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712: Digital Media Group Project

A project seeking to explain the desire of digital media users to replace physical experience with that of the virtual - Created by Sung Cho, Richard Hay & Joel Te Whare
by Virtual Experience on 18 October 2011

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Transcript of 712: Digital Media Group Project

http://wix.com/jtewhare/the-worlds-a-digital-stage Techno-kinship:
the new virtual http://www.proprofs.com/quiz-school/story.php?title=materiality (background image sourced at http://www.hdwallpapers.in/view/hot_robot-1920x1200.html) Materiality Watch the clip below: Digital technologies allow the construction of virtual spaces and objects. These spaces are constructed in such a way that they appear to possess the physical objectivity that we traditionally experience within our ‘real’ environment. However, this materiality is an illusion and virtuality exists as ‘empty’ space. The physicality of worldly objects (as we know them) are mediated through digital technologies and flattened by the screen. Stage performances (like those shown above) have embraced these digital possibilities. The clip helps to illustrate the process of 'de-materialisation' at play in our virtual environment. Check out our online gallery to see other examples of virtual materiality and its use in various stage performance Convergence Jenkins (2006) used this term to partly explain the way technologies are increasingly merged into new forms. An easy example of this is the home theatre system. Beyond the intersection of physical machines, there is now a process of convergence between the digital and the material, whereby the physical is flattened into digital form, and inherits a new kind of virtual space. Like the home theatre system, this new convergence
takes many forms in our everyday lives. Take the quiz below to see if you can differentiate the real from the virtual. Did you do well? To learn more about what this quiz tells us about the real-unreal divide, click and zoom into the image on the left, otherwise click the prezi arrow to move on Electric Feel The following video presents:
'A Short History of Materiality' We have the desire to experience a sense of physicality through technology rather than by the physical objects themselves. We increasingly remove physical objects and the space they inhabit and replace them with digital versions, freed from the bounds of traditional space and inhabiting virtual form. Spiegel’s discussion of social 'purification' through electricity demonstrates how objects are flattened through their electrical mediation and consequently help 'clean up' our lives. Read our blog post on the original context of Spiegel's ideas
and how we are able to bring them forward to a discussion of
materiality Dirty Electricity "The cyborg is a condensed image of both imagination and material reality, the two joined centers structuring any possibility of historical transformation" (Haraway, 2004 pg.8) Conclusion Questioning Virtual War http://www.wix.com/jtewhare/virtual-war Violence Violence and death are inherently linked to notions of good and evil. Traditionally we understand immortality as good (God, our soul, our sublime being) and death as evil; that is, we fear death. Contemporary warfare has embraced new technological possibilities. These virtual experiences have distorted traditional views of immortality and our sense of the ‘real’ impact of violence and death. Geography Merging
of Reality & Virtual http://www.proprofs.com/quiz-school/story.php?title=experience-through-virtual-reality The creation of virtual experiences
to imitate experiences in reality, shows
the convergence of experience through
technologies. Geographical distance is a form of boundary
that exists within society, limiting individuals
from experiencing certain activities they desire.
The experience of new activities in society has
become a necessity to individuals. However
individuals are consistently faced with limitations
created by the physical structures of society. The possibility to break the limitations through technology has been shown through the type of ideals raised within this clip. The director is well aware of the role in which these 'surrogates' are used as puppets or tools. Mostow's reference, reflects McLuhan's
concept that technologies are extensions of the body. The film is aware of the limitations of life, and experience can be acquired through the breaking of geographical boundries. The relationship of technology as a kinship cannot be ignored due to the role technology has in today's society, and the integral role it will have in breaking the limitations created by society. Sense of the Real The belief that the virtual can offer a genuinely realistic experience makes the virtual that much more appealing. http://technokinship.tumblr.com/post/6210253448/electric-feel-an-extended-discussion Prezi Tips View the prezi in fullscreen using the mode tab at the bottom-right
It is best to leave fullscreen mode when viewing external links
Depending on which system or browser you use, links may open in a new window OR a new tab
If a video fails to load, try refreshing the page and going back to that point Our discussion so far demonstrates what Haraway sees as a "pleasure in the confusion of boundaries" (2004 pg.8). But has this kinship come at a cost? Magda Havas - in the video to the left - discusses the pollutant potential of our virtual objects and electric environments. http://www.youtube.com/watch?v=R_FAsK2F28o http://www.youtube.com/watch?v=qkqUTY3G13M http://www.pbs.org/wgbh/pages/frontline/digitalnation/waging-war/remote-control-war/ http://www.youtube.com/watch?v=YxyVEJVs5kA Technological Body & Society Take Quiz through Link! The result of the quiz shows that 75% of the people that have taken the quiz prefer to experience activities personally in reality. The other 25% of quiz takers prefer to experience activities virtually. The benefits offered of experiencing activities virtually have not exceeded the value of experiencing activities in reality. The 25% that preferred a virtual experience is an indication of the reality-like experience that individuals can gain through technology but it can also be seen as a possible start in preferring a virtual experience compared to the real. The Game of Life http://www.youtube.com/watch?v=5bsOKKpdfF8&feature=related You can not escape the parallels
between virtual warfare and our violent gaming experiences. Childhood games (such as 'Doom') are low in quality but high in concept. The blurring of this gaming/warfare boundary is one worth consideration. Click below for an extended discussion. The video below shows the central role in which experience may possibly play in the future. The development of the virtual
community will lead to the limitations of geography becoming non-existent.The virtual world will become the new reality, meaning geographical distances and the limitations created in the social structure will no longer be a determining factor. http://www.youtube.com/watch?v=xj8ZadKgdC0 http://technokinship.tumblr.com/post/6271489370/the-virtual For an in depth look into the
concepts associated with virtual
community and identity click on
link The fabrication of the technology
into the lives of individuals have made members of society cyborgs. The dependence on technology is a movement in society which cannot be ignored.

Click and zoom below to read more http://technokinship.tumblr.com/post/6274629870/a-short-history-of-materiality http://www.youtube.com/watch?v=pLROEt6Knic The Video clip presents technologies that could
fast become new extensions of the body. The
clip is titled 'The rise of Cyborg Gadgets', which
shows the ignorance of the presenter and creator
of the show to acknowledge that members of
society are already considered cyborgs. The
enthusiasm created by the possibility to acquire
one of these gadgets shows the desire to immerse
with technology. The skinput technology presented
shows an example of how our bodies are mediums,
as it is considered another space to hold technology
and information. In short, our new virtual environments have fostered a new 'moral panic'. The potential technological impact on our biological and psychological well-being is interesting in regards to materiality, more specifically, digital drugs. Click here to read more -http://www.wix.com/jtewhare/digital-drugs The timeline (link below) shows some
important websites that changed the way users interacted with the internet. The sites presented have been created around the idea of information exchange. The exchange of technology may be from technology to human, or human to human. The websites were key in fabricating the medium of the internet as such integral parts of user's lives. http://www.timetoast.com/timelines/website-that-defined-the-internet Click the images below and zoom in to read more - or click the prezi arrow to move on Warfare through the use of technology raises many moral arguments. If the playing field has become virtual or digitized, where do we now stand on issues such as death, justice, fear or heroicism?

Ultimately, the digital age of violence extends to greater philosophical discussions of good and evil.

Visit the site below for an interactive look at virtual war Therapeutic War Despite the virtual possibilities of war, the human cost remains with person rather than machine on the frontline. Our discussion of virtual war has focused on the aid of technology during times of conflict. Death and trauma are post-war effects that are being aided through a joint kinship with our virtual environment Take a look at the article over at CNN - http://www.cnn.com/2007/TECH/science/05/16/Virtualwar/index.html "Cyborgs are not reverent; they do not remember
the cosmos"
- Extract from 'The Haraway Reader' (2001) With no sense of origin, the cyborg is untied from all moral dependency - it is a "man in space" (Haraway, 2001 pg.9). The moral values of cyborgs are formed through the third party interests of humans - think of the well known saying: 'Guns don't kill people. People kill people"

What is interesting to note is the paradoxical relationship of cyborgs and war. Through virtual war and virtual post-war therapy, the joint kinship of man and machine is highlighted as the key to both our death and salvation. People desire techno-kinship because of the ease it allows in their real lives. Our cyborg relations are characterised by less physical human production and increased virtual machine work.

Our joint kinship is driven by the spectacle of the virtual. In a digital environment that is constanly developing, 'new' experience is proclaimed as 'necessary' experience. Click here for further suggested study - http://technokinship.tumblr.com/post/6309002703/conclusion-further-study http://technokinship.tumblr.com/post/6309114134/the-game-of-life-an-extended-discussion
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