TELEPRESENCE IN POPULAR CULTURE

A study of portrayals of presence

The Girl From Monday

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ABOUT THE WORK

MEDIUM:

Film 

YEAR:

2005 

WRITER(S):

Hal Hartley 

OWN COPY?

No 
 

ABOUT THE STORY

SUMMARY:

from imdb.com In the not-distant-future, the market has taken over everything, thanks to the marketers. The consumer is king, and those who see value outside of the marketplace are "enemies of the consumer", terrorists, and "partisan" enemies that the state must dispose of. Protagonist Jack seems to be at one with the media corporations (after all, his marketing ideas led to the institutionalization of the exchange of sex for enhanced buying power), but is he somehow involved with the feeble and pathetic resistance movement? Does he love Cecile, his colleague, or is she a pawn in his game? And what of the mysterious girl from Monday? Are immigrants from the star system "Monday" really assisting the partisans? Summary written by Martin Lewison {dr@martinlewison.com}  

ERA/YEAR:

Near future 

CHARACTERISTICS
OF WORLD:

The near future is similiar to today's world. After the revolution, a corporation became the government. Economics govern the world and everyone is encouraged to earn as much as possible, in order to consume as much as possible.Every action a person takes earns more capitol. Nothin is done for any reason other than to raise credit ratings. 
 
ABOUT THE PRESENCE-EVOKING TECHNOLOGY
NAME:
virtual reality, connected to the Internet 
DESCRIPTION:
High School students are taught entirely through virtual reality, connected to the Internet. Each student wears a large pair of goggles and interactive gloves. Wires connect everything. They are immersed in virtual reality, learning from a designed system. While they are supposedly learning, their choices and desires are recorded by marketers. Quality and vivdeness of the online world are unknown. 
NATURE OF TASK OR ACTIVITY:
Learning. In school. 
PERFORMANCE OF THE TECHNOLOGY:
It works well for the marketers. They are able to know what people want before they want it. The students don't learn. 
 
ABOUT THE CREATORS OF THE TECHNOLOGY
DESCRIPTION:
unknown specifically, although it seems that 3M, the governing corporation, invented it.  
MAJOR GOAL(S):
To learn consumer preferences. 
 
ABOUT THE PEOPLE WHO EXPERIENCE PRESENCE
DESCRIPTION:
High schoolers - male, female, all years. They are all anti-social and carry weapons. Schools are so violent that only convicts are "teachers". "teachers" sit in the front of the classrooom watching students as they sit in virtual reality. 
 
ABOUT THE PRESENCE EXPERIENCE
TYPE(S) OF PRESENCE:
Spatial presence 
DESCRIPTION:
It seems like while the students are supposed to be learning, they are really just shopping. Whatever they re doing online is making them very antisocial and hostile. They must be given drugs in order for them to go into virtual reality. The audience can only assume that it is not that pleasent. 
USER AWARENESS:
yes. 
VALENCE:
Either ambilent or unpleasant 
SPECIFIC RESPONSES:
well, they are supposed to be learning, but are not. the experience also seems to be making the students act out. 
 
ABOUT THE CONSEQUENCES OF PRESENCE
LONG-TERM CONSEQUENCES:
The story seems to end negatively. The counterrevolutionaries do not win. Society continutes on, centered around consumerism. 
 
AND FINALLY...
OTHER INFORMATION:
 
CODER NAME:
Amanda Scheiner 
CODER E-MAIL:
amandags@temple.edu 
CODER AFFILIATION:
Temple University 
DATE CODED:
12/20/2006 

 


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