Saturday, June 13, 2009

Reality of Contructed Characters - Part 1





This begins a small mini-series of blog entries that I will make over the next few days~weeks. It is strictly coming from a paper that I had written in a philosophy course that I had taken.

I will be dividing up the paper into parts and seeing what other people have to say. I am not literally copying + pasting the actual paper here obviously as that would provide no further insight for me.


First off, many of you are aware of the terms "real" and "virtual". But what do those 2 words really mean to you?

Is it far fetched to say that something "virtual" has no "real" existence merely on the premise that it does not physically interact, but is an interaction between 0s and 1s being processed inside of a computer as a result of the input that you, the user, gives while on a computer?

Quite possibly that in itself could be enough to justify some people's belief that "virtual" is in no way "real". However, others would disagree that even though it is not physically in existence, it does have some "reality" applications.

When someone explicit tells another to "Get a life." What do they mean, really? The "real" world life that people physically embodies is what is most likely being requested to do when one gives the statement, "Get a life."

But, there is actually a "life" from a virtual point of view. This "life" though not physically viewable, requires thought, care, and some level of basic skill for one to begin being involved with.

How one may ask?

Well, such things include FaceBook, YouTube, MySpace, AIM, Twitter, World of WarCraft, Second Life...and even this blog.

From a social point of view (speaking in regards to the "real" world), a life is often comprised of individual inhabiting an area among others. These individual gather to form a community, and within this community many activities occur every day.

Strictly from that point of view, a "virtual world" is quite contrary to its name. If we consider it from that point of view, the "virtual" world is actually a "real life setting".

There are:

a. individuals (in the form of users)
b. there are communities (blogs, forums, chat rooms, World of WarCraft, Facebook, etc)
c. there are activities (chatting, posting messages, playing games, sending emails)

What do you think about this? Please comment below.

4 comments:

  1. As I expressed in my OCT comment, in many ways "virtual reality" is very much real. What is it in essence that we share with each other as people? Our thoughts, our ideas, our experiences. Through online mediums, it is like we are indeed "there". It is a phenomenon that makes us think about the true essence of our "selves", and expands our presence even beyond our physical bodies.

    ReplyDelete
  2. Great. It would seem that you really understand the point that I was trying to make.

    This "essence" is primarily one of the things that I try to debate/discuss as most tend to disregard the online "self" as a fake, artificial, insignificant, useless, a game, etc...when in fact there is much to be learned and appreciated from.

    However, it is still quite difficult as to defining (if you must) what is comprised of the self in its entirety.

    It would seem that this concept of the "self" suggests more than our physical bodies. It would seem to include the mind.

    The physical aspect of it can be seen as a vehicle by which things are done.

    The driver of such vehicle could be seen as our mind.

    With that, OCTs are just another vehicle, but for the most part, the "driver" is still the same.

    The mind, if you will, is expressing itself in a different way to a different type of audience within a different setting. Hence, we label this as a "virtual world" as expressed by a "virtual self".

    But the fact that the world "virtual" is being used seems to give off the connotation that it is indeed artificial (in a a few ways or as a whole).

    If more thought is put into this debate, one would realize that "virtual" is more of a label than a defining characteristic.

    ReplyDelete
  3. This whole thing about the difference, if any, betweeen the real world and the virtual world seems to me like a question of metaphysics.

    But if we look at this from a social and practical aspect, then reality is whatever we percieve and think of as such.

    To the modern youth the virtual world is very much real. That many people in society view social interaction on the internet as virtual and not real is, as I see it, caused by technology developing faster than our society's values.

    Just like our economy and monetary system has evolved from the most basic levels of bartering one good or service for another to digital money and credit cards, so has our ways of social interaction and "having a life".

    As time goes by, the difference between virtual and real will blur and eventually become a moot point.

    ReplyDelete
  4. "...seems to me like a question of metaphysics."

    Right. That's something that I was trying to get at.

    "...reality is whatever we [perceive] and think of as such."

    Again, you're able to verbalize this.

    Well, to your last comment, I think that the time at which "virtual" and "real" blurring has already started and is continuing to do so very quickly.

    You need hints?

    1. World of WarCraft (and any other MMORPG)
    2. social networking sites (FaceBook, MySpace, etc)
    3. online banking
    4. online shopping
    5. IM software (AIM, Yahoo, MSN)
    6. use of online acronyms in everyday life (IM, LOL, etc)
    7. computers (they get faster and smaller; internet is being put into cars; bluetooth connectivity in cars, hard drives put on cars for mp3 listening, cars with the option of parking themselves)
    8. online college classes
    9. people working a "job" completely online

    The ultimate blurring will occur (I believe) when we let ourselves go either be directly connected to the internet (our minds), let androids do our everyday chores (laundry, driving, cooking, cleaning), and when there is no more of that commute-to-work and where everyone "works" on the computer and earns a living; as in there are no more office buildings.

    ReplyDelete