Life on the ScreenSimon & Schuster, 4 sept. 1997 - 352 pages Life on the Screen is a book not about computers, but about people and how computers are causing us to reevaluate our identities in the age of the Internet. We are using life on the screen to engage in new ways of thinking about evolution, relationships, politics, sex, and the self. Life on the Screen traces a set of boundary negotiations, telling the story of the changing impact of the computer on our psychological lives and our evolving ideas about minds, bodies, and machines. What is emerging, Turkle says, is a new sense of identity—as decentered and multiple. She describes trends in computer design, in artificial intelligence, and in people’s experiences of virtual environments that confirm a dramatic shift in our notions of self, other, machine, and world. The computer emerges as an object that brings postmodernism down to earth. |
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Table des matières
Identity in the Age of the Internet | 9 |
THE SEductions of the Interface | 27 |
The Triumph of Tinkering | 50 |
Droits d'auteur | |
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A-Life able aesthetic agents alive Apple II artificial intelligence Barry says become behavior biology Blind Watchmaker brain bricolage called character cognitive complex computational objects computer culture computer program computer psychotherapy computer's connectionism connectionist conversation create creatures culture of simulation cyberspace DEPRESSION 2.0 described electronic ELIZA emergent emotional example experience feel gender human idea identity images information processing interactive interface Internet Julia says kind LambdaMOO language lives look machine Macintosh mind Minsky models modernist multiple notion personal computers physical play players postmodern psychoanalytic psychological psychotherapy puter question relationships robots Rodney Brooks role rules screen sense sexual Seymour Papert Sherry Sherry Turkle SimLife social StarLogo Stewart story student style talk theory therapist therapy things thought tion traditional Turing Turing test Turkle understand users video games virtual communities virtual reality Weizenbaum Windows woman writing York