Podcast
Questions and Answers
What is the basic purpose of simulation?
What is the basic purpose of simulation?
To copy reality as closely as possible.
Audited reality is a form of reality where digital elements are added to the real world.
Audited reality is a form of reality where digital elements are added to the real world.
True
Virtual Reality is a type of abstraction completely detached from real-life reality.
Virtual Reality is a type of abstraction completely detached from real-life reality.
True
Sherry Turkle, in her book, defines hyperreality as a state of mind.
Sherry Turkle, in her book, defines hyperreality as a state of mind.
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Which of the following is NOT a sign that virtual reality is starting to take over our conception of reality, as per Sherry Turkle?
Which of the following is NOT a sign that virtual reality is starting to take over our conception of reality, as per Sherry Turkle?
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What is one of the key benefits of Pseudonymity in the age of the internet?
What is one of the key benefits of Pseudonymity in the age of the internet?
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The ______ effect is the removal of social inhibitions and/or restrictions imposed upon people's behavior when engaging in the web.
The ______ effect is the removal of social inhibitions and/or restrictions imposed upon people's behavior when engaging in the web.
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Which of the following is NOT an example of 'toxic disinhibition'?
Which of the following is NOT an example of 'toxic disinhibition'?
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In the context of the dramaturgical self, what are 'fronts'?
In the context of the dramaturgical self, what are 'fronts'?
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The dramaturgical self operates entirely within the realm of online interactions.
The dramaturgical self operates entirely within the realm of online interactions.
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Which of these is NOT an element of the dramaturgical self?
Which of these is NOT an element of the dramaturgical self?
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Study Notes
Chapter 2: Digital Self
- The number of active online users is increasing worldwide, with over half the global population now using the internet.
- The World Wide Web (WWW) has been available to the public for 25 years, becoming an integral part of daily life.
- The Philippines has a high number of active internet users.
Activity: Three Facts, One Fiction
- Create four statements about yourself.
- Three statements should be factual.
- One statement should be a fabricated lie.
- Encourage classmates to guess which statement is false.
Example Activity
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- I dropped one of my subjects during college.
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- I love cats and dogs.
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- I love spicy foods.
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- I get easily attached with people older than me.
Introduction
- The number of active online users keeps increasing globally.
- More than half of the world's population uses the internet.
Selective Presentation
- A process of controlling how one is perceived by others.
Real-life Reality
- Real life is the day-to-day reality that we experience outside the digital realm.
- It involves interactions with others in person.
- It's a physical representation of reality.
Simulation
- Simulation aims to imitate reality as closely as possible.
- Examples include virtual tours of historical landmarks (e.g., Encarta).
- 360-degree views offered by platforms like Facebook enable users to explore places as if physically present.
Augmented Reality
- A blending of real life and unreal.
- Augments our physical world with digital elements.
- Augmented reality permits simultaneous interaction with tangible and digital realms.
- Examples include Pokemon Go and Snapchat filters.
Virtual Space
- Virtual reality is a completely different reality from real life.
- This allows us to explore fictional worlds in the digital realms.
- VR is often enabled by devices such as game controllers and keyboards.
Virtual Reality
- Virtual reality is a completely detached type of abstraction; one can explore simulated worlds.
- VR technologies enhance this ability enabling virtual exploration through avatar characters created by individuals; often through the use of devices like Oculus Rift.
Hyperreality
- Hyperreality describes the mind-set, more so than anything else, in which there is difficulty in differentiating the real from the unreal.
- It's an evolved form of reality—a utopia of the minds where people become their best versions, while being isolated from real life challenges.
- It is seen frequently in postmodern societies that rely heavily on technology.
The CyberSelf
- The concept of self in the digital age differs from how the self presents itself in the real world.
- Individuals, in the digital age, present different views of themselves on various platforms.
- With the digital age, people craft various identities that differ on various platforms like Facebook and Twitter, to present a personalized yet diverse self-image to different groups.
The CyberSelf and Performing to a Crowd
- Participating online, coupled with the creation of digital avatars, is comparable to performing in front of an audience.
- Factors such as the performer’s awareness of an audience, expectations from them, influence the performance.
- On social media, people construct and showcase aspects of their digital selves by engaging in carefully crafted online activities, including choosing what to share and upload.
Back Stage and Off Stage
- Back Stage: Relaxed space away from the observing audience.
- It is when individuals disconnect from social media.
- Off Stage: When people or users meet someone who they only know online, the interaction is separate from the performative aspects.
Dramaturgical Elements: Performance
- Refers to activities in which the self performs for an audience.
- Individuals utilize performances to express themselves and their current situation in the digital space.
Dramaturgical Elements: Setting
- Primarily refers to the background or environment during interactions.
- The setting can range from highly public environments like Facebook to highly private environments like Twitter.
- Actors need to alter their performance based on the given setting.
Dramaturgical Elements: Appearance
- Appearance on social media is directly related to the effort to portray the different aspects of one’s self, through statuses and display images including selfies
- How a person presents him/herself on social media reflects how they want to be seen.
Dramaturgical Elements: Manner
- Manner refers to how an actor conveys their messages to the audience.
- People tend to exhibit habits and actions on social media that reflect the desired impressions on others; these habits need to conform to the specific social media setting.
Dramaturgical Elements: Front
- Represents a social script followed by users in social media.
- Individuals choose from ready-made performance frameworks for various situations.
- Front often involves predictable, and pre-selected reactions such as thumbs-up emoticons.
Identity Crisis: Anonymity and Pseudonymity in Cyberspace
- Individuals interacting online can remain anonymous.
- Anonymity is commonly seen on dedicated online question & answer platforms like Ask.fm to enable users to express their thoughts and ideas without risk of being personally identified.
Anonymity
- In online communication, anonymity is when someone conceals their identity for temporary interaction.
- Users sometimes hide their identities while engaging online either through temporary disconnections, or using false usernames.
Pseudonymity
- Pseudonymity means individuals share their opinions and ideas; while maintaining a false sense of identity to protect themselves from other users.
- It combines anonymity and the desire to maintain identity online (often for safety reasons).
- Examples include historical figures who used assumed names to avoid problems.
The Disinhibited Self
- Online disinhibition effect refers to the reduction or removal of social restrictions when a person is online.
- It can lead to both positive and negative outcomes.
- Benign disinhibition is the relatively positive aspect of the online effect which facilitates self-disclosure and emotional growth.
- Toxic disinhibition is the negative aspect of an online experience, where people are impulsive and/or rude, due to reduced accountability and restraints in the digital world.
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