This review examines studies of the affordances of digital technologies that produce virtuality. What we can call a "technological turn" in the literature considers technology a first-order analytical object rather than blackboxing it or subsuming it under social process. J.J. Gibson's original concept of affordance is explained, as well as its evolution to a concept consonant with anthropology's concerns. The review probes studies of political activism, work, and play. It comments on how virtuality affects anthropology as a discipline.
This article recounts Foucault's critical reevaluation of Thomas Hobbes in his 1975-76 lecture course, published as Society Must Be Defended (2003). In probing Hobbes' pivotal role in the foundation of the modern nation-state, Foucault delineates the "philosophico-juridical" discourse of Leviathan from the "historico-political" discourses of the English insurrectionists whose uncompromising demands were ultimately paved over by the more conventional seventeenth century debate between royalists and parliamentarians. In his most sustained engagement with political philosophy proper, Foucault effectively severs the two co-constitutive terms, enumerating the damning consequences of thinking politics apart from history and philosophy apart from the laws and codes that had been "born in the mud and blood of battles." Displacing himself in the archive, Foucault doubles the Levellers and Diggers' efforts to restage the violent conquests that undergird our seemingly calm governmental regimes. This doubling, I argue, evinces the profound influence of Deleuze's innovative ontology of time on Foucault's genealogical method. Foucault's research strategy takes a fundamental turn towards specific techniques of cultural memory in the wake of his colleague's radical reconceptualization of virtuality, difference, and repetition. To this end, I take up Foucault's review essay "Theatrum Philosophicum" and his comments on method in "Nietzsche, Genealogy, History" in order to draw an analogy between what he does in 1976 and what the Levellers and Diggers were doing in 1651. In the final analysis, genealogy means war, and, in this war, it is the very being of the virtual itself that is at stake.
Introduction. The influence of virtual reality on the processes of deanthropologization becomes an obvious fact of the development of numerical rela- tions that determine philosophical concepts in the direction of posthumanistic discourse. In this type of discourse, a person is reduced to a numerical operation, an intermediate procedural link in the network structure of a numerical relationship with other objects of the digital network. The purpose of the article is to identify the rela- tionship between virtuality and imagination, the distinction between a virtual person and a vividly imagining one. Methods. The author uses the methods of decon- struction, which identifiy new philosophical meanings of established understand- ings of virtuality and related anthropological types, and the phenomenological method of studying the issues of virtuality and anthropological reality, forming new perspectives for studying the phenom- enon of virtuality through an appeal to the constitu- tive role of consciousness. Scientific novelty of the research. The scientific novelty of the study is represented by the discovery of a new anthropological distinction between homo imaginabundus and homo virtualis, implying on- tological differences of these types in their appeal to the subjective and objective constitutive role of consciousness. Results. If the anthropological type homo imagi- nabundus is vividly imaginative and is associated with the phenomena of authentic virtuality and sub- jectivity, then homo virtualis refers to inauthentic virtuality only as one of its possible variants without connection with the self—affecting component as such. Conclusions. Anthropological reality is in a state of bifurcation, from which it can emerge in several ways, the most likely of which will be the ways of deanthropologization in algorithmic flows and codes of the digital environment, or the way of preserving the phenomena of self-action, vivid im- agination associated with subjectivity and the field of authentic virtuality.
Virtuality in organizations has usually been treated as a characteristic that is observed either at a team or organizational level. However, the penetration of new technologies into our lives has transformed the entire design of organizations and teams. Not only has the design of teams and organizations changed, but the context and design of our jobs have also been impacted. Today, even employees in traditional team settings use electronic communication tools to work with multiple dispersed contacts outside of their teams and organizations, such as colleagues, clients or suppliers, who do not share the same geographical location. With all of these changes, virtuality can no longer be considered as a concept that is exclusive to virtual team members. In today's organizations, to some extent, everyone's tasks involve non-face-to-face contacts, irrespective of team virtuality. It therefore becomes crucial to identify the task virtuality phenomenon in organizations. With this paper, the example of Yahoo! is used as a case study to illustrate how task virtuality can be relevant for the design of organizations. Additionally, the proposed two-dimensional framework integrates both team virtuality and task virtuality elements in organizations. This framework is novel in that it not only allows us how to conceptualize the task virtuality, but also provides practical guidance for managers to identify and understand the factors leading to high task virtuality and to deal with the resulting complexities.
The paper discusses the measurement of manufacturing virtuality and, in doing so, contributes to knowledge in the fields of operations strategy, operations management and accounting. Initially, the use of a virtual manufacturing operations strategy within the contemporary business environment is considered. Thereafter, a conceptual scale by which the extent of the virtuality of a manufacturing organisation can be measured is presented. A preliminary version of the scale is described together with its application to three companies manufacturing in the global electronic and electrical industrial sector. These companies, each having adopted different operations strategies, potentially represent the two extremes and a mid‐point on the virtuality scale. The empirical component of the work includes presentation of case study descriptions of the companies and the results of the application of the scale. These are shown to provide evidence of its validity. The final section of the paper analyses the current form of the model and describes how its performance might be informed by the incorporation of concepts from accounting that embrace the financial measurement of intangible company assets. It is a further demonstration of the limitations of conventional financial reporting in dealing with contemporary issues in management and business. The paper concludes by discussing the generic significance of the work and by presenting future directions for the research.
If architecture is politics, then the rise of data-driven computing systems will transform the course, if not the conditions of possibility for the political. Provoked by the work of artists Ruti Sela and Maayan Amir, this contribution explores the connections between terror and safety, borders and jurisdictions, and those between individual and collective subjects. I argue that we are moving into a world constituted by networked, mobile and polymorphous borders that will require hard work to sustain our capability to reconfigure multitudes as collective subjects, offering protection against untenable uncertainty in the face of a volatile jurisdictional instability.
A comment on virtual reality focuses on its contribution to the loss of identity & reality; its development of intimacy between person & machine; & the elimination of a difference between in-person interaction & computer-based interaction. Cyberspace is discussed as the collapsing of nature into technology that deeply alters the nature of experience, provides an escape from reality, & helps to create an artificial world that destroys the natural. Adapted from the source document.