Life on the ScreenSimon and Schuster, 26 avr. 2011 - 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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Page 9
... able to step through the looking glass . We are learning to live in virtual worlds . We may find ourselves alone as we navigate virtual oceans , unravel virtual mysteries , and engineer virtual skyscrapers . But increasingly , when we ...
... able to step through the looking glass . We are learning to live in virtual worlds . We may find ourselves alone as we navigate virtual oceans , unravel virtual mysteries , and engineer virtual skyscrapers . But increasingly , when we ...
Page 10
... able to set the stage and define the rules . They can fill the room with objects and specify how they work ; they can , for instance , create a virtual dog that barks if one types the command " bark Rover . " An 10 Introduction ...
... able to set the stage and define the rules . They can fill the room with objects and specify how they work ; they can , for instance , create a virtual dog that barks if one types the command " bark Rover . " An 10 Introduction ...
Page 11
... able to navigate , converse , and build . You join a MUD through a command that links your computer to the computer on which the MUD program resides . Making the connection is not difficult ; it requires no particular technical sophisti ...
... able to navigate , converse , and build . You join a MUD through a command that links your computer to the computer on which the MUD program resides . Making the connection is not difficult ; it requires no particular technical sophisti ...
Page 12
... able to make small talk or answer simple questions . In the course of a day , players move in and out of the active game space . As they do so , some experience their lives as a " cycling through " between the real world , RL , and a ...
... able to make small talk or answer simple questions . In the course of a day , players move in and out of the active game space . As they do so , some experience their lives as a " cycling through " between the real world , RL , and a ...
Page 14
... able to have different kinds of experiences ? " When people can play at having different genders and different lives , it isn't surprising that for some this play has become as real as what we conventionally think of as their lives ...
... able to have different kinds of experiences ? " When people can play at having different genders and different lives , it isn't surprising that for some this play has become as real as what we conventionally think of as their lives ...
Table des matières
9 | |
27 | |
The Triumph of Tinkering | 50 |
Making a Pass at a Robot | 77 |
Taking Things at Interface Value | 102 |
The Quality of Emergence | 125 |
Artificial Life as the New Frontier | 149 |
Aspects of the Self | 177 |
TinySex and Gender Trouble | 210 |
Virtuality and Its Discontents | 233 |
Identity Crisis | 255 |
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A-Life able aesthetic agents alive Apple II artificial intelligence Barry says become behavior biology Blind Watchmaker brain 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 response robots Rodney Brooks role rules screen sense sexual Seymour Papert Sherry Turkle SimLife social StarLogo Stewart story student style talk theory therapist therapy things thought tion traditional Turing Turing test understand users video games virtual communities virtual reality Weizenbaum Windows Winterlight woman words writing York