View allAll Photos Tagged digitalidentity
The interfaces that lead us into cyberspace prove that one cannot detach technology from desire. Digital technologies promise to transcend familiar reality and to connect us to the paradise that reality has taken from us. Down with the detours and delays of reality: let us have instant gratification! What we cannot have in reality, we can have via the fantasy screen. As a “consensual hallucination” cyberspace would be the utopic, new ideal world.
Interface Fantasy: A Lananian Cyborg Ontology – Andre Nusselder
In the virtual world of Second Life, where status is often accrued by having the best collection of sexually appealing avatars, desire and its ultimate physical endpoint, sex (or in this case cybersex), prevails. Cybersex is “more than role play it is the creation of a shared fantasy.” Avatars are hollow – avatars are pure, avatars are clean, avatars have no orifices. They do not leak, shit, sweat, rot – there is no inconvenience to their bodies. And if an avatar has no orifices then sex in Second Life is safer than in real life – the user is “freed from the burden of the body.” Many criticisms have been levelled at Second Life for its high number of sex, porn and exotic dance Sims. Contemporary art critic and curator Domenico Quaranta said of in world existence, “life revolves around the banal repetition of real-life rituals (having sex, going dancing, and attending parties, openings and conferences) and the same principles: private property, wealth and consumption.” As the promotional video for dedicated cybersex virtual world “The Red Light Center” attests, “Be who you want to be…without the hassle”. Cybersex or ‘getting off online’, in Second Life is a form of immersive role play – a mixed reality happening in that it more often than not, one could imagine, elicits physical action in its users offline.
Whilst filming the “sex-scene” for this work my mind flickered between the ridiculousness of two digital bodies’ glitching against each other and the surreal feeling that behind that bunch of pixels a real person is operating and text chatting or, somewhat disturbingly, perhaps even masturbating. In the end I created two avatars – one my own and one an idealised male – and operated them both simultaneously using two computers to create the desired film output for projection. It was quite fitting as in the end, playing dolls, are we not just virtually fucking ourselves anyway? Can we really create intimacy in these new manufactured spaces?
The interfaces that lead us into cyberspace prove that one cannot detach technology from desire. Digital technologies promise to transcend familiar reality and to connect us to the paradise that reality has taken from us. Down with the detours and delays of reality: let us have instant gratification! What we cannot have in reality, we can have via the fantasy screen. As a “consensual hallucination” cyberspace would be the utopic, new ideal world.
Interface Fantasy: A Lananian Cyborg Ontology – Andre Nusselder
In the virtual world of Second Life, where status is often accrued by having the best collection of sexually appealing avatars, desire and its ultimate physical endpoint, sex (or in this case cybersex), prevails. Cybersex is “more than role play it is the creation of a shared fantasy.” Avatars are hollow – avatars are pure, avatars are clean, avatars have no orifices. They do not leak, shit, sweat, rot – there is no inconvenience to their bodies. And if an avatar has no orifices then sex in Second Life is safer than in real life – the user is “freed from the burden of the body.” Many criticisms have been levelled at Second Life for its high number of sex, porn and exotic dance Sims. Contemporary art critic and curator Domenico Quaranta said of in world existence, “life revolves around the banal repetition of real-life rituals (having sex, going dancing, and attending parties, openings and conferences) and the same principles: private property, wealth and consumption.” As the promotional video for dedicated cybersex virtual world “The Red Light Center” attests, “Be who you want to be…without the hassle”. Cybersex or ‘getting off online’, in Second Life is a form of immersive role play – a mixed reality happening in that it more often than not, one could imagine, elicits physical action in its users offline.
Whilst filming the “sex-scene” for this work my mind flickered between the ridiculousness of two digital bodies’ glitching against each other and the surreal feeling that behind that bunch of pixels a real person is operating and text chatting or, somewhat disturbingly, perhaps even masturbating. In the end I created two avatars – one my own and one an idealised male – and operated them both simultaneously using two computers to create the desired film output for projection. It was quite fitting as in the end, playing dolls, are we not just virtually fucking ourselves anyway? Can we really create intimacy in these new manufactured spaces?
A recent mission accomplished in the trenches - hybrid blog website development on the Wordpress platform using the Genesis framework. Mission included social media integration, newsletter integration, complete branding and digital identity development, as well as strategic digital marketing consulting.
The background is meant to hint at reflections of identity (it is me, taking the photo) and how online identities can be out of focus, or blurred.
The background is meant to hint at reflections of identity (it is me, taking the photo) and how online identities can be out of focus, or blurred.
The background is meant to hint at reflections of identity (it is me, taking the photo) and how online identities can be out of focus, or blurred.
The background is meant to hint at reflections of identity (it is me, taking the photo) and how online identities can be out of focus, or blurred.
The background is meant to hint at reflections of identity (it is me, taking the photo) and how online identities can be out of focus, or blurred.
Arena Stage
"Digital Identities"
Dr. Kim Nguyen, Managing Director D-Trust GmbH at D-Trust GmbH - Ein Unternehmen der Bundesdruckerei-Gruppe
Arena Stage
"Digital Identities"
Dr. Kim Nguyen, Managing Director D-Trust GmbH at D-Trust GmbH - Ein Unternehmen der Bundesdruckerei-Gruppe
Sprint 19 brought together people working across government to learn more about how digital transformation is improving people's lives.
We be talked about the work GDS and teams across government are doing to solve the hardest problems. We also looked at where we’re heading next.
Arena Stage
"Digital Identities"
Dr. Kim Nguyen, Managing Director D-Trust GmbH at D-Trust GmbH - Ein Unternehmen der Bundesdruckerei-Gruppe
Experience du MIT, permettant de visualiser notre identité numérique...
personas.media.mit.edu/personasWeb
Quelques mots: simple, beau, bluffant...
Personas is a component of the Metropath(ologies) exhibit, currently on display at the MIT Museum by the Sociable Media Group from the MIT Media Lab. It uses sophisticated natural language processing and the Internet to create a data portrait of one's aggregated online identity. In short, Personas shows you how the Internet sees you.
Enter your name, and Personas scours the web for information and attempts to characterize the person - to fit them to a predetermined set of categories that an algorithmic process created from a massive corpus of data. The computational process is visualized with each stage of the analysis, finally resulting in the presentation of a seemingly authoritative personal profile.
In a world where fortunes are sought through data-mining vast information repositories, the computer is our indispensable but far from infallible assistant. Personas demonstrates the computer's uncanny insights and its inadvertent errors, such as the mischaracterizations caused by the inability to separate data from multiple owners of the same name. It is meant for the viewer to reflect on our current and future world, where digital histories are as important if not more important than oral histories, and computational methods of condensing our digital traces are opaque and socially ignorant.
Personas was created by Aaron Zinman, with help from Alex Dragulescu, Yannick Assogba and Judith Donath.
Sprint 19 brought together people working across government to learn more about how digital transformation is improving people's lives.
We be talked about the work GDS and teams across government are doing to solve the hardest problems. We also looked at where we’re heading next.
Douglas Coupland Polaroid May 2006
Art Direction by Douglas Coupland...this was the third Polaroid and we kept making adjustments until he was happy with a Warhol esque version. Thank you Doug.
Sincerely,
Jason Michael
Hey!
Are you looking for a Professional Logo and Brand Identity Design for your Business or Company? I'm available for your freelance work.
Let's talk about your projects.
-------
Hire me on Fiverr: bit.ly/2UvfWAq
If you like my design then appreciate me and don't forget to follow me.
Thank you.
For more updates, stay connected
Key Use Cases of Blockchain #Blockchain, #DigitalAssets, #DigitalIdentity, #Remittances, #SmartContracts, #Solutions, #UseCases, #Uses #RecordsKeeper
Check out here >> rcrk.in/cf0b6
setting up the instllation together with Lara, Giacomo and the wonderful staff of BT'F Gallery: Miria Baccolini, Marco Aion Mangani, Alice Zannoni
site:
www.btfgallery.com/exhibitions/mezzapelle-deriu-persico-i...
Example personas made from personas.media.mit.edu/. As I watched this one being compiled, it seemed to draw from reference material that was related to me. With a common name like "Nancy White" there needs to be additional identifiers. (See also the choconancy variant -- also spot on in terms of the sources.) I'm still baffled by many of the categories.