Teaching blog for digital humanities, virtual worlds, social software, network communication, narrative architecture and more.
Tuesday, March 31, 2009
Philisophy and the Digital
Philosopher Jean Baudrillard thinking and talking about the violence of the image, the violence to the image, aggression, oppression, transgression, regression, effects and causes of violence, violence of the virtual, 3d, virtual reality, transparency, psychological and imaginary.
Philosophy and technology, in particularity digital technology is a active and expanding area in HUMlab. In 2007 Peter Asaro was a post doctoral fellow in HUMlab working on the project 'Social & ethical dimensions of autonomous technologies'. A video of a seminar on robot ethics by Peter can be seen on the HUMlab website.
Other areas of philosophy and technology that are possible to work with in HUMlab are those related to virtual worlds.
A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example). Some, but not all, virtual worlds allow for multiple users.
The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain degree. Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.
Massively multiplayer online games commonly depict a world very similar to the real world, with real world rules and real-time actions, and communication. Communication is usually textual, with real-time voice communication using VOIP also possible.
Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms. Sometimes, emoticons or 'smilies' are available, to show feeling or facial expression. Emoticons often have a keyboard shortcut.
ROBLOX is powered by an ever growing player base of over 300,000 creator players who generate an infinite variety of highly immersive experiences.
These experiences range from 3D games and contests, to interactive adventures where friends can take on new identities imagining what it feels to be a dinosaur, a miner working a mine or an astronaut on a space exploration.
1 comment:
ROBLOX is powered by an ever growing player base of over 300,000 creator players who generate an infinite variety of highly immersive experiences.
These experiences range from 3D games and contests, to interactive adventures where friends can take on new identities imagining what it feels to be a dinosaur, a miner working a mine or an astronaut on a space exploration.
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