Navigating the Narrative in Space

Virtual reality contains implications of spacialized thinking in terms of the subject within the virtual world.  In the jargon alone it is blatant to see that our understanding of space and time within the virtual world is not structured adequately for this new space.  Metaphors are most often used to explain geography and spacial relations on-line; such as a site being referred to as a “frontier” to build on, or spaces such as Second Live or Alphaworld can be “colonized.” The computer’s screen is often referred to as a page of a book.   However, this literary metaphor is decieving as the article exemplifies.  Women who may look to books in order to escape real world problems (ie.  harrasment), find that there is still an occurance of these problems on-line.  Many misconceptions arise from such metaphors because there is a lack every element that is within the virtual space.  The book metaphor may refer to the thought that virtual space is “another world”, however it does not contain the elements of interactivity, communication and public input which effects changes constantly.   Gender play a large role in VR because whether the controller amplifies their gender or denotes it, it plays a part in the site itself.  The controller utilizes the space for different reasons that may not be as easily controlled in real life, and the viewer creates a gender for the site, not the creator.

Virtual reality, unlike the real world, is a space that can be completely controlled.  Every aspect of the virtual space can be altered to the likings of the controller.  This also brings forward the point that, in the virtual world, most often it is the space that is designated a name and identity, instead of the person who created it.  Every space in VR is immediately given a higher status than many in the real world.  Similarly to institutional or sacred spaces, each space in VR has a purpose and meaning which is utilized by the public for that specific reason.

Totem

There are many layers of Durkheim’s totem theory that can be transferred to virtual reality, but not quite the same way.  The idea of a totem, and physical interpretation of the divine may be seen online.  Any image can be reconstructed online, allowing totems to be accessed and seen by many.  However, if the totem is used as an embodiment of the divine, that sacred element is lost in virtual reality.  In order for a divine to be embodied into a sacred object, it usually requires a religious leader of some sort to preform a ritual, which may hold true for this reality, but because the physical totem can no transfer over to virtual reality, only the image, the divine could not either.  If the totem is used merely as a symbol, the image alone would hold itself as a religious icon and would lose no meaning whether nailed above a door or encoded online.   With the advancement of e-church and other religious gatherings online, the idea of a formed community practicing religion may seem adequate within the virtual reality.  However, because an act is being performed online with other avaters, does not make a community.  First, there  is no way to be certain that every one is qualified to participate (if they haven’t made their communion they can’t eat the e-waffer, if they haven’t been excepted into “maturity” they may not allowed to be present).  This allows people to participate who may, just by their participation, create the space to be impure or unsacred.  When a person interacts with an online community or game (religious or not), it seems like a solitary task until it is discussed or acknowledged outside of virtual reality.  Then it has become realized as a social activity.  In order for these religious icons, communities, etc to be considered authentic, there needs to be a real acknowledgment existence outside of the virtual reality. Then, even though the VR is a representation, it can be accounted for in the real world.  This could be made an acception if the divine is put into VR.  For instance, Pagans view VR as an extension of reality and therefor place the divine into VR so that it becomes a sacred place.  This may rectify some religious rituals online if a leader (rabbi, priest, etc) “bless” the specific VR space (maybe through URL?) before any e-task is preformed.