Reality as Abstraction Abstraction – the non-physical properties one gets to try the interact with when consuming technology
Real life reality
Simulation Augmented Reality Virtual Reality Hyperreality 1. Real-life reality – life away from digital devices and where interaction happens on a physical level.
2. Simulation – basic purpose is to copy re
ality as closely as it can. Offers uncanny re presentations in real world aspects Ex: FB360-degree view feature that en ables you to panoramically survey places as if you are really there. 3. Augmented Reality – This is real life reality combined with the unreal which per mits you to simultaneously interact with both the tangible world and various digital add-ons for a more enhanced experience.
Ex: Pokemon Go Craze, Snapchat filters
4. Virtual Reality – The type of abstractio n completely detached from real-life realit y. You are granted relative freedom to explore and eventually inhabit digitally made-up worlds vicariously through a character or avatar you can create your self. This is often aided by a devices such as game controllers and keyboards, VR technologies like the Oculus Rift. The immersion into said abstraction can eventually lead to what is called VIRTUALIZATION, or a user’s complete assimilation into virtual societies and/or communities that exist outside the confines of the real world.
Sherry Turkle (1997)
Three signs that virtual reality is starting to take over our reality: 1. Artificial encounters seem real 2. Unreal seem more exciting than its real-world equivalent 3. Virtual reality’s subtle distortion of a users sense of self make them feel either more accomplished or inadequate than they really are
Ex: open world (or sandbox) games - Grand Theft Auto
5. Hyperreality – What separates from oth er abstraction is state of mind. Hyperreality is the inability to distinguish the real from the otherwise. Jean Baudrillard (Cultural Theorist) - “It is the generation by models of real without origin or reality: a hyperreal.” Ex: “The Matrix” (1999) – to live in a hyper realistic virtual space where things are not what whey seem. The Cyber Self Identity - refers to one perception of the self also known selfhood or subjectivity.
We are termed as individual but more popular is
“users.”
We create digital avatars and user profiles. Same
with performing as an actor to the digital crowd. Erving Goffman (Theatrical Performances) 1. Front Stage – conscious that there are audiences and carefully-construct digital selves Ex: Vloggers, Uploading Selfie, Posting Statuses 2. Back Stage – A person can relax and be herself. Abstaining from social media use. 3. Off-Stage – When people actually meet up with people they only know on the internet. Ex: GEB, Influencers meeting their followers Performance – Refers to the set of activities in which the self participate in front of others. Through performing, people are able to express meaning about themselves and their present situation. Setting – Scenery where an interaction will take place location Appearance – The function of appearance rests mainly on its ability to portray the self various statuses, several props being a person’s attire of choice. It can also visually portray one’s gender orientation, profession, and even age. Ex: Profile Picture or Cover Photo (how you want to be perceived) Manner – How an actor send various signals to the audience to ultimately inform them in advance of the role he/she seeks or is about to perform (reg. posting) Front – This works as a kind of social script that actor will follow for a more guided performance. In short, it is defined as a particular encounter or interaction. Anonymity and Pseudonymity in the Cyberspace Anonymity – is the act of communicating wherein the sender does not openly reveal his/her identity. Protection is emphasized when it involves the act of whistle blowing on certain illegalities. Pseudonymity – lies in the middle of identity continuum, it com bines both the benefits of the anonymity and the joys of assuming some semblance or identity. Pseudonymity affords a user with a “ self” a stylized or refashioned one.
Ex: Arthur Blair - George Orwell
Jose Rizal - Laong-Laan, Dimasalang Antonio Luna - Taga-Ilog Senyora Santibañez Disinhibited Self For John Suler, individuals tend to act out more intensely and openly in virtual interactions. Online Disinhibition Effect – the removal of social inhibitions and/or restrictions imposed upon people’s behavior when engaging in the web.
1. Benign Disinhibition – basically the relatively positive side of
the effect. They demonstrate kindness and generosity online. Ex. FB Support Group 2. Toxic Disinhibition – Those who give disparaging remarks, death threats, and hate slurs. Ex. Dark web – commonly perceived as a place for illegal dealings an d activities 1. DISSOCIATIVE ANONYMITY (“People Don’t Know Me”)– confidence you feel every time you anonymously engage in online activities. You are careless in your virtual behavior
2. INVISIBILITY (“People Can’t See Me”) – intentionally misrepresent
yourself to come across as an entirely different person. Enables you to alter your virtual avatar’s personality and even appearance, sometimes to lure attractive people into taking notice of you.
3. ASYNCHRONICITY (“See You When I See You”) – We have the
luxury of time delay in the virtual world. Time is in your side. You do not even need to be physically present in your virtual engagements. 4. SOLIPSISTIC INTROJECTION (“It’s All in The Mind”) – We essentially communicate online through type written words. You unconsciously recite in your head both the message you send. Ultimately, you think of your voice when you read the message.
5. DISSOCIATIVE IMAGINATION (“It’s All a Play”) – A faulty belief that
online interaction is a game. Assumption that your real life identity and digital avatar/s are separate entities and that the cyberspace is but an outlet for escape. Ex: criminal behavior online, identity theft or even sexual harassment.
6. MINIMIZATION OF STATUS AND AUTHORITY (“Your Rules Don’t
Work Online”) – You perceive others as your equals. Takeaways Encourage positive aspects of social media – promote goodness and friendship.
Spend your time in connec
ting with real people and less with your digital self.
EMPATHYbuild The Effectiveness of The Metaverse and Virtual Reality in Elevating User-Centered Design Marko Kojicki 1114728 Master Thesis Winter 2022-23