TH INTERNATIONAL IfIPOIIU. OF INTERACTIYE
Transkript
TH INTERNATIONAL IfIPOIIU. OF INTERACTIYE
23-37 &TH INTERNATIONAL IfIPOIIU. OF INTERACTIYE IEDII DEIIGN IPAIL 28 • 30, 2001 --~----------~~~~~~---------------------- 4TH INTERNATIONAL IYMPOSIUM OF INTERAeTIYE MEDIA DESI'N APRIL 28 - 30, 2008 Director of Publication: Prof. Dr. Emin Doğan Aydın Chairman, Visual Communication Design Department, Yeditepe University Realisation: Ruhcan Akil , MA, Instructor, VCD Dept. And Algül, MA, Instructor, VCD Dept. Selçuk Aşkın , MA, Instructor, VCD Dept. Cüneyt Budak, Assist. Prof. Dr. , VCD Dept. Billur Dalbeler, Research Assistant, VCD Dept. Ersin Ekener, Research Assistant, VCD Dept. Simge Esin, MA, Instructor, VCD Dept. Sertaç Öğüt, MA, Instructor, VCD Dept. Neda Saraçer, MA, Instructor, VCD Dept. Elias Sarantopoulos, MA, Instructor, VCD Dept. Ceyda Uysal, Research Assistant, VCD Dept. Editors: And Algül Sertaç Öğüt Neda Saraçer Cover and Layout Design: Sertaç Öğüt Layout Work: And Algül Visual Communication Design Department Faculty of Communication, Yeditepe University 26 Ağustos Yerleşimi , 34755 Kayışdağı , iSTANBUL-TURKEY Telephone: +90-216-578 07 79 Fax: +90-216-5780823 E-mail : [email protected] Published by: Yeditepe University Publication House Printed by: Mor Ajans Tel: +90-212-343 04 01 Copyright © Yeditepe University 2003-2006 ISIMD '06 COMMITTEE AND SUBMISSION REVIEWERS Honorary President Paper Review Committee: Bedrettin Dalan , President of the Board of Trustees of the Yeditepe University. Prof. Dr. Emin Doğan Aydın, Yeditepe University, Faculty of Communication, Chairman of Visual Communication Design Dept., Turkey . Symposium Chairs Prof. Dr. ısmail Tunalı , Yeditepe University, Faculty of Communication, Visual Communication Design Dept. , Turkey. Prof. Dr. Ahmet Serpil, Rector of Yeditepe University, Turkey. Prof. Dr. Turkey. I. Atilla Dicle, Provost of Yeditepe University, Prof. Richard Vickers , Senior Lecturer New Media, Faculty of Art, Architecture and Design, University of Lincoln-Hull School of Art and Design, UK. Prof. Dr. Emin Doğan Aydın, Yeditepe University, Faculty of Communication , Chairman of Visual Communication Assoc . Prof. Dr. Mark Siprut, San Diego State University, School of Art, Design and Art History, USA. Design Dept., Turkey. Keynote Speakers: Assist. Prof. Dr. Cüneyt Budak , Yeditepe University, Faculty of CommunicatiQn , Visual Communication Design Dept., Turkey . Prof. Dr. Emin Doğan Aydın , Yeditepe University, Faculty of Communication, Chairman of Visual Communication Design Dept. , Turkey. Program Coordinators: Prof. Karl Grimes, Dublin City University, New Media & Imaging, School of Comm., Ireland. Ruhcan Akil, MA, Instructor, VCD Dept. And Algül, MA, Instructor, VCD Dept. Cüneyt Budak , Assist. Prof. Dr., VCD Dept. Simge Esin , MA, Instructor, VCD Dept. Sertaç Öğüt, Instructor, VCD Dept. Neda Saraçer, MA, Instructor, VCD Dept. Prof. Richard Vickers , Senior Lecturer New Media, Faculty of Art, Architecture and Design , University of Lincoln-Hull School of Art and Design, UK. Assist. Prof. Dr. Cüneyt Budak, Yeditepe University, Faculty of Communication, Visual Communication Design Dept., Turkey. Program Advisors: Prof. Dr. Bike Kocaoğ l u, Yeditepe University, Faculty of Fine Arts , Dean , Turkey. Assist. Prof. Dr. Evi Sampanikou, University of Aegean, Dept. of Cultural Technology & Communication, Greece. Prof. Richard Vickers, Senior Lecturer New Media, Faculty of Art, Architecture and Design, University of Lincoln-Hull School of Art and Design, UK. Instr. George Pehlivanides, University of the Aegean , Department of Cultural Technology & Communication, Greece. Symposium Committee: Prof. Dr. Emin Doğan Aydın, [email protected] Prof. Dr. ısmail Tunalı Prof. Richard Vickers, [email protected] Assoc. Prof. Dr. Mark Siprut, [email protected] .edu Assist. Prof. Dr. Cüneyt Budak, cbudak@yed itepe .edu.tr Papers Chair: Prof. Dr. Emin Doğan Aydın, Yeditepe University, Faculty of Communication, Chairman of Visual Communication Design Dept. , Turkey. v SCHEDULE: April 28, Friday 10:00 -12:25 MORNING SESSION 10:00 - 10:05 10:05 - 10:25 10:25 - 10:45 10:45 - 11 :05 l' 1:05 - 11 :25 SEMINARS Welcome Speech Chairman : Prof. Dr. Emin Doğan Aydın Prof. Dr. Emin Doğan Aydın / Assist. Prof. Dr. Cüneyt Budak "A Proposal for an Itinerant University" Prof. Dr. Oleksandr Pushkar / Prof. Dr. Tetyana Lepeyko "Design of Interactive Visual Tools in Computer Multimedia Education Program" Ruba Abu Hassana "ICT as aLearning Tool to Assist Teaching ICT in Primary Schools" Assist. Prof. Dr. Elif Eda Balkaş / Assist. Prof. Dr. Nesrin Tan Akbulut "The Effect of the Broadcasting Policies of Turkish TV Channels to Their News Creative Presentations" 11 :25 - 11:40 BREAK 11 :40 - 11:45 11 :45 - 12:05 Chairman: Prof. Dr. Emin Doğan Aydın Assist. Prof. Dr. Elif Eda Balkaş "Which One is More Important in Advertising? Creativity or Ethics in Desings? Creativity in Digital Age/Case Study" Instr. Gül Gürer "Importance of Design Education in Industry" 12:05 - 12:25 12:25 - 14.00 LUNCH BREAK 14:00 - 15:25 AFTERNOON SESSION 14:00 - 14:05 14:05 - 14:25 14:25 - 14:45 14:45-15:05 15:05 - 15:25 14:00 - 16:00 SEMINARS Chairman: Assist. Prof. Dr. Evi Sampanikou Ingmar Franke / Anatol Ulrich / Michael Zitzmann "Reducing the Distance between Cyber and Culture from Pictorial Methods to Computer Graphical Images" Assist. Prof. Dr. Evi Sampanikou / Instr. Abraham Kawa "The Digital Environment in Visual and Audiovisual Arts : A Theoretical Approach" Assist. Prof. Dr. Cem Sütçü / Assist. Prof. Dr. Erhan Akyazı Rsch. Assist. Dr. N. Emel Dilmen "Real and Virtual Identities Considered" Assist. Prof. Dr. Christou Charalambos "Identifying New Historical Information Using A Methodology for Developing A Multimedia Application-The Case of the Hala Sultan Tekke Application" WORKSHOP WS - Instr. Myriam Hammani "Sonic Meditation With Your Images" xi 4TH INTERNATIONAL IYMP051UM OF INTERAeTIYE MEDIA DESIGN APRIL 28 - 30, 2006 SCHEDULE: April 29, Saturday 10:00 - 12:05 MORNING SESSION 10:00 - 10:05 10:05 - 10:25 10:25 - 10:45 10:45 -11:05 11 :05 - 11 :25 SEMINARS Chairman: Assist. Prof. Dr. Cüneyt Budak Prof. Richard Vickers "Photography as New Media" Prof. Dr. Şengül Özerkan / Dr. Esin Kartopu / Hande Ayar "The Relationship Between the Design of Newspaper and Human Beings Perception" Assist. Prof. Dr. Canan Öztürk "Evaluating Computer-Mediated Communications of Students Educated in Secondary High School" Tengku Azhari Tengku Azizan "Noiscape : The Interconnected of Sound and Visual: Installation Project for the Hearing Impaired" 11 :25 - 11:40 BREAK 11 :40 - 11 :45 11 :45 - 12:05 Chairman: Assist. Prof. Dr. Cüneyt Budak Assoc. Prof. Dr. Özhan Tıngöy / Instr. Erdem Öngün / Aşkın Demirağ Dr. Ahmet Güneşer / Osman Köroğlu "Using Storytelling in Education" 12:05 - 14:00 LUNCH BREAK 14:00 - 15:25 AFTERNOON SESSION 14:00 - 14:05 14:05 - 14:25 14:25 - 14:45 14:45 - 15:05 15:05 - 15:25 10:00 - 12:45 14:00 - 16:00 SEMINARS Chairman: Instr. George Pehlivanides Assist. Prof. Dr. Nurdan Taşkıran "Reading Motifs in Kilims: A Semiological Approach to Symbolic Meaning" Prof. Karl Grimes "The Collected Body: Imaging the Historic Scientific Archive" Instr. George Pehlivanides / Instr. Thomas Mavrofides Assist. Prof. Dr. Dimitris Papageorgiou "Investigating Alternative Ways of Cultural Content Interaction: From Graphical User Interface to Customizable User Interface Design" Rsch . Assist. Kerem Rızvanoğlu "The Effect of Culture on the Selection and Implementation of Navigation and Information Search Strategies During the Execution of a Focused Task on the Internet" WORKSHOPS WS - Instr. Elias Sarantopoulos "Web Site Creation With CSS" WS - Instr. Selçuk Aşkın "How To Create A Corporate Logo" xii - SCHEDULE: April 30, Sunday 10:00 - 11 :25 MORNING SESSION 10:00 - 10:05 10:05 - 10:25 10:25 - 10:45 SEMINARS Chairman: Prof. Karl Grimes Assoc. Prof. Dr. Jocelyne Kiss "Animat and Interactive Design" Assist. Prof. Dr. Nurşen Dinç "Traditional and Interactive Animation: From Perspective of Story and Production Process" 10:45 - 11 :00 BREAK 11 :00 - 11 :05 11 :05 - 11 :25 Chairman : Prof. Karl Grimes Prof. ismail Tunalı "l\I1odernity and Postmodernity" 11 :25 - 14:00 LUNCH BREAK 14:00 - 15:25 AFTERNOON SESSION 14:00 - 14:05 14:05 - 14:25 14:25 - 14:45 14:45 - 15:05 15:05 - 15:25 SEMINARS Chairman : Prof. Richard Vickers Instr. Gökhan Nalbant / Instr. Bar.aros Bostan "Interaction in Virtual Reality" Instr. Luca Orlandi "Perceptions and Representations of the Urban Scene in "OTTOMAN GALATA" Through Travel Literature" Assist. Prof. Dr. Haluk Birsen / Assist. Prof. Dr. Ömer Özer "Differences in Newspapers' Printed and Internet Variations on the Basis of Visual Facts: National Football Matches Between TURKEYand SWITZERLAND on the Newspapers Hürriyet, Milliyet, Sabah and Vatan ." Instr. Sertaç Öğüt "Control on Users: A Critical Approach on Interactivity" xii i the foreground. These are respectively, typing language (using Turkish or English keyboard), congruity to writing rules, speaking st yle, expression techniques, character of clause, usage of time, usage of special characters, usage of lowercase and UPPERCASE, punctuation marks, choosing nicknames. REAL AND VIRTUAL IDENTITIES CONSIDERED Assist. Prof. Dr. Cem Sütçü Marmara University, Faculty of Communication, Dept. of Informatics, Turkey. csutcu@marmara .edu.tr Assist. Prof. Dr. Erhan Akyazı Marmara University, Faculty of Communication, Dept. of Informatics, Turkey. [email protected] Rsch . Assist. Dr. N. Emel Dilmen Marmara University, Faculty of Communication, Dept. of Informatics, Turkey. [email protected] .tr Introduction Every person who establishes a communication in virtual and social environments owns a virtual identity . This virtual identity conveys an individual other than the real person and this individual is called "virtual person" or "virtual identity". Although, virtual identity means "an identity that is not real", sometimes they may be identical to real identities. In fact, our lives are !ike a stage on which we are playing our roles that we have learnt from the beginning of birth. These roles are stiffed by our education and our culture . Sometimes, a person abstracts himself/herself from the roles of good citizen, good spouse, and good friend he/she is playing, and creates virtual identities because of the effects of some inner reactions. This virtual identity is a fact especially finds a way to express itself by existing on the Internet. Transferring feelings and thoughts are important indicators for analysis of virtual identity. In this analysis a few elements are on Identity in virtual environment is definitely different than the identity in real environment, because of the differences between environments. The person can choose to use or not to use his/her real identity in virtual environment. In virtual environment, the person forms his/her identity in a way he/she wants to show it to the other side. In other words, he/she imposes his/her identity on the other side. But as Gerbner said, the other side (the receiving side) may or may not get these messages as theyare iritended by their sender. While, mediums like TV and cinema keep the persons as audiences, computer games (such as FRPs) bring persons out of their audience position by enabling them to choose between predesignated identities in the computer game or by modeling new identities from them. Virtual Reality (VR) applications (such as helmet, eyeglasses , gloves ete.), on the other hand, help the person to come into being by carrying person's physical movements into the virtual environment. In this context, in this pa per, we are examining the transformation of identity in the process of shifting of the person from the audience position to the player position. Culture and Virtual Reality Culture can be defined as the collective programming of the mind, which builds on shared norms and values . Culture is a mechanism of collective sense making; it binds individuals in groups and distinguishes one group of people from another.' Many different cultural values have been ascribed to Internet culture and Internet communities including democraey, openness, liberty, equality, fraternity, Akyazı , E., "Cyberculture and Interactivity", 3rd International Symposium of Interactive Media Design, Yeditepe University, Jan. 5-7, 2005, Istanbul, p.15. 1 147 4TH INTERNATIONAL SYMPOSIUM OF INTERAeTIYE MEDIA DESIGN APRIL 28 - 30, 200 preference for anonymity, acceptance of multiple identities and anti-commercialism. Early studies suggested that due to its anonymity, Computer Mediated Communication (CMC) was a more democratic form of communication. Hiltz & Turoff (1978) found that in computer conferencing , idea s were considered on merit, rather than on the basis of their source . Fischer, Bristor and Gainer (1996) argue that Internet communities are liberating and empowering . Kiesler, Siegal and McQuire (1984) found that social anonymity, and the absence of status and position cu es made CMC a more democratic medium. Schlosser and Kanfer (1999) point out those commercial sites were banned until 1995, and that the Internet ethos includes freeware , shareware and open source software .2 The concepts of the French revolution live in the heart of Cyberspace. Willson (2000) discusses three characteristics of virtual communities : liberty, freedom from the social and geographical constraints of embodied identity; equality, the removal of hierarchies related to embodied identity so that communities are open to all, and fraternity, the connectedness felt between members of a community .3 Every human being has the necessity of being located in a certain space and time . Space can be a physicallocation : a room, a theater, a library, or it can exist simply as conceived by the mind . Place is prior 2 3 4 5 6 to all things and everything is somewhere and in place. The reason of the necessity of 'implacement' is that individuals need to interact, to engage in the creation of relations with thing , we need to understand the limits of our sphere within the existence that is around us . Space functions on the base of intrinsic bonds . These bonds give us parameters for our activity of 'signification' in the world. We are born in a certain space and time, and we grow up among relations and interactions with both other people and locations we are placed in. In western civilizations the concept of space is dominant, we think of space as an homogenous and isotropic entity, in which the subject moves without breaking the 'continuity'4. Through Henri Lefevre 's words , in The Production of Space when describing the illusion of transparency, space is a 'Iuminous' location , completely intelligible, open to free play of human agency, willfulness and imagination. If we apply the notion of implacement to Cyberspace we will have a further representation of a cultural process, where components of our 'natural world' unite with the 'generated world ' of Cyberspace. The result will be the creation of a new culture, a 'shared culture', where new meanings of both worlds would be placed in each other. 5 Space is nowadays what we're betting on , during this 'game' of transmutation that unites the interlacement of the location and the 'non-Iocation', the horizon of a third nature appears: the territory of Cyberspace. A third nature or a 'thirdspace' beyond the real and the imagined , a meta-space of radical openness, where everything can be found, where the possibility of discovery is endless, where one should always be in movement, on to new sights and insights. A space where everything: the abstract and the concrete , the real and the imagined , the knowable and the unimaginable, the repetitive and the differential, structure and agency , mind and body , come together.6 Retlie, R., "Net Generation Culture", Journal of Electronic Commerce Research, Vol. 3, No. 4, 2002, p.254 . Retlie, R., p.255. Lister M., Dovey J., Giddings S., Grant 1., Kelly K., New Media: A Criticalintroduction , Routledge, 2003, London, p. 360 http://www.egs.edu/Ar!_Life/samantha/intro.html http://www.egs.edu/Ar!_Life/samantha/intro.html 148 On a further level Heterotopia, Michel Foucault's concept of space, could be applied to Cyberspace. Heterotopia is an 'anti-utopia': if an utopia is a hope without real or adequate location , an Heterotopia is an excess of realization. 'Heterotopic' are those locations, just like Cyberspace , that don't need geographical referrals , theyare the locations of 'passage ', of crisis , and of condensation of experience, theyare realities that are based only on themselves. « .. .they create another space , a real one , that is so perfect, so meticulous, so well furnished to the point that our space appears as not in order, not well laid out, chaotic. It would not be an illusion [that we live in] it would be a compensation . ... It is a place without a place, that lives for itself, that autodesignates itself. .. that is the biggest tank of imag ination .» Foucault defined the 'boat' as the Heterotopia 'par excellence' , being a place without a place , a floating piece of space that exists by itself yet is the greatest reserve of the footloose imagination , floating from port to port, tack to tack, in search for the most precious treasures. In an analogous way i define Cyberspace as a realization of an Heterotopia: Cyberspace is a location without the realistic elements of a location , it is indeed a floating piece of space that exists by itself, being defined as www (World Wide Web) and having a life of its own; most important of all Cyberspace is in its multiple facets and usage the greatest reserve of imagination . The 'surfer' of the Internet travels from one location to the other, visiting one 'homepage' after the other in a nomadic erratic exploration, connecting, attaching, in search for 'precious treasures', for information , for socialization , sharing , learning , feeling, !iving. Foucault continues his argument on boats stating that in a civilization without boats dreams dry up , espionage takes the place of adventure and the police takes the place of pirates. What would our society be without Cyberspace? Apart from the real and the imagined in the horizon of a third nature appears: the territory of Cyberspace . A space where everything: the abstract and the concrete , the real and the imagined, the knowable and the 7 8 unimaginable , the repetitive and the differential , structure and agency, mind and body, come together.7 Tambyah (1996) identifies three Internet characteristics or dimensions : 1) space/time compression , where the Internet enables people to communicate instantly despite being in different places, creating instant travel in real time; 2) no sen se of place , interactions take place in a world which provides anonymity , enabling multiple roles and selves; and 3) blurred boundaries and transformed communities , on the Internet traditional national boundaries are blurred and new virtual communities created. 8 http://www.egs .edu/Art_life/samantha/intro.html Rettie ,R. , p.255. 149 4TH INTERNATIONAL IYMPOSIUM OF INTERACTIVE MEDIA DEli'N APRIL 28 - 30, 2006 Many of the cultural values of the Internet deriye from its origin in text only interfaces. This removes cues relating to identity such as age, race, gender, status, disability and location. Removal of these cues provides the opportunity for anonymity and allows the adoption of different identities. The absence of nonverbal content and voice tone limits and changes the expression of emotion, (Bellamyand Hanewicz, 1999). The emphasis moves away from the worth of the communicator to the value of the communicated message (Dann and Dann, 1998). Using text-only communication, participants can choose their own gender, race, age, ete, freeing them from the constraints of embodied identity, creating anonymity and the potential for multiple identities, (Turkle, 1995).9 The situation of an individual in virtual world can be illustrated as in the following figure . • The Scherne for the Undividual Imagination Virtual World Effects of Being in Cyberspace can be classified as follows :' ° The Online Disinhibition Effect: It's well known that people sayand do things in cyberspace that they wouldn't ordinarily say or do in the face-to-face world. You Don't Know Me (dissociative anonymity): As you move around the internet, most of the people you encounter can't easily teli who you are. You Can't See Me (invisibility): In manyonline environments other people cannot see you. See You Later (asynchronicity): In e-mail and message boards, communication is asynchronous. It's All in My Head (solipsistic introjection): Absent f2f cues combined with text communication can have an interesting effect on people. It's Just a Game (dissociative imagination): If we combine solipsistic introjection with the escapability of cyberspace, we get a slightly different force that magnifies disinhibition. We're Equals (minimizing authority): While online a person's status in the face-to-face world may not be known to others and it may not have as much impact as it does in the face-to-face world. Personality Variables: The disinhibition effect is not the only factor that determines how much people open up or act out in cyberspace . True Self?: Does the disinhibition effect release inner needs, emotions, and attributes that dwell beneath surface personality presentations? Self Constellations Across Media: The self interacts with the environment in which it is expressed. Altering Self Boundary: My discussion so far rests on the assumption that almost everyone online tends to be disinhibited, even if the effect is smaiL. As Wellman & Gulia discuss, the on-line world supports a wide variety of community structures (Wellman and Gulia 1996). Some are purely virtual : the members have never met in real life and interact solely on-line. Others, such as mailing lists of friends or co-workers, are electronic supplements to real world communities. So me are public communities, "social networks" of people who interact regularly, such as the members of a discussion list, MUD or newsgroup. Others are personal communities, consisting of one's friends and colleagues ." Rettie,R., p.255. ,0 http://www.rider.edu/-suler/psycyber/disinhibit.html " http://smg.media.mit.edu/people/JudithlThesis/lntroduction .frame .htm i 9 150 Identity and Gender Identity plays a key role in virtual communities. In communication, which is the primary activity , know ing the identity of those with whom you communicate is essential for understanding and evaluating an interaction . Yet in the disembodied world of the virtual community, identity is also ambiguous. Many of the basic cues about personality and social role we are accustomed to in the physical world are absent. A great deal has been written about the nature of identity in the on-line world (see for example , Curtis 1992, Dibbell 1993, Kilger 1994, Rheingold 1993, Donath N.D.). Some daim that the ability to establish an independent and disembodied identity is one of the most valuable aspects of on-line culture- that it allows people to explore roles and relationships that would otherwise be closed to them (Stone 1992a, Turkle 1995). Others daim that anonymity encourages irrespons ible, hostile behavior - and that an anonymous community is an oxymoron . The relationship between an on-line persona and a physical self is handled differently in various on-line environments , often as a result of interface decisions built into the system technology. Some systems make it impossible to trace a participant's real-life name ; others try to ensure that messages are ascribed to their author's physical be ing - and the cultures that evolve are strikingly different. Social conventions also play a role. In some environments , people sign messages with not only their full names, but also their place of employment, job title , and phone number . Elsewhere, virtual identities are not only anonymous , but ephemeral: names are taken temporarily, characteristics have little or no persistence . Even the most seemingiy simple design decisions, such as how prominently a writer's name is displayed, influence the ambience of an on-line community .'2 A subject is under control or domination of a discourse or culture. An individual is a being or thing whose particular set of characteristics distinguish it from other beings or things. A body is an organized set of physical substances, a physical mass that is able to be conceived as distinct from other physical masses. These three character sets intersect in identity. It is the sum of a body's substance , qualities, and relations at any given time that are marked by the condition of relating to another identity or a regime of reason/unreason. Through such relations a body gains an identity.'3 Verification of an Identity in Cyberspace can be illustrated in the following figure. 14 Subje ct R1"9 ttı& s eıoorılica.t7 ..... -------_.--_._- guard ( OO:se ıve rı Gender, as a social construction , is "open" to variations of its meaning and content, stemming from http://smg .media .mit.edu/people/Judith/Thesis/I ntroduction .frame .html http://www .uta.edu/english/hawk/cyber/intro.htm 14 http://www.calt.insead.fr/fidis/workshop/workshop-wp2-december2004/presentation/2004-FIOIS-WP2-VIPPresentation %20of%20its%20Iatest%20results%20about%20the%20concept%20of%20identity.pdf 12 13 151 i TH INTERNATIONAL 5YMP051UM OF INTERAeTIYE MEDIA DEIICN APRIL 28 - 30, 2008 cultural and social conditions. In RL (reallife), gender is interpreted by embodied characteristics (physical features, voice , gestures etc.) and is therefore difficult to separate gender as a social institution from gender as a specific body type. Furthermore, the way we tend to define our sex is indissolubly related to the way we interact and view the "other," whether man or woman; a process based on available cultural scripts. Although we pass through public space as if we are oblivious to gender, it is true that we are unab le to interact with someone unless we have categorized him or her, as we tend to define ourselves through defining the "other." The first categorization we make is that of gender, age and ra ce as these features are the most obvious ones. These categorizations or social scripts are "written" by the very real body. So, when we meet a new person we reach conclusions about his or her gender judging by their performance in relationto culturally constructed gender categories . From early childhood one learns how to perform masculinity or femininity. In this sense, gender is considered to be not only a feature of the flesh but a figment of the mind, as well. 'S Multi-User Dungeons In computer gaming, a MUD (Multi-User Dungeon) is a multi-player computer game that combines elements of role-playing games, hack and slash st yle computer games and social instant messaging ch at rooms. Typically running on a bulletin board system or internet server, the game is usually text driven , where players read descriptions of rooms, objects, events, other characters, and computer-controlled creatures or non-player characters (NPCs) in a virtual world . Players usually interact with each other and the surroundings by typing commands that resemble anaturallanguage, usually English. '6 Researchers interested in on-line identity have often turned to MUDs, for their role-playing culture provides a novel environment for exploring gender and other identity issues (Curtis 1992; Dibbell 1993; Turkle 1995; O'Brien N.D .; Reid 1994). Many MUDs are primarily fantasy playgrounds for identity experimentations where players take on an imaginary persona and interact with each other in the virtual world's equivalent of the masked balı' Conversations here are live (synchronous) and ephemeral, their function primarily sociaL. Thought identity is a major focus of MUD culture, it is identity as theatrical role, both highly mannered and expendable. ı 7 In 1920, Anatole France said that, "If there is no lie, life would be so boring and meaningless". We can easily say that Internet makes our life's more joyful. In the chat rooms, you can easily change your name your gender and age. You can playall different roles without taking any responsibility . ıe There is a relation between increased internet usage and the increased psychological depression . Therefore, researches say that the Internet usage may negatively effect the social relations in society. In this respect we can say that as TV, being a passiye and nonsocial entertainment media, Internet has the same functionality . On the other hand, we can say that, if we receive a bad news from a c/ose friend we struggle to call her/him on the phone . In a MUD such as Second Life (www.secondlife.com). unlike in any other virtual world, residents own their own creations, so they can buy and seli them freely with virtual currency that is readily convertible into or out of U.S . dollars. A real economy has sprung up inside Second Life, in which more than $5 million worth of transactions -- in real U.S. dollars -- are conducted each month among the 165,000 participants. Avatar Anshe Chung was created by a Chinese-born language teacher living near Frankfurt, Germany. ı 5 http://www.malh .upalras.gr/-mboudour/articles/[email protected] ı6 http://en.wikipedia .org/wiki/MUO http://smg .media .mil.edu/people/Judilh/Thesis/lntroduclion.frame.html 18 Sayar, K., Psikolojik Mekan Olarak Siberalan (Cyberspace as a Psychological Space), Yeni Sempozyum, 40 (2) 2002, Istanbul, p.60-67. 17 152 She keeps her real identity private , but that hasn't stopped her and her imaginary self from creating what may be Second Life's biggest business. Chung has amassed virtual real estate and cash assets inside Second Life worth about $250,000. She buys land wholesale from Second Life operator Linden Lab, and then develops it, resells it, or rents it out. She's known as the Rockefeller of Second Life. Conclusion There is a controversial situation here. On the one hand , these MUD like games can be used in order to better and quickly accomplish real works, by utilizing the psychology of playing games, incentive systems , and social charm in these type of games, such as , for 165,000 people. For example , these people pay 9 Dollars per month to play "secondlife.com" game . And in an ordinary day , each of 40,000 people simultaneously play for an hour. These huge numbers make us think that this voluntary power created by online gamers can be canalized for works of real world . This is a very interesting point in case of economy. Because, this will reverse the working of economic principles. That is , once the employer paying workers for the work tey do as wage, reverses in a way that employee pays the money for the work he/she does in virtual world. This typical example shows that virtual economy will be different than the economy we are in today. The individual is in between three worlds. Once, buddhist philosopher, Chu-Ang-Tzu dreamed that, he was a butterfly . When he woke up he asked himself: am i a human dreaming. himself as a butterfly or a butterfly now dreaming itself as a human? But he was talking about the world s namely the real world and the imagination. But we will have more than two worlds actually. The third world is called the virtual world or cyberspace. On the other hand , these environments have a negative effect of being in Cyberspace as we mentioned . 153
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`real` and - New Media @ Yeditepe
Culture can be defined as the collective programming
of the mind, which builds on shared norms and
values. Culture is a mechanism of collective sense
making; it binds individuals in groups and
dist...