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[Commlist] Call for Papers: Colloquium "Rethinking the digital virtual as a regime of action, experience and relationship"
Fri Jul 12 06:59:58 GMT 2024
As part of the DREES-funded project "Digital Detox", we are pleased to
organize a one-day colloquium on "Rethinking the digital virtual as a
regime of action, experience and relationship".____
The event will take place on January 28, 2025 at the EHESS (Paris). It
will open with a lecture by Lisa Messeri, Professor of Anthropology at
Yale University, on her recently published book/In the land of the
unreal. Virtual and Other Realities in Los Angeles/.____
Paper proposals must be submitted by September 6, 2024.____
Please find below the full call and submission details.____
We are looking forward to hearing from you!____
Céline Borelle for the Scientific and Organizing Committee
----
*Rethinking the digital virtual as a regime of experience, action, and
relationship*
Céline Borelle (SENSE, Orange et CEMS, EHESS-CNRS-INSERM)
Elsa Forner (CEMS, EHESS-CNRS-INSERM)
Anne-Sylvie Pharabod (SENSE, Orange)
According to Gilles Deleuze (1995), the virtual can be defined as that
which is entirely real but not actual, that which does not exist in a
concrete, tangible way. A concept first developed in philosophy, it
began to be used in the field of computer technology in the late 1980s,
notably through the term “virtual reality”, coined by engineer Jaron
Lanier to describe interaction with a simulated environment (Woolley,
1992). Since then, it has expanded to become a means of investigating
digital applications in general (Woolgar, 2002). In particular, the
virtualization made possible by digital technologies has been the
subject of anxious questioning. Digital uses have been seen by some as
symptomatic of an attraction to the virtual that would take precedence
over the real (Jauréguiberry, 2000; Turkle, 2011) or at least be able to
compete with it, including the risk of a pathological social withdrawal
of the individual (Piotti, 2021).
This call, on the contrary, invites us to free ourselves from any
normative goal in order to question the process of virtualization, which
is constantly fed by technological developments and oriented towards the
extension of the “immersive web paradigm” in its perceptual, narrative
and social dimensions (Boullier, 2008). More specifically, it proposes
an empirically grounded study of forms of digital virtualization, i.e.
the dematerialized situations produced by the use of digital
technologies. The aim is to explore the ways in which these virtual
situations engage people and contexts, opening up possibilities of
simulation, anonymity and distance.
Without adopting a technical determinist perspective, since “the virtual
does not depend on a technical apparatus to exist” (Proulx and
Latzko-Toth, 2000, p. 103)1, this call aims to take a fresh look at the
forms of virtualization made possible by digital technologies: from the
mediatization of interpersonal exchanges on the Internet to acting in
environments that are at least partially simulated thanks to what are
now called "immersive" technologies (virtual reality, augmented reality,
mixed reality), not to mention interactions with technical devices
equipped with artificial intelligence (social robots, chatbots, online
avatars).
Human-machine interaction is a distinct field of research at the
intersection of engineering, cognitive science, psychology, and
ergonomics. Several social science traditions can also be mobilized to
think about the simulation of human interactions with artificial beings
(Borelle, 2018). This call therefore proposes to focus more specifically
on activities performed by humans in virtual environments, drawing
attention to situations in which bodily involvement is not obvious and
can be questioned. This choice stems from the desire to work on the
notion of the virtual by taking seriously the specificities of the
system of engagement it authorizes.
While the “material turn” in the social sciences has enabled digital
infrastructures to be brought to light, the thrust of this appeal is to
argue that digital technologies have also opened up the possibility of
engaging with dematerialized situations. The salutary questioning of the
idea that the digital world proceeds from a suspension of physical and
social constraints has led to the abandonment of the notion of the
virtual in most social science research. Our hypothesis is that this
abandonment has been too radical, and that this notion can usefully
characterize registers of action, orders of experience, andrelational
dynamics specific to the digital context.
Therefore, this call proposes to reopen this notion by unfolding it as a
regime of experience, action, and relation.
Based on the synthesis proposed by Marcus Doel and David Clarke (1999),
Serge Proulx and Guillaume Latzko-Toth (2000) distinguish three
approaches to the relationship between the real and the virtual. In the
first two approaches, which are based on normative thinking, the virtual
is opposed to the real. On the optimistic side, the virtual is seen as a
way of "solving" the imperfections of the real. It allows a wealth of
possibilities to be explored. On the pessimistic side, the virtual is
subordinated to the real in a logic of 'representation'. It is seen as a
degraded copy of reality. Putting these two normative approaches in
historical perspective, it seems that we have moved, in the words of
Serge Proulx, from the "sublime" to the "ersatz". The currently dominant
narrative of the history of digitization is characterized by this
dynamic of disenchantment, from a founding techno-enthusiasm to a
resurgence of critique (Bellon, 2019; Alexandre et al., 2022).
The sociology of uses has developed by abandoning the normative
perspective in favor of a descriptive approach, which aims to understand
the virtual in its hybridization with the actual. This is the third
approach identified by Serge Proulx and Guillaume Latzko-Toth (2000).
Numerous studies have sought to challenge the opposition between the
virtual and the real, to emphasize that digital experiences are framed
by the same social mechanisms as experiences of co-presence, and to show
the interactions between the deployment of online and offline
activities. The topic of “virtual communities”, for example, has
generated a wealth of literature along these lines, from the work of
Howard Rheingold (1995) to work on the revitalization of a leisure
activity such as knitting through its online sharing (Zabban, 2016).
Sociology and anthropology have taken an interest in forms of online
sociability, particularly in comparing the rules of online and offline
interaction. Several studies have examined interactions in simulated
virtual reality environments (Schroeder, 2002), in online forums
(Beaudouin, 2016), in persistent games (Bainbridge, 2010), or in
relation to an “imagined audience” on social networks (boyd and Ellison,
2007). These studies highlight the reconfiguration of forms of
collaboration and conventions, between netiquette (Hambridge, 1995) and
playful experimentation (Pharabod, 2021). The sociology of use has also
focused on investigating forms of “online visibility” (Cardon, 2008),
the ways in which we present ourselves on personal pages (Licoppe and
Beaudouin, 2002), blogs (Paldacci, 2006), social networks (Georges,
2009), and online games (Auray, 2004), in particular by looking at the
issue of the digital double.
This work has thus invested the digital world as a new medium for
constructing the social, the collective and the self. In doing so, the
focus on the entanglement between online and offline activities has led
sociology to gradually abandon the notion of the virtual. The normative
disqualification of the virtual was compounded by the deconstruction of
its analytical scope. In the end, sociology has done little to study the
digital virtual as such, not only as a new medium but also as a new
territory, a perspective outlined by geographical approaches to the
spatial dimension of online phenomena (Perrat, 2020). The few works that
have set out to study “the virtual for its own sake” (Boellstorff, 2008,
on Second Life) focus on persistent games, “modes of inhabiting virtual
worlds” (Lucas, 2018), the experience of a “techno-trance” (Triclot,
2016), or the virtual funeral as a “lived spiritual event” in World of
Warcraft (Servais, 2012).
The field left open has been taken over by other disciplines that have
mobilized this notion of the virtual and taken on the task of studying
it as such. Psychoanalysis has taken an interest in the metamorphoses of
the ego in the virtual age (Godart, 2016; Alcon Andrades and Tordo,
2023). Experimental psychology has dealt with the assessment of
cognitive skills, such as the ability to drive, using virtual
simulation(Milleville-Pennel et al., 2010), or with the way people
invest in their avatar, in particular by measuring the "Proteus effect",
which refers to the fact that an individual's behavior in virtual worlds
is modified by the characteristics of his or her avatar (Szolin et al.,
2022). From a multidisciplinary perspective, a number of studies in the
information and communication sciences extend this line of inquiry to
the embodiment of avatars (Amato and Perény, 2013; Beaufils and Berland,
2022) and, more broadly, to the determinants of immersive experience in
the use of digital devices (Bonfils and Durampart, 2013). Design has
also taken an interest in the changes in perception under virtual
conditions (Vial, 2013).
The aim of this call is to take a sociological look at the digital
virtual as a mode of action, experience, and relationship. The aim is to
take a fresh look at the relationship between the real and the virtual,
as well as other pairs of terms that are often embedded in the analysis
of their articulation: real/false, simulated/authentic,
fictitious/effective. The results of sociological studies that have
documented and analyzed arrangements with reality through forms of
fiction, trickery or even lies (see, for example, Hennion and
Vidal-Naquet, 2012, on the ethics of care) could usefully be put to the
test in an investigation of virtual situations. This call for papers
aims to bring together contributions that investigate the design,
engagement, and regulation of virtual situations. As other disciplines
place great emphasis on the perceptual dimension of engagement,
especially in immersive situations, we propose to explore other
dimensions as well: spatiality, temporality issues, modulations of
social sanctions, contextual plasticity, and reduction of material costs.
This call for proposals is structured around three axes, organized
around different modalities of articulation between the real and the
virtual.
1. Virtual training
This axis concerns situations in which people train to act, to make a
gesture, to forge or perfect a way of doing things, in virtual
environments. These situations are characterized by challenging the
boundary between the real and the virtual by focusing on the
transposition of the virtual to the non-virtual. Here, virtual
simulation is set up as a means, with the horizon of action located
outside the virtual. The challenge is to consider the specificities of
“technical repetition” in the Goffmanian sense (Goffman, 1991) in a
digital environment. Virtual training involves suspending the test of
action in a physical environment, often a collective one. We can think
of the design of virtual reality exposure therapy (TERV) to treat
military post-traumatic stress syndrome (Brandt, 2013), and the uses of
TERV to treat phobias (Klein and Borelle, 2019; Forner , 2020) and
addictions (Borelle and Forner, 2024); the use of virtual reality to
acquire soft skills in the context of training (the art of the pitch,
for example, see Faustin Barbe's thesis in progress) or job search (see
the interview training tool used by Pôle emploi); learning technical
gestures in the medical context (the use of augmented reality in
surgery), in the fields of design and architecture (modeling spaces in
virtual reality), or even in the military (the use of simulators to
train fighter pilots, Dubey and Moricot, 2016); raising awareness of
personal attacks through experiences from different points of view, in
the justice system (use of virtual reality in cases of domestic
violence) and in the fight against gender discrimination, ordinary
sexism and sexual harassment (see the start-up Reverto, specialized in
VR tools dedicated to human rights).
2. Experimenting the virtual
This axis brings together situations in which the virtual is the horizon
for action. The virtual is invested for its own sake, as an end in
itself. The challenge is to analyze the way in which people play with
the boundaries between the virtual and the real, maintaining the
vagueness in order to experience its richness. In the field of beliefs,
we can think of digital religious practices (Campbell and Evolvi, 2019)
or the reception of online clairvoyance (Gilliotte and Guittet, 2023).
In terms of affective and sexual relationships, we can think of the
consumption of online pornography (Pailler and Vöros, 2017) orcamsex
(Béliard et al., 2021) and pairing with avatars (Giard, 2021). In the
realm of cultural and leisure practices, we can think of online museum
visits (Bernon, 2023), virtual tourism, the experience of a symphony
concert in augmented reality (Laurent, 2023), and the use of the Pokemon
Go application (Berry and Vansyngel, 2021). In the world of consumption,
we can think of visiting an apartment in virtual reality (Ivanov and
Rejeb, 2017) or the shopping experience in virtual reality (Bettaieb,
2018). In terms of the relationships that the living have with the dead,
we can think of online spiritualism (Georges, 2013), practices that
consist of keeping the deceased virtually alive (Julliard and Quemener,
2018), and the digital experience of mourning one's child through
"mamanges" and "papanges" (Ruchon, 2015). In the field of mental health,
we can think of therapy experiments with avatars or online chatbots (the
first ELIZA chatbot, created by Joseph Weizenbaum in 1966, was designed
to simulate a Rogerian psychotherapist).
3. Framing the virtual
This axis covers the activities involved in framing the virtual, from
its design to its institutional regulation. We can look at how designers
think about virtual situations, how their practices have changed with
technological developments (see, for example, the history of virtual
reality headsets outlined by Michaud, 2017), how they envisage the
transposition of the real to the virtual and vice versa, how they
concretely deal with issues such as imitation2, realism and
verisimilitude (Suchman, 2016), or immersion, incarnation and digital
doubling (Messeri, 2024), and how these practices give rise to debates.
We can also interrogate the activities involved in regulating the
boundaries between the virtual and the real, and in framing engagement
in virtual activities and relationships, especially in situations where
the consequences of the virtual on the real are the subject of both a
problematization and a construction of modes of reparation. We might
think of the pathologization of cyber-addiction (see Valentin Rio's
dissertation in progress), the proliferation of devices to control the
amount of time spent on screens, or the emergence of expertise on the
damage done to children by screens. We could also think of the treatment
of virtual attacks, the judicialization of cases of virtual rape and the
development of psychological expertise to support this process, the
characterization of "grazing" (Adou, 2022), the police, judicial and
therapeutic management of cyberbullying (Blaya, 2011), or the regulation
of online hate speech (Castex et al., 2021).
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