From: Keane Chan <kchan@xtra.co.nz>
Subject: SOC: VR Culture Assignment
Date: Wed, 24 Sep 1997 14:55:24 +1200
Message-ID: <3428811C.24459004@xtra.co.nz>
Organization: Customer of Telecom Internet Services


Hello, everybody....

My name is Keane Chan. I am in the midst of my current research project.

My "topic" is the the next world culture is this virtual paradigm.

What I mean by virtual paradigm is the various aspect of the next
generation of computing and its aspects. The main focus is Virtual
Reality.  Applications of these are:

Virtual Idols  Such as Laura Croft ( Tomb Raider)
                             Data Koyoko ( Pop Star )

Virtual Pets

The Internet as is now with new stuff like Avatars (Want heaps of
info, please) On Line Gaming? Mush and likes

Any points of views, Web Sites, information, areas of suggested
research and everything like that would help a great deal.


--
S.C.: 'Who builds stronger than a mason, a shipwright, or a carpenter?'

F.C.: Ay, tell me that, and unyoke.
S.C.: Marry, now I can tell.
F.C.: To't
S.C.: Mass, I cannot tell.
F.C.: Cudgel thy brains no aboutit, your dull ass will not mend his pace
with beating;
      and, when you are asked this question next, say
      'A GRAVE-MAKER :' the houses that he makes lasts till doomsday.
      Go , get thee to Yaughan' : fetch me a stoup of liquor.

     - Hamlet, Shakespeare
      Act V Sc.1


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Virtual Culture becoming The Next Global Culture
Through the expansion of Globalism and Mass Advertising, cultures are bec=
oming more closer together. Systems of beliefs and values are also becomi=
ng together as cultures and countries starting to help and trade with eac=
h other. A key factor that have allowed for us to achieve this is the not=
ion of Technology. Without Technology as it stands now it will be very di=
fficult for us to perform this =D2Global Meshing.=D3 Technologies such as=
 Printed Media to Electricity to Telephone to Television to Computers and=
 all the ones in between and before and after. The strong impact =07of Co=
mputers in todays society have created the Virtual Paradigm,  especially =
impacting among the Design Industry.=20

Ideals of this Virtual Paradigm have given rise to Interactivity.  When t=
he audience of a product can in some ways engaged with the product. This =
have spread many avenues of interactivity in the Visual Communication Des=
ign field such as Multi Media Publishing, Interactive TV and The Internet=
 to mention a few. Virtual Reality is another avenues, which always have =
been in the Realm of Science Fiction, prompted by The Popular Cultures su=
ch as writings of William Gibbson starting with Neuromancer to Japanese M=
anga culture. This Spread goes to a large field of genres and each differ=
ent from each other to being the same - but still being Science Fiction.
BUT IS IT?
In this essay, through various case studies, interviews and research, sha=
ll be discussing this Virtual Culture as it stands now and will be. Will =
this culture become The Next Global Culture/Lifestyle? What kind of socia=
l impact it will have in todays societies? What impact it is going to hap=
pen to the Visual Communications field? =07As Designers are we going to t=
ake on a different mantle from what this profession was originally intend=
ed for?

In among this essay, some of the case studies used will be:

=A5	Date Kyoko  =09
		Virtual Persona, an 3D rendered Pop Singer
=A5	Giga Pets  =09
		Virtual Pets
=A5	The Internet =09
		A Global Network of Gigantic Proportions
=A5	other semi virtual/ first person interfaces=20
		Games like Quake, Tomb Radier, First person filming.
=20
Now, with the world becoming more in tuned with technology and coming to =
terms with New Media as a way of living. The Technology will advance in e=
ither form of Computers like Virtual Reality or Cybernetics or even in a =
different form maybe Neurology or something so Unspeakable  which only ti=
me can tell.


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