Sunday, January 25, 2009

Virtual Roadblock

If you are a fan, or not, you have seen characters escape to the Holodeck for a getaway to some timeless place; an adventure to bring rest and relaxation. It has been seen time and again, through many different spin-offs, of many different episodes, of the unforgettable saga, Star Trek. However, is such a concept possible? “Virtual Reality as Dream and as Technology,” insists that this form of role-play already occurs in places like moos and chatrooms (Ryan 61). Yet, if this conclusion is true, then maybe this technology is even older and more primitive. Furthermore, does the virtual arena carry certain dangers?

If moos and chatrooms are virtual arenas, where individuals can go and carry out alter egos, then this technology has been in existence since the 1970’s. This technology could have been found on any given weekend, late at night, in the basements or bedrooms of teenage children; the game, “Dungeon and Dragons.” In these quarters players would have to verbally communicate to each other the actions and surroundings, which exited in their virtual plane. Sometimes when the concept of “reality” was challenged within the realm, players may have went to the next level and acted out the scenario in question. This physical engagement would represent more of a virtual element, than that of the cyberspace arenas of moos, or chatrooms. If anything, the many realms, which gave existence to “Dungeons and Dragons,” would be more compatible with today’s Nintendo Wii, where players physically move to generate the actions of their video game character.

Ironically, these two areas of virtual reality have completely opposite opinions within the societal spectrum. The Wii has been generally accepted in society, and seen as a big technological advancement. “Dungeon and Dragons,” on the other hand has been seen as a game of evil, which brings children to heathenism. Furthermore, it possessed a backlash amongst peer groups; identifying those who played as nerds and subject to teasing, and other social repercussions. In short, virtual reality only works when it is social acceptable.

Tuesday, January 20, 2009

Cyborgenics of Higher Education

In “A Cyborg Manifesto,” Donna Haraway discusses the feminization of the workplace, or jobs considered a woman’s work. This categorization distinguishes between that which is accepted into the “system” and those whom are outside of the system; hence exploited (Haraway 166).

Within this logic and the framework of higher education, the college institution has in a sense feminized English Studies, especially the realm of Composition. This is because the field has been demonized as a service course to meet the needs of “more important” disciplines within the institution. This demonization has led to the vulnerability and exploitation, which is discussed within the manifesto (Haraway 166). This exploitation turns educated instructors into unrespected service workers, due especially to increased workloads, lower pay, and the lack of benefits; not to mention any real sense of job security.

If the institution of higher education is a cyborg it is not fully operational. It will never be complete until it fully embraces English Studies; especially, Composition.