1 / 13

Janet Murray

The. Simulated. Janet Murray . narratives. Presented by: Mckinlay Stone. Films. Creating a sense of false reality through…. films. g aming world. films. Star Trek. b ooks. Books provide us a narrative in which we follow.

garren
Download Presentation

Janet Murray

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. The Simulated Janet Murray narratives Presented by: Mckinlay Stone

  2. Films Creating a sense of false reality through… films gaming world films Star Trek books

  3. Books provide us a narrative in which we follow. At times we are able to interact and make the story more personal— ex. “Choose your own adventure” books “Works of fiction help us understand the world”. -Janet Murray Science fiction allows for a new futuristic reality.

  4. The Feely Movie --Film triggers arousal, stimulation. --Audience feels connected with the responses of the “real” actors. --Far more real than reality itself. Facial expressions stimulated by galvanic means Characters acting out a pretend love affair

  5. Gaming World Video games allow for a second life. A different reality. Although the player interacts with a thin narrative, the player makes the decisions. Reacting to a naïve notion of total simulation

  6. The risks of gaming “When the writer expands the story to include multiple possibilities, the reader assumes a more active role.” -Janet Murray The game world is personal and allows the audience to BECOME the active member (the narrator) vs. watching a film where the we follow a provided linear story.

  7. “The traditions of storytelling [from books and film] are continuous and feed into one another both in content and in form.” -Janet Murray

  8. UTOPIAN peaceful—unobtainable-- perfect society DISTOPIAN destructive—chaotic--negative

  9. Utopian Society The holodeck is a controlled virtual reality that simulates the imagination of the user. It can present a positive and peaceful impact.

  10. Star Trek--Holodeck Interactive, sophisticated, ability to manipulate the simulated situation. The individual is able to create THE ENTIRE narrative. The holodeck depicts Janet Murray’s theory of the risk of moral decisions. Where does the virtual reality creator separate themselves from the holodeck to real life?

  11. DISTOPIA Humans can utilize technologies in a negative way by becoming lost in them and losing touch with reality. When will technology become too invasive? Is it self-destructive?

  12. holoNOVEL The narrative of technology has evolved. Books and films we are given a narrative with which we are more of an outsider vs. a character. In video games we interact-we choose our path. The holodeck provides COMPLETE submerssion of us as acharacter, deciding what we eat, what we see, who we date..a virtual reality. .

  13. What’s next? “We could have actual faces photographed in real time and mapped onto the avatars in the software.” -Janet Murray The future?

More Related