist Aboujaoude says that immersion in gaming runs the risk that a player begins to believe that behaviors acceptable in a game might also pass offline: Heavy gamers may develop an offline persona with the swagger and bravado of their avatars. "It also becomes easier to lose perspective on one's divergent priorities: the need to perform well as a favorite game character or as an accomplished player versus the need to function as a responsible adult. It's all one big life with one big 'cumulative' score, the faulty justification goes, and if we are breaking records in an online game, we may feel, in aggregate, responsible and productive enough, and thus allow for some gross negligence elsewhere in life." -- "Addictions happen when people are trying to control their emotional state. You find something that makes you feel better and then you want more of it, but then there is emptiness in the payoff."
psychology
technology
temes
virtuality
simulation
behaviours
extensionsofman
centralnervoussystem
control
feedback
addiction
reflexivity
grandiosity
thegamingofeverydaylife
from delicious
january 2011 by adamcrowe
DVICE -- The next Lady Gaga could be a Japanese holographic singing idol
january 2011 by adamcrowe
'The spectacle of a hologram performing on stage, with a live backing band in front of thousands of screaming fans is pure science fiction brought to real life. To really process exactly how amazing (and hauntingly creepy) the Hatsune Miku music tour is, take a look at the HD video below.'
japan
virtuality
idoru
from delicious
january 2011 by adamcrowe
YouTube -- NMAWorldEdition: Dating episode 2: Help Jen Jen pick a man
january 2011 by adamcrowe
'Our fans have spoken in preferring the demure look for anchorwoman Jen-Jen. She posted the photos you chose to her online profile and now she's got a stack of replies to sort through. Which man should she pick? As usual, your vote will drive the story.' -- Too interesting.
news
virtuality
idoru
january 2011 by adamcrowe
YouTube -- VPRO - Quants: The Alchemists of Wall Street
december 2010 by adamcrowe
"It's a combination of the sublime and the ridiculous." -- Numbers numb -- Praxeological epiphany at 28:22: "I don't think you can use quantitative methods to explain markets... history doesn't repeat itself."
praxeology
markets
numbers
finance
financialization
simulation
algorithms
blackboxes
opacity
simulacra
virtuality
documentaries
from delicious
december 2010 by adamcrowe
Terra Nova -- An Exodus Recession? by Edward Castronova
november 2010 by adamcrowe
Wondering when this guy is going to spot the power cord snaking out of the back of his 'virtual' computer. There is no such thing as a free virtual lunch. -- '...there’s some evidence that an exodus from the real to the virtual is not only already underway but that’s it’s gotten big enough to affect our sense of a whether the real economy is healthy or not. What if real world consumption refused to grow not because people were becoming hippies, but because they remained selfish materialists who had, however, come to enjoy virtual matter? If an exodus recession were underway, what would the world look like? There’d be no sign that people had given up on the idea of buying and selling things. Are people now spending enough time fiddling around with digital stuff that their interest in physical stuff has weakened to the point that it catalyzes an ongoing cycle of economic pessimism? Perhaps not. But some trends certainly point in that direction.'
virtualworlds
digital
consumerism
virtuality
technoutopianism
economics
fallacy
from delicious
november 2010 by adamcrowe
CNN -- The blurry lines of animated 'news'
september 2010 by adamcrowe
'Welcome to billionaire Jimmy Lai's newest gamble: Animated news. When news agencies didn't have footage of scenes from the car crash involving Tiger Woods, Lai's team raced to put together animation dramatizing the incident, garnering hundreds of thousands of hits on YouTube. The end product drew derision, with critics saying there's a credibility gap because the animated features mix real news footage with dramatizations of often unverified versions of events. Every day they churn out about 20 reports, often a combination of animation and real video, for the Web sites of Lai's Apple Daily newspapers in Taiwan and Hong Kong. "You have a lot of missing images, in the TV, in the news reporting," Lai said. "If this is an image generation or image era that we are in, that is a big gap we are filling."'
visualization
news
journalism
transmedia
storytelling
virtuality
retcon
spectacle
september 2010 by adamcrowe
YouTube -- TED: Peter Molyneux demos Milo, the virtual boy
august 2010 by adamcrowe
The tortoise lays on its back, its belly baking in the hot sun, beating its legs trying to turn itself over, but it can't. Not without your help. But you're not helping. Why is that, Milo?
virtualworlds
avatars
artificialintelligence
replicants
toyfriends
nurturance
simulation
virtuality
voigtkampf
from delicious
august 2010 by adamcrowe
ThinkGeek -- The Cubes: Cubicle Playsets
august 2010 by adamcrowe
'Finally, the drudgery of corporate life has been captured in a play set for adults! Bob, Joe, and Ted spend eight hours a day, five days a week, at tiny desks in tiny cubicles in a giant room packed with countless similar cubicles in a giant building filled with countless similar rooms. Comes with a sticker sheet of decor for your cube, complete with graphs, charts, screens for the computer and pithy office posters. Also includes a job title sticker sheet so you can create a convoluted and meaningless position for your employee (how about Level C Systems Associate? Or Senior Accounting Coordinator?). Each additional set comes with the figures noted, plus character specific accessories.'
work
toys
toyfriends
thesims
virtuality
pseudoworlds
nostalgia
kipple
PKD
lulz
from delicious
august 2010 by adamcrowe
Perky Pat-Style Unemployment Layout
august 2010 by adamcrowe
'Well, unemployment in my home state of Michigan has gone past fifteen percent, the worst in the nation. People are now thinking with nostalgia about their earlier lives spent in comfortable cubcles, and the employment situation just isn't getting any better. In his classic 1963 short story The Days of Perky Pat, Philip K. Dick wrote about people who longed for the good old days, when they lived in little box houses full of gadgets, surrounded by neat lawns and paved roads. Everyone had a Perky Pat layout that they used to return to the good old days. -- Nostalgic about your lost job? Thankfully, you can now purchase The Cubes, cubicle playsets. Bob, Ted, and Joe each come with one 2-3/4" posable plastic figure and all the necessary plastic parts to build a classic corporate cube: four walls, desk, chair, file cabinet, in/out box, phone, and computer. Comes with a sticker sheet of decor for your cube, complete with graphs, charts, screens for the computer and pithy office posters.'
america
greatestdepression
babyboomers
pseudoworlds
virtuality
nostalgia
kipple
PKD
from delicious
august 2010 by adamcrowe
Perky Pat Layout by Philip K. Dick from The Days of Perky Pat
august 2010 by adamcrowe
'A very special playset into which adults could project their very being. We are all familiar with how children are able to project themselves into a playworld. What if adults are placed in hideous conditions on other worlds, and long to have their old world back? A Perky Pat layout, along with Can-D, manufactured from a lichen, allow people to achieve "translation" into the pretend world of Perky Pat: 'Norman Schein gazed down at their combined layout, the swanky shops, the well-lit streets with the parked new-model cars, all of them shiny, the split-level house itself, where Perky Pat lived and where she entertained Leonard, her boy friend. We lived then, Norm Schein said to himself, like Perky Pat and Leonard do now. This is how it actually was... Playing this game... it's like being back there, back in the world before the war. That's why we play it, I suppose. He felt shame, but only fleetingly; the same, almost at once, was replaced by the desire to play a little longer.''
america
greatestdepression
babyboomers
nostalgia
pseudoworlds
virtuality
kipple
PKD
from delicious
august 2010 by adamcrowe
Wikipedia -- The Days of Perky Pat
august 2010 by adamcrowe
'In this story, survivors of a global thermonuclear war live in isolated enclaves in California, surviving off what they can scrounge from the wastes and supplies delivered from Mars. The older generation spend their leisure time playing with the eponymous doll in an escapist role-playing game that recalls life before the apocalypse — a way of life that is being quickly forgotten. At the story's climax, a couple from one isolated outpost of humanity play a game against dwellers of another outpost (who play the game with a doll similar to Perky Pat dubbed "Connie Companion") in deadly earnest. The survivors' shared enthusiasm for the Perky Pat doll and the creation of her accessories from vital supplies is a sort of mass delusion that prevents meaningful re-building of the shattered society. In stark contrast, the children of the survivors show absolutely no interest in the delusion and have begun adapting to their new life.'
america
greatestdepression
babyboomers
nostalgia
pseudoworlds
virtuality
kipple
intergenerationalwarfare
PKD
from delicious
august 2010 by adamcrowe
Gamasutra -- The Chemistry Of Game Design
may 2010 by adamcrowe
'Upon the click of comprehension, a natural opiate called endomorphin, a messaging chemical in the brain similar in structure to morphine, is released. Players pursue skills with high perceived value over skills with low perceived value. Play is, perhaps counter intuitively, a deeply pragmatic activity. Our impulses to engage in play are instinctual, selected for by evolution because it provides us with the safe opportunity to learn behaviors that improve our lot in life without the threat of life threatening failure. We play because we are built to expect the eventual harvesting of utility from our apparently useless actions. We stop playing when we fail to find that utility. Our brains never evolved to deal with modern games. The existence of a set of skills that are tuned just to entertain us and that never actually lead up to a real world skill is something new to the world.'
gaming
gamedesign
gamemechanics
skills
simulation
virtuality
may 2010 by adamcrowe
Wired -- The Sims Buy An Electric Renault
may 2010 by adamcrowe
'With the Electric Vehicle Pack, the Sims not only get a shiny new electric car but solar panels and a windmill for generating clean electricity. “Electric vehicles are additionally going to appeal to younger, more socially conscious prospects and especially early adopters,” said Stephen Norman, Senior VP of Global Marketing for Renault. “This is the heartland of the Sims 3 community and it thus provides a great innovative way to build the Renault Brand just ahead of the Renault range of affordable electric vehicles themselves.” While Renault says the gasoline bills for Sims families are expected to decrease, we expect that players will also have to remind their Sims to plug in the car.' -- So if the car functions as a status object that allows you to express your sense of virtue to yourself and to others in the virtual world, by purchasing the vehicle there, have you exhausted your sense of virtue such that you'd have little motivation to purchase the 'real' thing in the 'real' world?
thesims
virtualworlds
virtualgoods
advertising
statusobjects
narrativeobjects
objects
signalling
consumering
simulation
virtuality
thegamingofeverydaylife
may 2010 by adamcrowe
YouTube -- The Cashless Society: Alex Jones on Economics 101
april 2010 by adamcrowe
'Syndicated talk radio host and documentary filmmaker Alex Jones joins us on Economics 101 to discuss the cashless society. We discuss the looming reality of the scientific control grid and how people can fruitfully resist it.' -- "Once the cashless grid is in place then the bankers can completely abandon any connection to reality." -- Gold is money and nothing else.
money
credit
virtuality
hologram
technocracy
panopticon
puppetry
thematrix
AlexJones
april 2010 by adamcrowe
FT.com -- FT Trading Room: Data centres - the new financial centres?
april 2010 by adamcrowe
'When we think of financial centres we think of the City of London and Wall Street. But as Lilia Severine, head of business strategy at Interxion explains, the vast data centres that house traders' algorithmic "black boxes" are the financial centres of the future.' (People will go where the exchange-proximal data centres are. Stockholm, Zurich, and Madrid are growth areas.) -- Video inside
markets
trading
proximity
latency
arbitrage
algorithms
blackboxes
virtuality
thematrix
huntergatherer
bots
retribalization
april 2010 by adamcrowe
FUTURESTATES: Play by David Kaplan and Eric Zimmerman
march 2010 by adamcrowe
'Play imagines a not-too-distant future where video games have become indistinguishable from reality. These fully immersive games are nested inside each other like Russian dolls — each new game emerging from another and connecting backwards with increasing complexity. Synthetic experience competes with real experience as dream, fantasy, and memory begin to collapse into each other. A host of questions emerge: Who are the players? Who are the game designers? What is the purpose of these games? What is the point of winning? Where is it all leading? And if someone wants to stop playing, where in the hell is the escape button?'
thegamingofeverydaylife
virtuality
hyperreality
liminality
masks
roleplay
multitude
film
march 2010 by adamcrowe
HuffPost -- Couple Let Baby Starve To Death While Raising Virtual Baby Online
march 2010 by adamcrowe
'Kim Yoo-chul, 41, and Choi Mi-sun, 25, would feed their three-month-old baby only when not at 12-hour-online sessions in a local internet café. The pair were obsessed with raising their internet child, called Anima, resulting in the neglect of their unnamed real daughter. After one such session in September the couple found their daughter dead and called police. An autopsy found the baby died from prolonged malnutrition. "It seems that taking care of their on-line game character erased any sense of guilt they may have had for neglecting their daughter."' -- Push button parenting.
virtualworlds
virtuality
surrogacy
parenting
nurturance
simulation
feedback
thegamingofeverydaylife
subsistenceclicking
march 2010 by adamcrowe
YouTube -- Chris Hedges: Empire of Illusion: The End of Literacy and the Triumph of Spectacle
march 2010 by adamcrowe
'Journalist Chris Hedges discusses his recent book Empire of Illusion: the End of Literacy and the Triumph of Spectacle. In it, he charts the dramatic rise of a post-literate society that craves fantasy, ecstasy, and illusion. Hedges argues we now live in two societies: one, the minority, functions in a print-based, literate world and can cope with complexity and can separate illusion from truth; the other, a growing majority, is retreating from a reality-based world into one of false certainty and magic where serious film and theater, as well as newspapers and books, are being pushed to the margins.' -- "Things become so grim that there's a retreat into self delusion." -- Excellent summary of progress already made along the road to serfdom, also an urgent warning of the rise of utopian christian fascism. It's a shame he calls for an equally utopian "militant" socialism to fight against it. Violence is violence is violence. Neither the left fist nor right fist can justify it.
america
idiocracy
delusion
popculture
culture
emotionalism
narcissism
celebrity
infantilism
magick
mindcontrol
propaganda
spectacle
virtuality
psychosis
literaryculturevsoralculture
fame
irrationality
march 2010 by adamcrowe
The WELL -- Bruce Sterling: State of the World 2010
january 2010 by adamcrowe
BS to Cory Doctorow: "Okay, you've treated your future as an "unpredictable lurching thing..." and now you're all morose about that... You and your generation CREATED that situation! Ever heard of "disruptive innovation," "disintermediation," "offshoring," "small pieces loosely joined," "de-monetization," "plug and play," "the network as a
technoutopianism
virtuality
deindustrialization
theadvertisedlife
BruceSterling
via:2mm
january 2010 by adamcrowe
‘Are video games too violent for humans/do they inspire I.R.L. violence?’ -progressive journalism in the 90s
november 2009 by adamcrowe
'Feeling confused. At the beginning of this post, I thought video games were terrible for humanity, but then by the end of my internet research, I determined that there are positive uses for video game simulated technology. I feel like we need to promote human connections, but it would also be acceptable to round up the major threats to society, and allow them to get most of their life experiences in a simulated version of a violent reality. -- Do yall know of any video games that are safe/violent?' -- Hehe
HipsterRunoff
gaming
violence
simulation
virtuality
november 2009 by adamcrowe
The Onion -- Ultra-Realistic Modern Warfare Game Features Awaiting Orders, Repairing Trucks
november 2009 by adamcrowe
'Designers say the new game explores the endless paperwork, routine patrolling a modern day soldier endures in photorealistic detail.' -- True.
TheOnion
gaming
realism
simulation
simulacra
virtuality
militaryentertainmentcomplex
boredom
lulz
satire
november 2009 by adamcrowe
The Onion -- Obama Trying Out Social Policies In 'Second Life'
september 2009 by adamcrowe
'According to White House sources, an increasingly cautious President Obama has begun testing out parts of his executive agenda on the 15 million citizens of the online world known as Second Life. The commander in chief's avatar—an attractive African-American man with two more years of senatorial experience than the president—has already dedicated 3.5 billion Linden dollars to developing sustainable green energy in the virtual community. After moderators confirmed Monday that the virtual world is in no danger of terrorist attack because there is no death in Second Life, former vice president Dick Cheney reportedly canceled his recently opened account.' -- HAHA
virtuality
polling
lulz
september 2009 by adamcrowe
CTheory.net -- Media Dopplers
september 2009 by adamcrowe
'When we deal with this condition of outformation, we concern ourselves with rates, flow, vector, flux, and its messaging types [unicast, multicast, broadcast, or anycast]. We deal with paths, closeness, link, connectivity, signaling, entropy, self-similarity, throughput, and latency. It doesn't matter what the content is. Rather, the critical standpoint deals with its entropy, its signaling, its rate, flux density and messaging type. -- The requirement for citizen-actors on reality television reflects not nearly the need for such vocations of entertainment, rather, it is the construct of computer networks and software algorithm attempting and stuggling to learn to mimic the bizarre banality of a society dwelling in the afterburn of failed capitalism. It is not staged idiocy, it is pre-school for the machine screens comprehensively looping the simulation of the western debt class.'
*
internet
networks
cybernetics
feedback
technology
temes
collectiveintelligence
hivemind
puppetry
culture
#storage
#ubiquity
extensionsofman
centralnervoussystem
immunesystem
themediumisthemassage
data
information
outformation
simulation
simulacra
matrix
selfservers
avatars
bots
doppleganger
virtuality
debt
economics
financialization
hologram
via:charlesfrith
media
september 2009 by adamcrowe
Google Video -- The Age of Transitions
september 2009 by adamcrowe
'Converging technology, transhumanism, and our future in the making. The cutting edge group known as transhumanists see a beautiful future brought about by artificial intelligence, life extension, and cybernetics. What one must realize before getting carried away with such utopian dreams is that transhumanism was born out of the elitist pseudo-science eugenics. This documentary provides vital information on the history of eugenics and its new cutting edge transformation.' -- Transhumanism is a eugenics cult. Well, yeah. The idea is to man-u-facture better slaves. This is what humans lust to do to each other. 'Twas ever thus.
*
matrix
virtualworlds
virtualreality
virtuality
hivemind
cybernetics
cyborg
performance
technology
temes
technoutopianism
singularity
cults
eugenics
transhumanism
posthumanism
surveillance
realityprogramming
mindcontrol
thoughtcrime
precrime
dystopia
1984
bravenewworld
oligarchy
slavery
documentaries
september 2009 by adamcrowe
Core77 -- Ford design researchers experimenting with virtual people
july 2009 by adamcrowe
'This woman is fake! Ford is experimenting with a rather novel technique: Designing a car around a fictional but psychologically-fleshed-out avatar named Antonella. ...Ford's goal in using made-up characters is that they will help produce cars that transcend national traits and are instead built around international, psychological archetypes.' -- By designing a brain-dead supermodel??
ford
design
personas
avatars
virtuality
july 2009 by adamcrowe
First Monday -- "You Looked Better on MySpace": Deception and authenticity on Web 2.0
july 2009 by adamcrowe
On 'users’ criticism of a popular style of profile picture referred to as “MySpace Angles.” Reactions to this style of portraiture label the display of these photographs “deceptive,” alleging that MySpace Angles fool users into believing that the subject is more attractive than they actually are. ...the MySpace Angle commentary, revealing three main themes in users’ critique of MySpace Angles: 1) users who post these photographs are conforming to a social trend at the expense of their individuality; 2) the presentation of these photographs is narcissistic; and, 3) these photographs purposefully conceal the body. This case study displays a shift in the conception of deception online; on the social Web populated by SNSs, theories of deception and authenticity are called into question as users are increasingly anchored to their bodies and expected to effortlessly present an online self mirroring the offline self.' -- False advertising. Caveat emptor.
psychology
myspace
socialnetworking
socialmedia
behaviours
representation
avatars
body
appearance
identity
authenticity
self
performance
masks
shame
narcissism
photography
deception
virtuality
fake
theadvertisedlife
july 2009 by adamcrowe
The Technium -- As If
june 2009 by adamcrowe
'Metaphors become real when we act as if they are real – whether or not we intellectually "believe" they are real. This behavioral definition of "real" means that metaphors are tools. In this way the role and power of metaphor is rising in our culture. Our modern digital world is a metaphoric world. We make things real by first constructing them as a metaphor, an "as if" type. Then we slowly deepen the metaphor, adding more layers of meaning and realism, until metaphor slowly passes whatever invisible barrier lies between the real and fake, and it becomes "is" -- it becomes "real." Pinocchio is at last a real boy, earning the love of his mother. We have made as-if realities, which someday may be felt as real. We are making as-if communities, as-if democracies, as-if intelligence, as-if life. ...we are beginning to act as-if there was a global brain. We ask Google expecting it to know the answers to all our many questions. We assume a global awareness...'
verisimilitude
virtuality
simulation
simulacra
fake
evocativeobjects
liminality
liminalobjects
relationalobjects
objects
KevinKelly
june 2009 by adamcrowe
Techcrunch -- Videos: OTOY In Action. You Have To See This.
june 2009 by adamcrowe
"OTOY is 100% browser-based, and works is all modern web browsers. All it requires is a broadband connection, and that will give you 720p (HD) graphics, with no plugins and no downloads. There is also a way to get 1080p graphics, though that’s a bit more intensive, obviously. But they key is that this is all done on OTOY’s servers and transmitted down from the cloud to run on whatever client you want, basically instantaneously." -- AMD and EA partnership
gaming
cloud
realtime
3D
virtuality
june 2009 by adamcrowe
New Scientist -- Virtual body parts take the guesswork out of medicine
june 2009 by adamcrowe
'Doctors could soon be testing medications or surgery on your virtual twin before you get to undergo the real treatment. Researchers around the world are creating different personalised simulations of living body parts, so that bespoke therapies can be tested and optimised without risk to the patient. Models of individual body parts could eventually be integrated to simulate a patient's entire body.'
virtualization
virtuality
prosthetics
body
modelling
simulation
simulacra
doppleganger
june 2009 by adamcrowe
Times Online -- Break free of this world wide delusion
june 2009 by adamcrowe
On 'web 2.0': 'The cult is the problem. I know that this article — it always happens — will be sneered at all over the web by people who cannot think for themselves because they are blindly faithful to the idea that the web is the future, all of it. I will be called a Luddite. It is the cultists who threaten the web. They are the ones encouraging dreams of a utopia of the self. They fail to see that the web is just one more product of the biology, culture and history that make us what we are. In the real world, it is wonderful, certainly, but it is also porn, online brothels, privacy invasions, hucksterism, mindless babble and the vacant gaze that always accompanies the mindless pursuit of the new. The web is human and fallen; it is bestial as much as it is angelic. There are no new worlds. There is only this one.' -- And books still don't bend flat!
internet
web
technology
criticism
virtuality
utopia
june 2009 by adamcrowe
io9 -- 4 Ways Virtual Reality Living Could Suck
june 2009 by adamcrowe
'In Rudy Rucker's novel Postsingular, nanomachines (called "nants") turn the world in to a virtual simulation, called "Vearth." And it turns out that Vearth is kind of a sucky copy of the "real" Earth, because it takes up too much bandwidth to create a decent version. "The water, clouds and fire were never quite right. In any case, the nants didn't always try that hard; they often settled for shortcuts as crude as representing a tree by a cookie-cutter flat polygon." And then the Big Pig, the super-intelligence that runs the simulation, comes up with an economy, where if you pay a monthly fee, you get rendered at a higher resolution. There's only so much room to live in Vearth's highest resolution and best-simulated zones, so most people have to live in tiny apartments or in worse areas. Eventually, there are terrorists and computer viruses that wipe out tons of people. And the Big Pig realizes that people can get along without their subconscious minds, so it takes those away.'
virtualworlds
cocooning
behaviours
simulation
simulacra
virtuality
mirrorworlds
june 2009 by adamcrowe
CTheory.net -- Empire@Play: Virtual Games and Global Capitalism
may 2009 by adamcrowe
'It is from simulation that virtual games emerged, broke loose only to be reintegrated into the assemblages of world capital, as a means of inducing the "flexible personality" demanded by digital work, war and markets. As this hacker innovation was captured by the game factory, it has continued to generate surplus know-how that escapes complete capture in the commodity form. Some commentators see such "autoludic" activity as automatically empowering and democratizing. We, however, insist on what Paolo Virno terms "the ambivalence of the multitude." We ask of digital play what Félix Guattari asked of collective humanity: "how can it find a compass by which to reorient itself?" His response, by "remaking social practices," was grounded in a reading of transformations already underway. To speak of games of multitude is to assert that the possibilities of virtual play exceed its imperial manifestations, and the desires of many gamers surpass marketers' caricatures of them.'
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culture
media
gaming
virtualgoods
mmorpg
RMT
ludocapitalism
work
seriousgames
affectivelabour
immateriallabour
virtuality
simulation
play
theory
praxis
activism
multitude
cognitivesurplus
alternativerealitygaming
transformation
design
socialsoftware
gamemechanics
recuperation
ideology
hegemony
carrierobjects
objects
militaryentertainmentcomplex
hackersvsvectoralists
globalization
empire
thegamingofeverydaylife
nickdyerwitheford
via:jullandibbell
"capitalism"
may 2009 by adamcrowe
Wikipedia -- Unknown unknown
may 2009 by adamcrowe
'"There are known knowns. There are things we know that we know. There are known unknowns. That is to say, there are things that we now know we don’t know. But there are also unknown unknowns. There are things we do not know we don’t know." - This statement was made at a press briefing given by former US Defense Secretary Donald Rumsfeld on February 12 2002. -- Psychoanalytic philosopher Slavoj Zizek extrapolates from these three categories a fourth, the unknown known, that which we don't know or intentionally refuse to acknowledge that we know - the disavowed beliefs, suppositions and obscene practices we pretend not to known about, even though they form the background of our public values.' -- "What you don't know you know controls you but you don't control it." (The Reality of the Virtual, Zizek)
blackswans
risk
wrong
philosophy
epistemology
psychoanalysis
consciousness
unconsciousness
reality
virtuality
repression
freud
quotes
SlavojŽižek
unconscious
denial
memoryhole
may 2009 by adamcrowe
Wired -- The Messy Future of Memory-Editing Drugs
april 2009 by adamcrowe
'It might not be long before memories are pharmaceutically targeted, just as moods are now. #Sandberg: People are more worried about deletion [than adding memories]. We have a preoccupation with amnesia, and are more fearful of losing something than adding falsehoods. The problem is that it's the falsehoods that really mess you up. If you don't know something, you can look it up, remedy your lack of information. But if you believe something falsely, that might make you act much more erroneously. You can imagine someone modifying their memories of war to make them look less cowardly and more brave. Now they'll think they're a brave person. At that point, you end up with the interesting question of whether, in a crisis situation, they would now be brave. We can't trust our memories. But on the other hand, our memories are the basis for most of our decisions. We take it as a given that we can trust them, which is problematic. We have authentic fake memories, in a sense.'
psychology
drugs
memory
editing
experience
authenticity
self
perception
realityprogramming
reality
virtuality
fake
illusion
delusion
simulation
philosophy
april 2009 by adamcrowe
Flickr -- Lucifron
april 2009 by adamcrowe
'As you can see, the screen is dominated by instrumentation.'
dashboard
data
interface
virtuality
numbers
simulation
virtualworlds
worldofwarcraft
april 2009 by adamcrowe
Telegraph -- 'We don't need a Twittericulum'
april 2009 by adamcrowe
'"Think of a princess, a beautiful princess locked up in a tower. Think about how she must feel, yearning to escape. Now, imagine you are reading a book about that princess, engrossed in what is to become of her. You feel for her, you care about her, you want her to escape. Yes?" she asks. Ah, yes, I suppose so, I nod, wondering where we are going. "You see," she says flashing her trademark, wide-mouthed smile. "Don't tell me youngsters playing a computer game in which the princess is locked in the tower give a stuff if she gets out or not. They don't. They don't because those sort of computer games aren't about empathising with or understanding her plight. She is just there as a goal. The game is all about getting her out of the tower because that means they win. Game over. It's all so meaningless. In the truest sense of the word," she says shaking her head in exasperation. "It… means… nothing," she says slowly, drumming her red fingernails on her desk to emphasise each word.' -- True
*
psychology
thegamingofeverydaylife
gaming
behaviours
augmentationistsvsimmersionists
immersion
imagination
empathy
emotionalintelligence
simulation
numbers
points
continuouspartialattention
attention
concentration
intermittentvariablerewards
feedback
addiction
virtuality
reality
children
learning
education
socialmedia
twitter
boredom
april 2009 by adamcrowe
New York Magazine -- How Michael Osinski Helped Build the Bomb That Blew Up Wall Street
march 2009 by adamcrowe
'I have been called the devil by strangers and “the Facilitator” by friends. I wrote the software that turned mortgages into bonds. I never would have thought, in my most extreme paranoid fantasies, that my software, and the others like it, would have enabled Wall Street to decimate the investments of everyone in my family. Not even the most jaded observer saw that coming. I can’t deny that it allowed a privileged few to exploit the unsuspecting many. But catastrophe, depression, busted banks, forced auctions of entire tracts of houses? The fact that my software, over which I would labor for a decade, facilitated these events is numbing. Is capitalism inherently corrupt? I don’t think the free flow of goods in and of itself is the culprit. No, it’s the complexity masked by thousands of unseen whirring widgets that beguiles people into a sense of power, a feeling of dominion over the future.'
economics
finance
securitization
derivatives
risk
control
#complexity
prediction
software
numbers
simulation
virtuality
blackboxes
march 2009 by adamcrowe
Mark Cuban -- Where is the internet when we need it?
march 2009 by adamcrowe
'Its unfortunate, but true. The internet is not a driving force in our economy. Its a stable mature platform on the same level as electricity, phone service and TV. You can’t live without it, but don’t it expect to be a catalyst for the economy. We now argue about whether new companies have a business model and can be profitable and get excited about updates rather than new competitors. Thats the sign of a stable market. Its time to look elsewhere for that “thing” that takes us out of our economic doldrums. These blog posts created a big stir when I originally posted them. They aren’t controversial anymore. If you are young, super-smart and looking to have an impact. The internet is what your mom and dad got excited about. Find something us for all of us to rally around and change our lives. Please.' -- The internet is shit. It is vitally important that we all realize this and move on: http://www.internetisshit.org
atoms
bits
virtuality
technology
temes
internet
utility
via:damiano
march 2009 by adamcrowe
Harpers -- Faustian economics: Hell hath no limits by Wendell Berry
march 2009 by adamcrowe
"... once greed has been made an honorable motive, then you have an economy without limits. It has no place for temperance or thrift or the ecological law of return. It will do anything. It is monstrous by definition ... the commonly accepted basis of our economy is the supposed possibility of limitless growth, limitless wants, limitless wealth, limitless natural resources, limitless energy, and limitless debt. The idea of a limitless economy implies and requires a doctrine of general human limitlessness: all are entitled to pursue without limit whatever they conceive as desirable... this credo of limitlessness clearly implies a principled wish not only for limitless possessions but also for limitless knowledge, limitless science, limitless technology, and limitless progress. And, necessarily, it must lead to limitless violence, waste, war, and destruction. That it should finally produce a crowning cult of political limitlessness is only a matter of mad logic." -- Supersize We
*
economics
debt
ponzi
criticism
consumption
consumerism
delusion
denial
insanity
virtuality
reality
freedom
friendship
ethics
trust
loyalty
empathy
communities
civility
ecology
sustainability
austerity
humanity
philosophy
religion
art
life
march 2009 by adamcrowe
I am thinking about buying a new video game because it looks cool.
march 2009 by adamcrowe
"Don’t understand why u would spend hours per day in front of a screen pretending that ur some1 ur not, just to accomplish these arbitrary goals. After u ‘beat’ a video game, do u feel more ‘accomplished’? Do u call ur family and tell them that u ‘won’? I wish I could be a ‘gamer’ and really unite with a network of people who I know in real life and not in ‘real’ life. I wish I could engage in teambuilding experiences. I wish I could share the beauty of gaming with people who are addicted to getting NEW information instantaneously on the internet. If only they could see that there is a value in escaping from ‘the real world.’ Who needs to know everything right away? Who needs to be so connected? I want to be a gamer. I want to take breaks from ‘internet reality’ and accomplish goals and missions in an environment that was created by AZN engineers who work in a free spirited workplace." -- Hehe.
psychology
gaming
authencity
virtuality
reality
lulz
march 2009 by adamcrowe
MarketWatch -- The $700 trillion elephant in the room
march 2009 by adamcrowe
'Derivative contracts total about three-quarters of a quadrillion dollars in "notional" amounts, according to the Bank for International Settlements. These contracts are tallied in notional values because no one really can say how much they are worth. [For comparison] The total value of all the stock markets in the world amounts to less than $50 trillion, according to the World Federation of Exchanges. Few know what derivatives are worth. I spoke with one derivatives trader who manages billions of dollars and she said she couldn't even value her portfolio because "no one knows anymore who is on the other side of the trade."' -- Keyser Söze? (Check the comments)
economics
finance
derivatives
shadowbankingsystem
fake
simulacra
virtuality
hologram
quadrillion
march 2009 by adamcrowe
Marginal Utility -- Theses inspired by Hipster Runoff
march 2009 by adamcrowe
Quotable! -- "#2. Social criticism has been resolved into self-expression. #3. Hipsterism consists of its own repudiation. #4. Social networks mandate identity formation on the model of cloud computing ...we now have self as a service. #5. The variables we transfer to the cloud increasingly delimit the field of identity and condition what sorts of data will subsequently be considered relevant or applicable. #6. Existence online... forces on us unremitting self-consciousness. There can be no harmonizing of action and its preconception; no spontaneous authenticity. #9. The collapse of language into abbreviations, arbitrary conditions of brevity, self-enforced infantilism and the like are attempts to import the the inflexible conditions of reality, against which we shape ourselves, to the online world, which lacks such conditions and threatens us with an amorphous and intolerable incontinence of identity." -- Phew!
internet
web
self
identity
infantilism
criticism
selfservers
sousveillance
feedback
criticaldistance
precuperation
authenticity
reality
virtuality
popculture
culture
march 2009 by adamcrowe
mi2g -- The Four Scenarios: Debt Deflation, Hyperinflation, Quadrillion Play and Muddle Through (15 November 2008)
march 2009 by adamcrowe
"Banks and brokers were, in effect, printing their own proprietary issues of "money" via complex securities and as a result their supply of money grew to exceed by at least one order of magnitude the money printed by central banks. ...quadrillion dollar worth private currencies - paper assets - have fuelled the globalisation process, massive and unprecedented world GDP growth, mergers and acquisitions, and large scale industrial / infrastructure projects, until natural boundary conditions kicked in, ie, the earth ran out of raw materials and natural resources in sufficient quantities. -- The power of central bankers may have been permanently eroded given that the centre of gravity has now shifted. It lies with the financial markets and their participators who transact the deflating quadrillion dollar plus paper asset equation of which fiat currency is a much smaller quantum."
*
economics
debt
shadowbankingsystem
leverage
derivatives
securitization
ponzi
inflation
deflation
money
finance
virtuality
predictions
quadrillion
march 2009 by adamcrowe
CynicusEconomicus -- The Economic Crisis: The Underlying Cause
march 2009 by adamcrowe
"... the emerging economies lent their new found wealth from their increasingly large workforce into the West, and in doing so allowed the emergence of the so called 'service economy', or 'post-industrial economy'. The lending was built on an unfounded belief that, because the West had been economically dominant for so long, it would always be in a position to pay back the lending. The problem with the lending was that there were no productive wealth creating opportunities to soak up the money, (e.g. investment in manufacturing was being directed towards the emerging economies themselves) such that the money pouring into countries like the UK and US was directed into asset price inflation (real estate), consumption and consumer credit, and excessive government borrowing. ... the world economy has been shaped around a perception of growth in wealth in countries like the UK and US, whilst the real growth in wealth has been taking place elsewhere." -- Hollow-gram (Recommended)
*
economics
malinvestment
debt
credit
bubble
multipliereffect
consumption
GDP
growth
wealth
capital
deflation
inflation
reality
virtuality
illusion
misdirection
fake
uk
america
china
japan
march 2009 by adamcrowe
io9 -- Posthumans: Posthumans Go Hollywood! (Maybe.)
february 2009 by adamcrowe
"As much as futurists and transhuman pundits would like to insist that the Singularity is coming in our lifetimes, and that the Singularity will turn us posthuman, most posthuman narratives don't really function as predictions about the future at all. Instead, they have two super-important functions: #First, they're metaphors for our current super-rapid progress. We haven't transcended our humanity at all, but we have made huge advances in medicine and improved our life-expectancy massively. #Second, posthuman stories are pure escapism. It's pretty awesome to imagine futures where we can be instantly beautiful, transform our bodies based on our whims, live to be a zillion years old, and vastly expand our mental faculties, etc. In some ways, it's the purest distillation of science fiction's promise: even more than visiting the stars and meeting aliens, getting past our crappy human weaknesses and becoming fully awesome, thanks to science."
technology
storytelling
tropes
metaphor
therapy
sciencefiction
transhumanism
posthumanism
simulation
virtuality
singularity
utopia
february 2009 by adamcrowe
"If You Find This World Bad, You Should See Some of the Others" By Philip K. Dick
february 2009 by adamcrowe
"I, in my stories and novels, often write about counterfeit worlds, semi-real worlds, as well as deranged private worlds inhabited, often, by just one person, while, meantime, the other characters either remain in their own worlds throughout or are somehow drawn into one of the peculiar ones. This theme occurs in the corpus of my twenty-seven years of writing. At no time did I have a theoretical or conscious explanation for my preoccupation with these pluriform pseudoworlds, but now I think I understand. What I was sensing was the manifold of partially actualized realities lying tangent to what evidently is the most actualized one, the one that the majority of us, by consensus gentium [general consent], agree on."
storytelling
sciencefiction
pseudoworlds
solipsism
consciousness
simulacra
fake
fraud
reality
virtuality
alternativereality
memory
philosophy
religion
madness
PKD
february 2009 by adamcrowe
MIT World -- The Inner History of Devices (Video)
february 2009 by adamcrowe
'There is no doubt that technology is “changing our hearts and minds,” and that people increasingly attach “to the inanimate without prejudice.” Whether online or with robotic creatures, “we are lost in cyber intimacies and solitudes, and we often don’t know if we’ve been alone, together, close or distant.” Technology, she says, serves as a Rorschach for personal, political and social concerns, carrying ideas, expressing individual differences in style. It also “acts as a foil we use to figure out what it means to be human,” crystallizing memory and identity and provoking new thought. For instance, kids have at least seven radically different styles of using Legos, she says, which allow us “to see who the child is.” “For too long we have stressed that technology has affordances that constrain its use. I take it from the other side: how do different personalities, cognitive styles and desires take a technology and turn it into what that person wants to know and express.”'
psychology
technology
relationalobjects
evocativeobjects
objects
relationships
emotion
rorschach
projection
transference
ambientintimacy
intimacy
identity
self
virtuality
aliveness
sentience
nurturance
philosophy
SherryTurkle
february 2009 by adamcrowe
Sherry Turkle -- Virtuality and its Discontents (PDF)
february 2009 by adamcrowe
"Is the real self always the naturally occurring one? If a patient on the antidepressant medication Prozac tells his therapist he feels more like himself with the drug than without it, what does this do to our standard notions of a real a self? Where does the medication end and the person begin?"
psychology
virtualworlds
MUDs
communities
authenticity
reality
virtuality
simulation
simulacra
roleplay
self
multitude
transformation
reflexivity
SherryTurkle
pdf
mecosystem
february 2009 by adamcrowe
Sherry Turkle -- Multiple Subjectivity and Virtual Community at the End of the Freudian Century (PDF)
february 2009 by adamcrowe
"We construct our objects and our objects construct use." -- "Online experiences of playing multiple aspects of self are resonant with theories that imagine the self as a multiple and fragmented, or as a society of selves."-- "Appropriable theories, ideas that capture the imagination of the culture at large, tend to be those with thich people can become actively involved. They tend to be theories that can be 'played' with. So one way to examine the social appropriability of a given theory is to ask whether it is accompanied by its own objects-to-think-with, objects that can help theory move beyond intellectual circles. For Freud's work, dreams and slips of the tongue carried ideas... today computational experiences carry ideas."
psychology
virtualworlds
behaviours
identity
self
multitude
simulation
virtuality
roleplay
acting
multiplepersonalitydisorder
Freud
ideas
language
diffusion
theory
theoryobjects
objects
reflexivity
subjectivity
transformation
SherryTurkle
pdf
mecosystem
february 2009 by adamcrowe
Sherry Turkle -- Seeing Through Computers: Education in a Culture of Simulation (PDF)
february 2009 by adamcrowe
"understanding the assumptions that underlie simulation is a key element of political power. People who understand the distortions imposed by simulations are in a position to call for more direct economic and political feedback, new kinds of representation, more channels of information. They demand greater transparency in their simulations (particularly the ones we use to make real-life decisions) make their underlying models more accessible. We come to written text with centuries-long habits of readership. At the very least, we have learned to begin with the journalist's traditional questions: Who wrote these words, what is their message, why were they written, how are they situated in time and place, politically and socially? A central goal for computer education must now be to teach students to interrogate simulations in much the same spirit. The specific questions may be different but the intent is the same: to develop habits or readership appropriate to a culture of simulation."
criticism
psychology
politics
simulation
education
learning
literacy
interface
transparency
opacity
reality
virtuality
realityprogramming
representation
reflexivity
ideology
hegemony
power
thegamingofeverydaylife
SherryTurkle
pdf
february 2009 by adamcrowe
Wired -- Sex, Lies, and Avatars (PDF)
february 2009 by adamcrowe
'What is real? What is virtual? What is living? What is nonliving? Of the many selves I am, who is he real me?' -- 'Computing would offer [Turkle] endless moments of sweet epiphany when theories that had seemed right but abstract were suddenly right and manifest. Constructing the self with language and the notion of permeable boundaries? There it was on the screen. You could almost substitute computing for terms of Lacan's manifesto: computing is constructed as a set of languages; language (the relationship of terms to each other) is the structure that forms computing; the boundaries between data and execution are blurred; and so forth. What in other contexts has seemed like the gibberish of postmodernism–decentering (oh, you mean multiple users), intertextuality (oh, hypertext), fragmentation (oh, me in the Parenting conference, me in the Eros conference), blurring (oh, object-oriented languages)–is rendered clear at last.'
psychology
psychoanalysis
Freud
postmodernism
simulation
culture
bricolage
language
reflexivity
Lacan
theory
theoryobjects
objects
existentialism
reality
virtuality
identity
multitude
self
selfobjects
liminality
media
computers
metaphysics
virtualworlds
MUDs
avatars
roleplay
improvisation
performance
transformation
SherryTurkle
pdf
improv
february 2009 by adamcrowe
Harvard Business Review -- Technology and Human Vulnerability: A Conversation with MIT's Sherry Turkle (PDF)
february 2009 by adamcrowe
'We are ill prepare for the new psychological world we are creating. We make objects that are emotionally powerful; at the same time, we say things such as "technology is just a tool" that deny the power our creations both on us as individuals and on our culture. I find it amazing how in less than one generation people have gotten used to the idea of giving their children Ritalin–not because the childen are hyperactive but because it will enhance their performance in school. who are you, anyway–your unmedicated self or your Ritalin self? for a lot of people, it has become unproblematic that their self is their self with Ritalin or their self with the addiction of a Web connection as an extension of mind. As one student with a wearable computer with a 24-hour Internet connection put it, "I become my computer. It's not just that I remember people or know more. I feel invincible, sociable, better prepared. I am naked without it. With it, I'm a better person."'
psychology
relationships
robots
replicants
toys
toyfriends
nurturance
relationalobjects
objects
simulation
simulacra
reality
virtuality
authenticity
humanity
cyborg
aliveness
emotion
projection
transference
philosophy
rorschach
identity
play
reflexivity
transformation
technology
productnarratives
SherryTurkle
pdf
february 2009 by adamcrowe
Sherry Turkle -- Who Am We? (PDF)
february 2009 by adamcrowe
'... we "project ourselves into our own drama, dramas in which we are producer, director, and star... computer screens are the new location for our fantasies, both erotic and intellectual."' -- '... once we take virtuality seriously as a way of life, we need a new language for talking about the simplest things. Each individual must ask: What is the nature of my relationships? What are the limits of my responsibility? And even more basic: who and what am I? What is the connection between my physical and virtual bodies? And is it different in different cyberspaces? These questions are equally central for thinking about community. What is the nature of our social ties? What kind of accountability do we have for our actions in real life and in cyberspace? What kind of society or societies are we creating, bot on and off the screen?'
psychology
virtualworlds
simulation
transformation
roleplay
self
multitude
identity
reflexivity
reality
virtuality
liminality
philosophy
psychoanalysis
Freud
SherryTurkle
pdf
mecosystem
february 2009 by adamcrowe
The Atlantic -- The Autumn of the Multitaskers by Walter Kirn
february 2009 by adamcrowe
A commonsense: 'Neuroscience is confirming what we all suspect: Multitasking is dumbing us down and driving us crazy. -- The Multitasking Crash. The Attention-Deficit Recession. -- Our freedom to stay busy at all hours, at the task—and then the many tasks, and ultimately the multitask—of trying to be free. This is the great irony of multitasking—that its overall goal, getting more done in less time, turns out to be chimerical. In reality, multitasking slows our thinking. It forces us to chop competing tasks into pieces, set them in different piles, then hunt for the pile we’re interested in, pick up its pieces, review the rules for putting the pieces back together, and then attempt to do so, often quite awkwardly. ...What has the madness of multitasking cost us? (Six hundred and fifty billion dollars...) The better question might be: What hasn’t it?' -- Hehe. NO BAILOUTS FOR THE ATTENTION ECONOMY!
psychology
cognition
multitasking
contextswitching
continuouspartialattention
attention
ADHD
attentiondeficithyperactivedisorder
productivity
currency
fake
virtuality
reality
delusion
hypnotism
ponzi
february 2009 by adamcrowe
Sherry Turkle -- Constructions and Reconstructions of Self in Virtual Reality: Playing in MUDs (PDF)
january 2009 by adamcrowe
'"This is more real than my real life." says a character who turns out to be a man playing a woman who pretending to be a man. In this game the rules of social interaction are built not received. Traditional role playing prompts reflection on personal and interpersonal issues, but in games that take place in ongoing virtual societies such as MUDs, the focus is on larger social and cultural themes as well. The networked computer serves as an "evocative object" for thinking about community. Additionally, people playing in the MUDs struggle towards a new, still tentative discourse about the nature of a social world that is populated both by people and by programs. In this, life in the MUD may serve as a harbinger of what is to come in the social spaces that we still contrast with the virtual by calling the "real."'
psychology
virtualworlds
roleplay
MUDs
simulation
therapy
reflexivity
transformation
intimacy
virtuality
reality
self
identity
distributed
multitude
rorschach
relationalobjects
objects
turingtest
emotionalintelligence
empathy
replicants
SherryTurkle
pdf
mecosystem
january 2009 by adamcrowe
Forbes -- Can You Hear Me Now? (PDF)
january 2009 by adamcrowe
'We are learning to see ourselves as cyborgs, at one with our devices. To put it most starkly: To make more time means turning off our devices, disengaging from the always-on culture. But this is not a simple proposition, since our devices have become more closely coupled to our sense of our bodies and increasingly feel like extensions of our minds.' -- '"Being put on pause" is how one of my students describes the feeling of walking down the street with a friend who has just taken a call on his cell. "I mean I can't go anywhere; I can't just pull out some work. I've just been stopped in midsentence and am expected to remember, to hold the thread of conversation until he wants to pick it up again."
psychology
tethered
distributed
self
multitude
relationalobjects
objects
extensionsofman
centralnervoussystem
brain
mind
themediumisthemassage
ambientimmediacy
ambientintacy
attention
continuouspartialattention
intermitentvariablerewards
presence
telepresence
virtuality
technology
behaviours
mobile
SherryTurkle
pdf
media
january 2009 by adamcrowe
CynicusEconomicus -- The Banking System: Synthetic Economics
january 2009 by adamcrowe
"The whole system relies on confidence. That confidence relies on the belief that the banks have invested the money that they hold wisely, and that the value of the assets that they hold has retained sufficient value for the money deposited to be returned. The good side of the system is that it allows for rapid economic expansion, but the downside is that there is a fragility, and that the fragility is built upon the foundations of the system - confidence. The whole system is no more real than the confidence in the Linden Dollar, and the economy of the world is no more real than the economy of Second Life. It is all built upon belief in the value of currencies that have no real value, except what we subjectively give them."
economics
currency
virtualworlds
virtualgoods
property
intellectualproperty
mmorpg
gamemechanics
thegamingofeverydaylife
virtuality
work
play
fractionalreserve
banking
fiat
money
scarcity
value
january 2009 by adamcrowe
SBIR/STTR -- Virtual Dialogue Application for Families of Deployed Service Members
january 2009 by adamcrowe
'The challenge is to design an application that would would allow a child to receive comfort from being able to have simple, virtual conversations with a parent who is not available "in-person".' -- *gulps*
militaryentertainmentcomplex
avatars
simulacra
simulation
virtuality
telepresence
aliveness
halflife
death
psychology
january 2009 by adamcrowe
The Atlantic -- The Fears of a Clown
january 2009 by adamcrowe
"James Parker dissects two of Jim Carrey's most unnervingly subversive onscreen moments, and contrasts them with a scene from the Bill Murray film Groundhog Day."
ego
self
authenticity
fraud
fake
existentialism
philosophy
metaphysics
reality
virtuality
simulacra
sousveillance
paranoia
acting
archetypes
fool
JimCarey
video
january 2009 by adamcrowe
The Atlantic -- The Existential Clown
january 2009 by adamcrowe
"Eternal Sunshine of the Spotless Mind imagines a pair of lovers, played by Carrey and Kate Winslet, in the heat-death of their togetherness: bored and disgusted, each submits to a disreputable clinical procedure in which the whole relationship is expunged from their memory banks. It works, but somehow, as freshly minted strangers, they meet again; they are drawn to each other; they begin to fall in love. Then the attempt at mutual erasure comes to light: they learn that they have been through all of this already. What to do? In an overlit, discolored hallway, they stare at each other, grim with foreknowledge—and decide to go for it all over again. How beautiful! Ghastly as they look under the fluorescent tubes, the lovers stand together in this instant on a scuffed little summit of human dignity: by embracing their situation (and each other), they have transcended it." -- YES! (Love this movie.)
ego
self
authenticity
fraud
fake
solipsism
existentialism
philosophy
metaphysics
reality
virtuality
simulacra
sousveillance
paranoia
acting
archetypes
fool
JimCarey
january 2009 by adamcrowe
The Atlantic -- The Existential Clown
january 2009 by adamcrowe
"Jim Carrey will loom large in our shattered posterity, I believe, because his filmography amounts to a uniquely sustained engagement with the problem of the self. Who knows how the self became such a problem, or when we began to feel the falseness in our nature? Carrey’s dream sequence of movies is a prophecy, a warning that this clanking ego-apparatus in which each of us walks around, this fissured, monumental self, half Job and half Bertie Wooster, cannot be sustained. Out of his own seemingly bottomless disquiet, Carrey writhes and reaches into the bottomless disquiet of his audience. An oracular bum holds up a handwritten cardboard sign in Bruce Almighty: LIFE IS JUST. We know we’re frauds; we fear a reckoning is due."
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ego
self
authenticity
fraud
fake
solipsism
existentialism
philosophy
metaphysics
reality
virtuality
simulacra
sousveillance
paranoia
acting
archetypes
fool
JimCarey
january 2009 by adamcrowe
Silicon Valley Radio -- Transcript of Sherry Turkle Interview
december 2008 by adamcrowe
"[I discovered] someone online called Dr. Sherry, who advertised herself as a cyberpsychologist who was doing interviews and studying people in this virtual environment. And I hadn't created Dr. Sherry. This was a character created by other people. And the question was, what is my relationship with this character created by other people who had in a sense used my name as a trademark? Or a mnemonic, a kind of cultural mnemonic for being a cybershrink, in brief? I think that each of us is a persona. Each of us has spent a lifetime creating a persona. And how do we really feel about its potential appropriation in virtual space by other people? There was no intent to hurt me. And as a matter of fact it turned out the intent was to flatter me, by taking my name in a kind of virtual appropriation, as though I were a trademark for Cybershrink. I think those kinds of questions about your identity and how much you can protect it are going to become very salient."
reflexivity
identity
psychology
virtualworlds
avatar
impersonation
persona
doppleganger
appropriation
multipleusename
virtuality
roleplay
self
simulation
fraud
fake
SherryTurkle
december 2008 by adamcrowe
Google Video -- Adam Curtis: The Living Dead 2/3: You Have Used Me as a Fish Long Enough
december 2008 by adamcrowe
'In this episode, the history of brainwashing and mind control [is] examined. The angle pursued by Curtis [is] the way in which psychiatry pursued tabula rasa theories of the mind, initially in order to set people free from traumatic memories and then later as a potential instrument of social control.'
psychology
memory
neuroscience
WilderPenfield
therapy
brainwashing
mind
control
misinformation
paranoia
hysteria
reality
alternatereality
realityprogramming
artificialintelligence
simulation
virtuality
militaryentertainmentcomplex
weapons
war
documentaries
AdamCurtis
psychohistory
cognitivescience
psyops
mindcontrol
MK
espionage
december 2008 by adamcrowe
Wired -- Who Am We?
december 2008 by adamcrowe
"People can get lost in virtual worlds. Some are tempted to think of life in cyberspace as insignificant, as escape or meaningless diversion. It is not. Our experiences there are serious play. We belittle them at our risk. We must understand the dynamics of virtual experience both to foresee who might be in danger and to put these experiences to best use. Without a deep understanding of the many selves that we express in the virtual, we cannot use our experiences there to enrich the real. If we cultivate our awareness of what stands behind our screen personae, we are more likely to succeed in using virtual experience for personal transformation."
psychology
virtualworlds
simulation
transformation
roleplay
self
identity
reflexivity
reality
virtuality
liminality
SherryTurkle
december 2008 by adamcrowe
Cracked.com -- 7 Reasons the 21st Century is Making You Miserable
december 2008 by adamcrowe
#1. We don't have enough annoying strangers in our lives: The more we're able to edit the annoyance out of our lives, the less we're able to handle it. #2. We don't have enough annoying friends, either: The problem is that peacefully dealing with incompatible people is crucial to living in a society. In fact, if you think about it, peacefully dealing with people you can't stand is society. #4. Online company only makes us lonelier: When someone speaks to you face-to-face, what percentage of the meaning is actually in the words, as opposed to the body language and tone of voice? ... in Text World, all that is stripped away... absent a sense of the other person's mood, every line we read gets filtered through our own mood instead. #5. We don't get criticized enough. #7. We feel worthless, because we actually are worth less: There's one advantage to having mostly online friends, and it's one that nobody ever talks about: They demand less from you.'
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truisms
psychology
melancholy
control
emotionalintelligence
emotion
mood
bodylanguage
relationships
friendship
empathy
sympathy
sociology
civility
manners
tolerance
individualism
existentialism
self
identity
feedback
#diversity
#specialization
internet
virtuality
reality
evolutionarypsychology
communication
work
life
december 2008 by adamcrowe
NoahBrier.com -- Baudrillard, Economics and the Death of Reality
november 2008 by adamcrowe
"Baudrillard walks through the four phases of image transformation: #1. It is the reflection of a basic reality. #2. It masks and perverts a basic reality. #3. It masks the absence of a basic reality. #4. It bears no relation to any reality whatever: it is its own pure simulacrum. -- Now mapped against my simple understanding of economic history: #1. Trade: It is the reflection (or formalization) of a basic reality (give something, get something). #2. Money: It masks and perverts a basic reality (trade). #3. Credit: It masks the absence of a basic reality (money). #4. Collatorized Debt Obligations (or any similar complex financial products): It bears no relation to any reality whatever: it is its own pure simulacrum." -- ;^) -- ('01. There is a double spooking the world, the double of abstraction' -- A Hacker Manifesto)
economics
debt
fraud
hacks
usevaluevssignvalue
abstraction
reality
virtuality
simulation
simulacra
fake
thegamingofeverydaylife
JeanBaudrillard
november 2008 by adamcrowe
vanityfair.com -- Wall Street Lays Another Egg: Politics & Power by Niall Ferguson
november 2008 by adamcrowe
"This year we have lived through something more than a financial crisis. We have witnessed the death of a planet. Call it Planet Finance. Two years ago, in 2006, the measured economic output of the entire world was worth around $48.6 trillion. The total market capitalization of the world’s stock markets was $50.6 trillion, 4 percent larger. The total value of domestic and international bonds was $67.9 trillion, 40 percent larger. Planet Finance was beginning to dwarf Planet Earth... On Planet Finance, the securities outnumbered the people; the transactions outnumbered the relationships."
economics
debt
fraud
history
finance
property
junkbonds
leverage
inflation
risk
hedging
wealth
value
psychology
fear
greed
trust
delusion
denial
depression
numbers
myopia
herd
conformity
groupthink
doublethink
reality
virtuality
ponzi
simulacra
fake
NiallFerguson
recession
november 2008 by adamcrowe
Wired -- The Unreal Estate Boom
november 2008 by adamcrowe
"... scarcity has turned out to be a feature, not a bug. Sure, people like the big, graphics-based chat arenas such as the Palace, where talk was the only real commodity, and that commodity was, as usual, cheap. But the worlds they actually want to be in - bad enough to pay an entrance fee - are the ones that make the digital goods hard to get to and even harder to copy. The addictive appeal of online role-playing games suggests that people will choose the constraining and challenging world over the one that sets them free."
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JulianDibbell
gaming
thegamingofeverydaylife
work
mmorpg
economics
virtualgoods
virtualworlds
digital
scarcity
immateriallabour
virtuality
november 2008 by adamcrowe
Wikipedia -- The Matrix (series)
october 2008 by adamcrowe
"The Matrix series has also inspired a new religious movement called Matrixism: The path of the One. The religion was conceived by an anonymous group in mid-2004 and by November 2004 it claimed to have attracted upwards of 300 members. Current reports indicate that there are now approximately 16,000 followers of Matrixism worldwide. Even though Matrixism has grown substantially and its Geocities website (username: matrixism2069) has received significant attention in the media some still debate whether Matrixists are serious about their beliefs."
matrix
religion
transmedia
narrativeacts
virtuality
october 2008 by adamcrowe
Alt Text -- Stash Cash in These Uniquely Geeky Investments
october 2008 by adamcrowe
"#Online Money: American markets aren't looking so great, and the rest of the world is eyeing us like a hiker trying to discern a dead tree branch from a live wolverine. It's not inconceivable that all government currencies in the entire world could simultaneously devalue to the point where people are trying to figure out if $1,000 bills are compostable. However, there are plenty of other forms of money. The upcoming World of Warcraft expansion will no doubt energize the Azerothian gold piece. And no matter how bad things get, 500 Wii Points will buy a copy of Clu Clu Land. Just convert all your cash and holdings to electronic money and wait out the storm."
funny
money
virtualworlds
virtualgoods
virtuality
october 2008 by adamcrowe
The Long Now Blog -- Avatar Afterlife
august 2008 by adamcrowe
"Creating a copy of online behavior and programming an avatar to respond to stimuli in the way the user has been during their digital life.... A digital representation of life could continue unhindered in a virtual environment, after real-life has ended. Maybe Google with its seemingly endless storage capacity will one-day also host our virtual afterlife."
avatars
virtuality
distributed
self
selfservers
aliveness
life
death
afterlife
ghost
ghostinthemachine
#storage
august 2008 by adamcrowe
Sherry Turkle -- After several generations of living in the computer culture, simulation will become fully naturalized. Authenticity in the traditional sense loses its value, a vestige of another time.
august 2008 by adamcrowe
'For these children, in this context, aliveness seems to have no intrinsic value. Rather, it is useful only if needed for a specific purpose. "If you put in a robot instead of the live turtle, do you think people should be told that the turtle is not alive?" I ask. Not really, say several of the children. Data on "aliveness" can be shared on a "need to know" basis, for a purpose. But what are the purposes of living things? When do we need to know if something is alive?'
reality
virtuality
simulacra
simulation
aliveness
relationships
relationalobjects
objects
projection
nurturance
psychology
children
technology
toys
robots
symbiosis
intimacy
support
synaptics
kinesthetic
SherryTurkle
august 2008 by adamcrowe
Brainstorms -- Rheingold Interviews Turkle
july 2008 by adamcrowe
"... women who experiment with playing men routinely comment on how little help they are offered... [they] may go on to reflect on how "help" has shaped them: has its availability made them more likely to see themselves as people who needed it?"
SherryTurkle
gender
simulation
roleplay
identity
reality
virtuality
reflexivity
self
july 2008 by adamcrowe
Dark Roasted Blend -- Three Tips for Hacking Reality
july 2008 by adamcrowe
'"I always look like a dork when I'm actually running a hack stack," laughs Bruder.'
hacking
information
magic
reality
virtuality
realityprogramming
alternativereality
july 2008 by adamcrowe
IOL -- Paralysed man takes a walk in virtual world
june 2008 by adamcrowe
"In the experiment, he wore headgear with three electrodes monitoring brain waves related to his hands and legs. Even though he cannot move his legs, he imagined that his character was walking." -- The brain freed from the body.
virtualworlds
neuroscience
brainwaves
interface
design
virtuality
june 2008 by adamcrowe
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