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Janet Murray The Simulated narratives Presented by: Mckinlay Stone.

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Presentation on theme: "Janet Murray The Simulated narratives Presented by: Mckinlay Stone."— Presentation transcript:

1 Janet Murray The Simulated narratives Presented by: Mckinlay Stone

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

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

5 Gaming World A different reality. 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 DISTOPIAN peaceful—unobtainable-- perfect society 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 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? The individual is able to create THE ENTIRE narrative.

11 DISTOPIADISTOPIA 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?


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