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   Wiki: websites with sophisticated methods for posting, tracking and
    resolving edits to information. (Gentle 46)
   Virtual World: a simulated reality; a fantasy world we can step in and out
    of by virtue of technology or (2) a part of the real that is not actual event
    (real and current, as in past and future states). (New Media 430)
   Simulation: from simulacra or self-moving things that look like
    something they imitate or (2) when the representation (sign) and the
    thing being represented (real) have collapsed in such a way that it’s
    impossible to distinguish between them (from mimesis to simulation);
    can be experienced as real even when no corresponding thing exists
    outside of the simulation itself or (3) a synthetic, counterfeit or artificial
    creation (and the computer programs that create them); a produced
    reality, mathematically structured, w/o representing already existing
    phenomena and systems. (New Media 42-3, 428)
   Immersive
   Embodied—having and being conscious of
    having bodies
   Technologically imaginative—projects
    dissatisfactions with social reality and desires for
    better society
   Degree of mimesis—real, representation, virtual,
    simulation
   Play—competitive (agon); chance (alea); make-believe (mimicry);
    dizziness (ilinx); characterized by adherence to rules (ludus) or
    active, tumultuous, and spontaneous (paidia).
   Instrumental play—use of technologies for practical, educational,
    productive rather than pleasurable ends, thereby devaluing
    nonproductive ends
   Hacking and cheats—open-source, anti-authoritarian approaches
    in coding and computer use; providing codes or passwords to gain
    access to another level of the game or to change game
    parameters.
   Interactivity and identification
   Portability (Gentle 145)
   Collaborative (Gentle 152-164)
   Transparency—knowledge produced in it can
    be traced
   Access control (Gentle 145)
   “Round tripping”—conversion from source
    to wiki and back (Gentle 164)
   Virtual Worlds(Zappen et al., Sherlock)
     Estonia’s Virtual Embassy in Second Life
     Boston’s City Hall in Second Life
     State of Missouri Virtual Recruiting
   Wikis (Gentle 175-181)
     Adobe Labs wiki
     STC Body of Knowledge wiki
     OpenWetWare wiki
   Should the program use the media? Why or
    why not? How or how not? What key quality
    makes the media ripe (or problematic) for
    use?
   Group answers

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Wikis and virtual worlds

  • 1.
  • 2. Wiki: websites with sophisticated methods for posting, tracking and resolving edits to information. (Gentle 46)  Virtual World: a simulated reality; a fantasy world we can step in and out of by virtue of technology or (2) a part of the real that is not actual event (real and current, as in past and future states). (New Media 430)  Simulation: from simulacra or self-moving things that look like something they imitate or (2) when the representation (sign) and the thing being represented (real) have collapsed in such a way that it’s impossible to distinguish between them (from mimesis to simulation); can be experienced as real even when no corresponding thing exists outside of the simulation itself or (3) a synthetic, counterfeit or artificial creation (and the computer programs that create them); a produced reality, mathematically structured, w/o representing already existing phenomena and systems. (New Media 42-3, 428)
  • 3. Immersive  Embodied—having and being conscious of having bodies  Technologically imaginative—projects dissatisfactions with social reality and desires for better society  Degree of mimesis—real, representation, virtual, simulation
  • 4. Play—competitive (agon); chance (alea); make-believe (mimicry); dizziness (ilinx); characterized by adherence to rules (ludus) or active, tumultuous, and spontaneous (paidia).  Instrumental play—use of technologies for practical, educational, productive rather than pleasurable ends, thereby devaluing nonproductive ends  Hacking and cheats—open-source, anti-authoritarian approaches in coding and computer use; providing codes or passwords to gain access to another level of the game or to change game parameters.  Interactivity and identification
  • 5. Portability (Gentle 145)  Collaborative (Gentle 152-164)  Transparency—knowledge produced in it can be traced  Access control (Gentle 145)  “Round tripping”—conversion from source to wiki and back (Gentle 164)
  • 6. Virtual Worlds(Zappen et al., Sherlock)  Estonia’s Virtual Embassy in Second Life  Boston’s City Hall in Second Life  State of Missouri Virtual Recruiting  Wikis (Gentle 175-181)  Adobe Labs wiki  STC Body of Knowledge wiki  OpenWetWare wiki
  • 7. Should the program use the media? Why or why not? How or how not? What key quality makes the media ripe (or problematic) for use?  Group answers