Professional Documents
Culture Documents
Navigating Cybercultures 1St Edition Nicholas Van Orden Online Ebook Texxtbook Full Chapter PDF
Navigating Cybercultures 1St Edition Nicholas Van Orden Online Ebook Texxtbook Full Chapter PDF
Navigating Cybercultures 1St Edition Nicholas Van Orden Online Ebook Texxtbook Full Chapter PDF
https://ebookmeta.com/product/the-reimagined-phd-navigating-21st-
century-humanities-education-1st-edition-leanne-m-horinko-jordan-
m-reed-james-m-van-wyck/
https://ebookmeta.com/product/top-101-women-of-stem-1st-edition-
nicholas-faulkner-nicholas-croce/
https://ebookmeta.com/product/navigating-his-heart-1st-edition-
rachelle-stevensen/
https://ebookmeta.com/product/anthropology-1st-edition-nicholas-
croce/
Ruritania 1st Edition Nicholas Daly
https://ebookmeta.com/product/ruritania-1st-edition-nicholas-
daly/
https://ebookmeta.com/product/rescue-sparks-nicholas/
https://ebookmeta.com/product/magisteria-nicholas-spencer/
https://ebookmeta.com/product/time-tamed-1st-edition-foulkes-
nicholas/
https://ebookmeta.com/product/navigating-at-sea-dona-herweck-
rice/
Navigating Cybercultures
Critical Issues
Series Editors
Dr Robert Fisher Lisa Howard
Dr Ken Monteith Dr Daniel Riha
Advisory Board
2013
Navigating Cybercultures
Edited by
Inter-Disciplinary Press
Oxford, United Kingdom
© Inter-Disciplinary Press 2013
http://www.inter-disciplinary.net/publishing/id-press/
ISBN: 978-1-84888-163-1
First published in the United Kingdom in eBook format in 2013. First Edition.
Table of Contents
Introduction ix
Navigating Cybercultures: Echoes of Visions7
Nicholas van Orden
Technology and the Self: Toward the Post (Post) Human 205
Shilpa Venkatachalam
Virtual Spaces
Blank Page
Virtual Worlds in the Mother Tongue Teachers’ Education
Key Words: Virtual worlds, interactive storytelling, digital artistic practices, new
media, cyberculture, key competences.
*****
1. Introduction
Virtual learning is teaching in an educational environment where teacher and
student are separated in time or space (or both) and the teacher provides course
content through control applications, multimedia resources, the Internet, video
conferencing, etc. This method of communication in 3D virtual worlds is still an
innovation in teaching and learning, however, and it still offers many opportunities
which haven’t been fully explored until now. If students spend their free time in a
virtual environment, the use of traditional teaching methods usually becomes less
motivating for them. Using Virtual Worlds can give teachers the opportunity to
gain a greater involvement in students as learners who are not put into the role of
only passive recipients of information transmission—virtual worlds offer many
options for creative collaborative work that could be limited in real world classes,
such as borders or the number of participants who can work at one moment. The
advantages of virtual learning include temporal and spatial flexibility, the ability to
dynamically grow and adapt to the needs of users, the possibility of feedback, and
the ability to work on tasks that are not often possible in the real world due to
constraints of time or space. Virtual worlds allow cooperation which is not limited
by boundaries of physical space; significant strengths include, in the vast majority
of cases, low costs and easily upgradeable teaching materials. The disadvantages
can be categorized mainly into health reasons, as the current generation of students
spends too much time on ICT, which has a negative impact on both the eyes and on
4 Virtual Worlds in the Mother Tongue Teachers’ Education
__________________________________________________________________
the human musculoskeletal system. Frequently repeated arguments are also the
sense of alienation, because human beings do not communicate directly (face to
face) but by machines, which can have an impact on social skills. Virtual
communication is also lacking body language and other personal aspects. Multi-
user virtual environment (Multi-User Virtual Environment, MUVE) is defined by
Brdička 1 as a 2D or 3D virtual environment representing a simulation of real space.
It represents the integration of the previously used forms of online communication
and becomes the medium through which it is possible to create social interaction
and very close communication in real space. According to D. Říha, 2 efficiency of
communication increases when the characteristics of the media are in accordance
with the communication process—that is, immediacy of feedback, variability of
symbols (number of possible ways of communicating), testability (making
adjustments before sending), replicability, and others. MUVEs as collaborative
hypermedia environments meet most of the above aspects—these are object-
oriented systems, where communication takes place in real time, such as through
an audio or video conference or in direct interaction via its 3D graphical
representations (avatars). Unlike previous types of communication (e-mail, text or
video), which are mostly used for isolated communication, communication in all
these types of MUVEs integrates and enhances the effect of online communication.
Users moving in a MUVE can monitor the communications of individual
participants and can move their avatars in relation to other participants’ avatars.
MUVEs facilitate mutual cooperation; they help physically remote users, whose
cooperation would be difficult and expensive in the real world, to work on joint
projects. Unlike online education support, which represents learning management
systems, websites, or blogs, MUVEs allow students to simulate real situations in
which they can learn, for example, to work with objects and they can participate in
activities and processes that would not be available for them in real space (e.g., the
formation of the molecular structures of an airplane, etc.). Virtual worlds can
represent an easier way of learning as well as the possibility of interpersonal
communication for people with special needs.
2. Second Life
The largest and currently the most famous project is the 3D virtual world
Second Life (SL) (http://www.secondlife.com). Currently, there are more than 17
million users registered and users can make money exchangeable for real
currency. 3 Users can also communicate in real time via avatars, they can build their
own environments, they can be educated, entertained, shop (open daily, users will
spend more than 30 million CZK), etc. SL is a ‘new dimension’ of social
interaction. Users create the SL community based on common interests or language
basis. The Czech community in SL has created several Czech locations; the largest
and the most organized is the Czechoslovakian town named Bohemia, which has a
city council, and holds regular events in SL. Czech users are regularly informed
Hana Marešová, Milan Klement and Zuzana Pustinová 5
__________________________________________________________________
about events on the portal http://www.secondlife.cz. Also, some institutions in the
Czech Republic have purchased virtual land in SL, allowing them to present their
activities, make contacts, and start to try innovative ways of doing business.
Education is a very progressive area in SL. Meeting people from all over the
world, of different nationalities and social statuses, allows the creation of an
entirely new type of community in which sharing knowledge and experience is
easier than in real space. Many universities have discovered the ways in which SL
is helpful to them and have created virtual campuses and presentation rooms and
have started to organize some training courses. In SL there are virtual versions of
more than sixty American universities (such as Oakland University, Ohio
University, the University of Plymouth, Coventry University, Montana State
University, the University of Tennessee, Ball State University, Missouri State
University, Bradley University, and Harvard University Law School, 4 etc.). Some
faculties of Czech universities have already presented themselves in the Czech
virtual environment in SL (in the town Bohemia)—the Faculty of Economics and
Public University of Economics in Prague, the Faculty of Education at the
University of West Bohemia, the Faculty of Social Studies at the Masaryk
University in Brno, and the Philosophical Faculty and Faculty of Education at the
Palacky University in Olomouc.
Teaching in MUVEs is practiced in virtual schools which are equipped as
classrooms (some of them are in buildings, some in open spaces or under sea
level). Students in schools can move like in the real world—they can come into
school, browse the classes, go to the library, sit at a table, etc. Teachers can build
special class facilities according to the needs of their subjects. Teachers in the
classes may occur in the form of an avatar and communicate that way with their
students. Communication may take the form of text or audio or video. Students in
these classes can be directly given the educational materials and related links.
Students can practice the material on particular objects and they can cooperate with
each other to create objects according to the instructions of teachers. In the
classroom, there may be available a board, which can work just like a real board (it
is possible to write notes on it and to delete; information can be read by any user,
etc.). During such courses in MUVEs, it is possible to record video of the teaching
—this feature is useful for the preparation of lectures and training. Teacher may
return to these videos later. Students can also create objects (devices, objects of
their own imagination, teaching aids, animals, etc.) and think about their
description. It is possible to pass through virtual environments that simulate
different periods of time, to participate in discussions with authors, and to attend
the concerts of real bands etc. Students can place their own literary works into a
MUVE and respond to the works of others. They have the opportunity to visit
electronic libraries, attend lectures, meet experts (without having to travel
anywhere), and they have the ability to find the desired person, lecture, building, or
area, and it is possible for them to teleport themselves instantly (which makes the
6 Virtual Worlds in the Mother Tongue Teachers’ Education
__________________________________________________________________
work of finding information easier in comparison with searching for it in the
environment of traditional portals and search engines). Students can solve their
tasks together with their classmates or work on a project with classmates from a
school which is randomly distant.
The possibilities of virtual connection independent of physical space open up
new opportunities, particularly for language teaching, either in the form of teaching
in the virtual environment of individual schools or in individual commercial and
private courses. Courses can be organized by different institutions in SL and it is
possible to find them by using the Search button with selection of Events. User can
then use the teleporter to join the required course. A number of language courses in
SL are free, but there can be found also projects focused on professional language
teaching, such as the LanguageLab (LL). Teachers of LL are native speakers from
Great Britain and the U.S., certified instructors, who also teach English in real life.
Classes take place in the language lab, where it is necessary to have a fast Internet
connection and high-quality headset for voice communication. Teaching in Second
Life brings the user a positive effect because—unlike a text environment (enriched
with multimedia) of the conventional e-learning environment—it takes place in
areas that are familiar to users from the real world; teaching can take place in
traditional classrooms, with the use of a blackboard, but can also be enriched with
methods of teaching that are not feasible in real life, whether for financial or time
reasons. An example is the coactions of two schools from different countries (Italy
and Netherlands) which cooperated in SL synchronously and asynchronously on
the project Euroland. Virtual worlds can also be used with a virtual learning
environment, as in the case of the Sloodle project, which aims at the
interconnection of Second Life and the Moodle Learning Management System.
Due to the fact that our students are future teachers (mostly of mother tongue),
we usually teach them in SL to be able to know the possible ways it can be used in
the teaching of grammar, communication education, and literary education. At the
beginning of teaching, students are gathered in the initial SL environment, where
they are usually first provided with basic information regarding movement and
communication in a virtual environment. After that, a presentation in the virtual
classroom is usually provided to inform the students about the other possibilities of
teaching in this environment. Then students perform the tasks assigned to focus on
communication in the environment (e.g. to hold each other’s hands together and
create a circle on the field before the classroom, to move in the department, to try
walking, running, flying, or teleporting in cyberspace, or to try text messaging).
8 Virtual Worlds in the Mother Tongue Teachers’ Education
__________________________________________________________________
The next tasks are usually focused on the ability to find information in SL (there is
a World Search Map tool for searching for specific virtual buildings and a tool for
reaching specific information). After that we usually focus on a particular topic—
e.g. literature education; during teaching about the literary work of William
Shakespeare, we moved to the virtual building of the Globe theatre to experience
better the contemporary environment. Students were asked to present an excerpt
from his play on the theater stage. It was a deeper experience of the literary work—
different from just reading excerpts from books in the real classroom.
4. Conclusion
With further improvement of MUVEs, other options that enable successful use
of these rapidly developing ‘worlds’ for education, or at least that from time to
time enrich the teaching process, will certainly be added. The boundaries of what is
possible for educational use are not in the technology but in the imaginations of the
teachers who decide to take advantage of virtual worlds to train students to be
adequately prepared for life in the information society.
Notes
1
Bořivoj Brdička, ‘Víceuživatelské virtuální prostředí a možnosti jeho využití ve
vzdělávání’, Bobrův pomocník (1999), viewed 5 April 2012,
http://it.pedf.cuni.cz/~bobr/MUVE/.
2
Daniel Říha, ‘Implementace prostředí neimerzivní virtuální reality v rámci
“Kunst am Bau”’ (2006), viewed 5 April 2012,
http://everest.natur.cuni.cz/konference/2006/prispevek/riha.pdf.
3
According to the results of Second Life, 2011, available from ‘Second Life.
Featured News’ last modified 14 March 2012, viewed 5 April 2012,
http://community.secondlife.com/t5/Featured-News/The-Second-Life-Economy-in-
Q2-2011/ba-p/1035321.
4
Hana Marešová, ‘E-learning v multiuživatelském virtuálním prostředí’, Journal
of Technology and Information Education 1 (2009): 39-44, ISSN 1803-537X.
5
Project: Hana Marešová, Jiří, Langer, Kateřina Vitásková, Eva Souralová, and
Miloš Mlčoch, A 1175, Ministry of Education b: Establishment of Computer Lab
at the Department of Czech Language and Literature and Multimedia Classrooms
at Pedagogical Faculty of Palacky University in Olomouc, University Development
Fund, 2007.
6
Project: David Nocar, Hana Marešová and Pavol Hanzel, Development and
Innovation of Computer Classrooms, University Development Fund, 2011.
7
Project: Hana Marešová, Marie Zouharová and Jaroslav Sláma, Course of
Innovation and New Media and Cyberculture, University Development Fund,
2011.
8
Milan Klement, ‘Možnosti hodnocení elektronických studijních opor’, in Smíšený
design v pedagogickém výzkumu: Sborník příspěvků z 19. výroční konference
České asociace pedagogického výzkumu, (2011): 91-97, viewed 17 April 2012,
http://www.ped.muni.cz/capv2011/sbornikprispevku/klement.pdf.
10 Virtual Worlds in the Mother Tongue Teachers’ Education
__________________________________________________________________
9
This chapter is supported by the Grant Agency of the Czech Republic, Reg. No.
P407/11/1306 (2011-2012), The Evaluation of Educational Materials Designed for
Distance Learning and E-learning, Milan Klement, et al., (2011-2012).
10
Project: Hana Marešová, Courses of ICT in Education for Teachers, ESF project
No. CZ.1.07/1.3.00/14.0011, 2010-2012.
11
Mary Spoto, Michael Dadez and Diane Johnson, ‘The Lost Generation Meets
Second Life: Teaching Literature in a Virtual World’ (March 10, 2011), viewed 5
April 2012,
http://academics.georgiasouthern.edu/ijsotl/conference/proceedings/2011/documen
ts/Michael%20Dadez/ENG311--Second_Life_SoTL_presentation.3-7-11.pptx.
Bibliography
‘Second Life. Featured News’. Last modified 14 March 2012, Viewed 5 April
2012.
http://community.secondlife.com/t5/Featured-News/The-Second-Life-Economy-in-
Q2-2011/ba-p/1035321.
Spoto, Mary, Michael Dadez, and Diane Johnson. ‘The Lost Generation Meets
Second Life: Teaching Literature in a Virtual World’, March 10, 2011. Viewed 5
April 2012.
http://academics.georgiasouthern.edu/ijsotl/conference/proceedings/2011/documen
ts/Michael%20Dadez/ENG311--Second_Life_SoTL_presentation.3-7-11.pptx.
Hana Marešová, Milan Klement and Zuzana Pustinová 11
__________________________________________________________________
Hana Marešová is a vice-dean for study affairs and Lifelong Learning at the
Faculty of Education, Palacky University in Olomouc (Czech Republic). She is a
head of the Department of ICT Education at the Centre for lifelong education at the
Faculty of Education. She works as an assistant professor at the Department of
Czech Language and Literature. Her current research and writing are devoted to
the problematic of using ICT in education (especially in the mother tongue
teaching) and the new possibilities of methods and strategies in e-learning
education.
*****
Notes
1
Sarah Ahmed, The Cultural Politics of Emotion (New York: Routledge, 2004),
146.
2
Teresa Brennan, The Transmission of Affect (Ithaca: Cornell University Press,
2004), 19.
3
Jackie Orr, Panic Diaries (Durham: Duke University Press, 2006), 190.
4
Hillis Miller, Speech Acts in Literature (California: Stanford University, 2001),
191.
5
Ibid., 187-195.
6
Allan Wang, ‘Controlling Electronics Using Your Mind: Interview with Allan
Wang’, ABC 7 News, viewed 17 January 2007,
http://abclocal.go.com/kgo/story?section=news/local&id=4944111.
7
Wagner James Au, The Making of Second Life (New York: Collins, 2008), 96.
8
Eyder Peralta, ‘In Second Life, the World is Yours’, Houston Chronicle, viewed 1
August 2012.
http://www.chron.com/CDA/archives/archive.mpl?id=2006_4125271.
9
Ibid.
10
‘Virtual World, Real Emotions: Relationships in Second Life’, CNN, iReport.
viewed 26 May 2006,
Nicholas van Orden 19
__________________________________________________________________
http://www.cnn.com/2008/LIVING/12/12/second.life.relationship.irpt/index.html.
11
Irene Sege, ‘Leading a Double Life’, The Boston Globe, 25 October 2006.
12
Ibid.
13
Peralta, ‘In Second Life’.
14
Ibid.
15
Au, Making, 76.
16
Ibid.
17
Ibid.
18
Ibid., 79-80.
19
Ibid., 83.
20
Ibid.
21
Ibid., 209.
Bibliography
Ahmed, Sarah. The Cultural Politics of Emotion. New York: Routledge, 2004.
Au, Wagner James. The Making of Second Life. New York: Collins, 2008.
Peralta, Eyder. ‘In Second Life, the World is Yours.’ Houston Chronicle, 28 May
2006. Accessed 1 August 2012.
http://www.chron.com/CDA/archives/archive.mpl?id=2006_4125271.
Sege, Irene. ‘Leading a Double Life.’ The Boston Globe, 25 October 2006. Viewed
1 August 2012.
http://www.boston.com/news/globe/living/articles/2006/10/25/leading_a_double_li
fe/.
Wang, Allan. ‘Controlling Electronics Using Your Mind: Interview with Allan
Wang’, ABC 7 News, 17 January 2007. Accessed 1 August 2012.
http://www.abclocal.go.com/kgo/story?section=news/local&id=4944111.
Nicholas van Orden is a PhD student in the English and Film Studies program at
the University of Alberta. His research focuses on the collision of virtual spaces
and literary forms.
Interaction Agency on Social Network Profiles:
An Approach of Semiotic Niches on Virtual Identities
Key Words: Social networks, virtual profiles, cognitive semiotics, semiotic niche,
distributed cognition.
*****
1. Introduction
Social Network Sites (SNS) are online spaces designed to enable users to create
and manage social ties in proportions that would be unlikely or impossible to
maintain offline. In these spaces, the users’ actions are mediated by profiles, virtual
spaces designed to act as representations of users’ identities that can be
personalized through the manipulation of a variety of signs. Since interpersonal
communication mediated by computers lacks cues and signals that people can
observe during face-to-face interaction, the personalization of profiles provides
context and enables agents to access information about others with whom they
wish to interact in order to orient future action.
In this paper, we argue that SNS’ profiles are mediating structures 1 or epistemic
mediators 2—spaces built to cognitively aid human activity, filled with artefacts
that transform, enable, or simply modify internal processing; as such, they can be
described as cognitive niches 3 or semiotic niches. 4 We intend to show that signs
22 Interaction Agency on Social Network Profiles
__________________________________________________________________
are mechanisms through which people control interactions; signs provide semiotic
shortcuts that are fundamental for the mediating role of virtual profiles.
In order to properly develop our argument, we will begin with a brief
introduction that includes a review of semiotic niches, social networks, and virtual
profiles research. Subsequently, we will propose a model for the understanding of
Facebook profiles as semiotic niches, including a description of the signs and the
epistemic shortcuts these signs represent for control and anticipation of future
relationships and constraint on the SNS.
To support our argument, we describe the signs that are generally available on
Facebook profiles according to their mediating functions, namely, control,
constraint, and anticipation. We chose Facebook’s model of profiles to exemplify
our argument because they enable users to display a variety of signs to represent an
identity and should be reliable, according to Donath’s conditions for
Patrícia Rossini and João Queiroz 25
__________________________________________________________________
trustworthiness in SNS, described above. For methodological purposes, we will
only focus on verbal signs (written language).
Signs act as controlling mechanisms of social interactions online because they
provide context for users and their networks, displaying information that needs to
be known before further interaction takes place. Information that people can learn
about others’ identities through signs aids a variety of cognitive processes
regarding interaction, such as deciding how to approach someone with whom the
agent does not have intimacy. Constraint signs are those whose meanings can
inhibit future action and thus avoid undesirable situations, considering that their
meaning is tied to habits or social norms. Signs of relationship status, sexual
orientation, political preference, and religion can be described as constraining signs
because they provide some control over future interactions by anticipating the
users’ intentions and constraining inappropriate behaviour according to the social
rules that are predominant in a society.
Similarly, signs that allow users to anticipate future interaction are those whose
effects provide their interpreters with accurate shortcuts for action. Those shortcuts
are clues that suggest the kind of interaction one expects and contextualize the
profile owner’s preferences. The birthday display is a good example as it can be
interpreted as an intention of the profile’s owner to make sure her or his friends
will be reminded of the user’s birthday because Facebook’s interface displays
special dates and reminds its users to congratulate friends. Therefore, by making
the birthday visible, the profile owner anticipates his or her friends’ attitudes on his
anniversary.
Signs that inform agents on specific matters regarding interests and lifestyle,
such as political preference and religion, contextualize aspects of the individual
and provide control for future interactions in both directions: they can encourage
like-minded agents to act, using common preferences as a topic of conversation,
and discourage others who have different beliefs from engaging in discussions in
which controversial opinions on some topics can affect the relationship. Even
though political preference and religion do not define whether or not people will
interact when they do not share opinions, they are a controlling sign because they
anticipate certain positions of the agents and can inhibit conversation about those
matters between different-minded individuals (mostly to avoid conflict). These are
important signs for context because they enable agents to infer other non-
perceivable characteristics of the individuals that are related to their visible
preferences. 18
Other signs that allow user personalization, such as those that represent
membership or belonging, are also important tools for interaction agency. Work
information, education, city, and pages ‘liked’ complement user-manipulated signs
on Facebook profiles. While work and school information stand for a user’s
connections to institutions, allowing others to find them as they become linked to
these institutions, the ‘liked’ pages represent the interactions between the agent and
26 Interaction Agency on Social Network Profiles
__________________________________________________________________
other Facebook pages, divided into many categories. 19
We believe that both basic and complementary profile signs can be described as
semiotic shortcuts because they are integrated into the profiles and perform
different, but complementary, roles as interaction agents. Signs enable users to
make inferences and to extract meanings from the information displayed on virtual
profiles, making it easier to process information and acting as epistemic shortcuts
that orient decision-making regarding social interaction.
4. Conclusion
Profiles, as spaces structured by signs, reduce the complexity of environments
designed to scaffold relationships and therefore enable novel forms of computer
mediated interaction. We argue in this paper that profiles on social network sites
can be described as semiotic niches, in the sense that they are spaces structured by
signs that perform many roles as interaction mediators and agents. Taking
Facebook profiles as an example, we described signs whose significance allows
agents to control interaction by anticipating future action or constraining
inappropriate action (in terms of social norms and conventions). Signs that
integrate virtual profiles behave as epistemic shortcuts that reduce the effort of
Patrícia Rossini and João Queiroz 27
__________________________________________________________________
virtual relationships by simplifying mental computation, making participants’
intentions clearer to the network and providing context for interaction. As such,
they are tools for interaction agency. The mediating function of SNS’ profiles
depends on the semiotic processes that agents perform—interpreting and signifying
every sign they interact with in the environment.
Our goal was to demonstrate the ways in which the production and
manipulation of signs on virtual profiles create epistemic spaces structured by
semiotic shortcuts that facilitate decision-making processes regarding the
formation and maintenance of social ties. While our work focused only on verbal
signs, we believe that the other categories of signs that compose virtual profiles
also have an important role as mediators of users’ interaction. Charles Sanders
Peirce’s classification of signs provides useful insights into the relation between
signs and behaviour, and thus will be analysed in our future research.
Notes
1
Ed Hutchins, Cognition in the Wild (Cambridge: MIT Press, 1995), 290-291.
2
Epistemic mediators, in this sense, are external representations that enable people
to perform manipulative abduction. Lorenzo Magnani, ‘Creative Abduction as
Active Shaping of Knowledge. Epistemic and Ethical Mediators’, Proceedings of
the 26th Annual Meeting of the Cognitive Science Society, CogSci2004 (Chicago,
2004), 880.
3
Andy Clark, ‘Language, Embodiment, and the Cognitive Niche’, Trends in
Cognitive Sciences 10, No. 8 (2006): 370-374, doi: 10.1016/j.tics.2006.06.012.;
Andy Clark, Supersizing the Mind (Oxford: Oxford University Press, 2008).
4
Jesper Hoffmeyer, ‘Semiosis and Living Membranes’, in Advanced Issues on
Cognitive Science and Semiotics, ed. João Queiroz and Priscila Farias (Shaker
Verlag, 2006), 19-36; Jesper Hoffmeyer, ‘The Semiotic Niche’, Journal of
Mediterranean Ecology 9 (2008): 5-30.
5
See note 7 below; David Kirsh, ‘Thinking with External Representations’, AI and
Society, 25 (2010): 441-454.
6
Andy Clark, ‘Language, Embodiment’, 371.
7
Andy Clark, ‘Supersizing the Mind’, 62.
8
Andy Clark, ‘Language, Embodiment.’
9
Charles Sanders Peirce’s semiotic provides a three-fold classification of signs
(icon, index, and symbols), which are defined by the relationship between the sign
and its object, generating interpretants—the meaning of this relation as understood
by the interpreting mind. As this chapter has a limited space and scope, the
discussion of how each category of sign can provide control of the meaning and
create constrains needs to be further developed by the authors in subsequent work.
10
Hoffmeyer, ‘The Semiotic Niche’, 13.
28 Interaction Agency on Social Network Profiles
__________________________________________________________________
11
Kirsh and Maglio, ‘On Distinguishing Epistemic’.
12
danah boyd and Judith Donath, ‘Public Displays of Connection’, BT Technology
Journal 22, No. 4 (2004): 73-78; danah boyd and Nicole Ellison, ‘Social Network
Sites: Definition, History and Scholarship’, Journal of Computer-Mediated
Communication, 13(1), (2007).
http://jcmc.indiana.edu/vol13/issue1/boyd.ellison.html; danah boyd, ‘Social
Network Sites as Networked Publics: Affordances, Dynamics, and Implications’,
in A Networked Self: Identity, Community and Culture on Social Network Sites, ed.
by Zizi Papacharissi (New York: Routledge, 2010): 39-58.
13
boyd and Donath, ‘Public Displays’.
14
See note 17 below.
15
Judith Donath, ‘Signals in Social Supernets’, Journal of Computer-Mediated
Communication 13(1) (2007), http://jcmc.indiana.edu/vol13/issue1/donath.html.
16
Mark Granovetter, ‘The Strength of Weak Ties’, American Journal of Sociology
78-6 (1973): 1360-1380.
17
Judith Donath, ‘Signals in Social Supernets’.
18
In the US, for example, where two parties stand for opposing positions in many
important affairs, declaring preference for the Democrat or the Republican party
has a lot of meaning, because there are many unobservable aspects of the person's
personality that can be inferred when this knowledge is available before interaction
19
The Likes are the pages that the user chooses to interact with. They are divided
into: music, television, activities, sports, athletes, sports teams, games, interests,
and pages, and can be on behalf of artists, bands, teams, companies, brands, and so
on.
Bibliography
boyd, danah. ‘Social Network Sites as Networked Publics: Affordances, Dynamics,
and Implications’. In A Networked Self: Identity, Community and Culture on Social
Network Sites, edited by Zizi Papacharissi, 39-58. New York: Routledge, 2010.
boyd, danah, and Nicolle Ellison. ‘Social Network Sites: Definition, History and
Scholarship’. In Journal of Computer-Mediated Communication, 13(1), article 11,
2007. Viewed 3 May 2012.
http://jcmc.indiana.edu/vol13/issue1/boyd.ellison.html.
Clark, Andy. Supersizing the Mind: Embodiment, Action, and Cognitive Extension.
Oxford: Oxford University Press, 2008.
–—–. ‘The Intelligent Use of Space.’ In Artificial Intelligence 73, Nos. 1-2 (1995):
31–68.
Kirsh, David, and Paul Maglio. ‘On Distinguishing Epistemic from Pragmatic
Actions.’ In Cognitive Science (1995).
Menary, Robert, ed. The Extended Mind. Cambridge: MIT Press. 2010.
João Queiroz is a Professor at the Institute of Arts and Design and at the Graduate
Studies Program in Communication, Federal University of Juiz de Fora, Brasil. He
is the Editor-in-chief of the International Journal of Signs and Semiotic Systems
(IJSSS). His research interests include: the emergence and evolution of semiotic
complexity, cognitive technologies, complexity studies, Peirce's semiotic, and
pragmatism.
Boom de yada, wheres mah bukkit?
The World According to LOLrus, Steve, Matt and the Cats
Petra Rehling
Abstract
Walrus, better known as LOLrus (icanhascheezburger.com), has uttered a very
common mantra of our times: We are constantly searching for something and
assign meaning to the simplest things, thus underlining the ‘thingification’ of
everyday culture by trying to bestow sense on boring lives and profane identities.
Walrus’s tormented question, the ‘Saga of LOLrus,’ is an epic search that
resembles our own—a search that has become the focus of various sites and
phenomena on the Internet. Consequently, our existence is often ridiculed by
LOLcats, which habitually indulge in invisible objects and—in silent celebration—
make fun of human skills, beliefs, desires, and occupations. They have given a
linguistically-challenged voice to the endearing stupidities and idiosyncrasies of
‘hoomanz.’ At the same time, Matt Harding, a ‘nobody’ who became a global
Internet celebrity by accident, has literally danced around the world for us,
stressing the fact that in times of GPS and geotagging it is truly important to
physically locate ourselves inside this digitized universe. Are Walrus, Matt and
LOLcats just a source for daily laughter, much like cartoon pages in newspapers
used to be, or have they become modern figureheads for our self-definition and
life’s simplicity, much like the late Steve Jobs seems to have become? Are they
leading our bucket quests? While LOLcats hold up a mirror to a flawed humanity,
Matt Harding and Steve Jobs have managed to ‘summarize’ the world for us with
however censored inventories. In an era of intense discomfort, with disasters and
apocalyptic visions all around, ‘iThings,’ Internet memes, and viral videos are
flowing through our lives like hyperlinks in our social networks and have taken on
a central role in our daily pursuit of happiness.
Key Words: LOLcats, Matt Harding, Pursuit of Happiness, Steve Jobs, meme,
viral video.
*****
1. Introduction
There is a reason for the ‘celebratory’ title of this chapter. The two phenomena
discussed here are well-known entertainment sources in recent online culture that
provide their audiences with versions of the world of digital natives in a kind of
self-congratulatory and cheerful manner. The Internet has undeniably become a
major supplier of pre-packaged emotions and destroyer of boredom. 1 From being a
divine gift, ‘being happy’ has slowly evolved into a human obligation and
culminated in today’s semi-tragic, self-indulgent Western culture. 2 This article
Another random document with
no related content on Scribd:
XX
LE MARTYR
Ainsi donc, après son acquittement, Paul retourna voir les églises
d’Achaïe, de Macédoine, d’Asie. Il fit une mission en Crète, et
chargea Tite d’y bien asseoir son œuvre.
Quant au voyage en Espagne, si fermement projeté, put-il
l’accomplir, et vers quel temps ? Le témoignage de Clément
Romain [441] , laisse entendre que Paul « atteignit le terme de
l’Occident » ; et ces mots, si vagues qu’ils soient, se rapportent, non
à Rome, mais plutôt à l’Espagne, point extrême où l’Annonciateur
visait, avant de paraître devant son Juge et de lui dire : « Toute la
terre a entendu votre nom. Maintenant, venez, Seigneur. »
Seulement, rien n’indique les circonstances ni l’époque de son
exploration.
[441] Voir p. 10.
L’homme et le saint.