Πέμπτη 30 Σεπτεμβρίου 2010

research(ing)@edinburgh

Αντιγράφω (και) εδώ το research proposal με το οποίο έγινα δεκτός στο msc by research digital media and culture του university of edinburgh.

Απλά για να είναι η αρχή στο νήμα που (ελπίζω) θα ξετυλιχτεί σιγά σιγά.

Έχουμε και λέμε:


One of the most up-to-date research interests worldwide is about the commitment of computers and networking in social life. Phenomena known as Web 2.0, social networking (facebook, twitter, etc), blogging, free/open source software (linux) tend to set completely different bases on the way we think about everyday actions, such as socializing. My topic of research interest includes 3d virtual worlds (like Second Life), social media (like facebook, twitter, linkedin etc) and the way they transform the human profile. Researchers believe we are living in an era resetting the human profile into a dual (virtual and real) one, where every person tries already to find how to manage his/her time/work/pleasure between his/her virtual and real profile.


A key point of my academic career has been my research project regarding the, very famous at the moment, virtual world of Second Life (SL), and its historical, sociological and architectural parameters. Running through the history of online gaming/socializing can be noticed the progress of the way people used to understand/imagine/live in virtual space, from the very first MODs/IRC (internet relay chat), where text-based environments recreated virtual worlds/while the term “chat-room” also refers to a space-based socialization, to the 3d virtual, real time worlds, where it's on user's virtual (or not) hands to create his/her own (still virtual) world/house/decoration/clothing/body/self. Questions arise on the way such online platforms can be used to rethink on, among others, architectural issues, based on space. If and how, for example, can scripting [a necessary way of creating in the world of SL used by everybody (including architects) when at the s ame time the very same tool is used in real architectural projects, considered to be the mainstream creating procedure] be tested in a unreal (from the materialistic aspect), yet full of socialization, environment.


Moreover, a quite interesting part of the research project analyzed above, was a connection between the interactive, real time, informational map of SL with the real world online mapping (google maps/earth, GIS as well), where tons of information seems to be really easily and widely accessible, sometimes even more than (what is supposed to be) normal, considering the violation of human rights and personal data. On the contrary, from personal experience, I could dare to guess that younger people tend to be much more revealing about their personal info, than older ones, since they're more familiar in using/understanding(?) digital media. A research in the change of human profile and the way people tend to think about what is personal and what is not, what can be pinched on our (virtual) wall and what not, the (new) boarders of our hidden area, sounds quite interesting.



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