Biodiversity and the Internet: Building and Using the Virtual World Museum

Author(s):  
Edward O. Wiley ◽  
A. Townsend Peterson
Keyword(s):  
Author(s):  
Rakhimova I.I. ◽  
◽  
Mukhiddinova U.A. ◽  
Bеrdiqulоvа G.N. ◽  
Suleymanova D.I. ◽  
...  

In today's age of the Internet, computers and mobile phones for people of all ages are available in almost every home. In addition, in today’s world-wide pandemic, the use of the Internet for education and all aspects of cultural, socio-economic life as well as games such as games is growing rapidly. This, in turn, has a psychological effect on the individual, both positively and negatively on our society and national values. In this article, I have tried to highlight the positive and negative aspects of the internet world that affect the individual. In the article we will focus on the role of the virtual world in human life, the need not to depend on it, to use it for useful purposes.


2018 ◽  
Vol 189 (4) ◽  
pp. 46-59
Author(s):  
Marian Kopczewski ◽  
Agnieszka Napieralska

The 21<sup>st</sup> century is undoubtedly a period of enormous progress in the field of digital technology, a period in which the boundary between the real world and the virtual world becomes less and less visible. The Internet has undeniably become a facilitation of everyday life, since it is a tool of work, communication or a way to spend free time for many users. The virtual world is present in almost all areas of our lives, and people spend more and more time in front of the computer screens, operating websites, e-mails or social networks. Highly developed digital technology is a boon of the 21st century, but despite its numerous advantages, negative aspects are also visible. Virtual knowledge displaces physical interpersonal contacts; physical activity is replaced by spending free time in front of a computer monitor. Various threats (social, psychological, psychological, ethical and moral) resulting from modern digital technologies and the increasing degree of dependence on them are extremely significant. The authors of this article present the results of own research, aiming at making the reader aware that there are both positive and negative aspects of the virtual world.


Author(s):  
Vardan Mkrttchian

This chapter presents artificial and natural intelligence technologies. As part of the digital economy of the virtual world program, it is envisaged to increase the efficiency of electronic commerce and entrepreneurship; a similar task has been set by the leadership of the People's Republic of China. At present, thinking in the virtual world and China is radically transforming, along with methodological approaches to the development of trade policy and its tools in the digital economy. It is these circumstances that determine the relevance of the study, the results of which are presented in this chapter. Development of the fundamental foundations for improving the efficiency of electronic commerce and entrepreneurship in virtual world and China based on the virtual exchange of intellectual knowledge using blockchain technology and implementation multi-chain open source platform is the goal. An acceleration of scientific and technological progress in all areas of knowledge raises the task for ensuring the continuous growth of professional skills throughout the whole life.


Author(s):  
Mario Fontanella ◽  
Claudio Pacchiega

With the development of new digital technologies, the internet, and mass media, including social media, it is now possible to produce, consume, and exchange information and virtual creations in a simple and practically instantaneous way. As predicted by philosophers and sociologists in the 1980s, a culture of “prosumers” has been developed in communities where there is no longer a clear distinction between content producers and content users and where there is a continuous exchange of knowledge that enriches the whole community. The teaching of “digital creativity” can also take advantage of the fact that young people and adults are particularly attracted to these fields, which they perceive akin to their playful activities and which are normally used in an often sterile and useless way in their free time. The didactic sense of these experiences is that we try to build a cooperative group environment in which to experiment, learn, and exchange knowledge equally among all the participants.


Author(s):  
Beverly Hope

The Internet has taken globalization of the marketplace from hyperbole to present-day reality. In this marketplace, information technology can be used to create and sustain market share. One such technology is the extranet. Extranets are increasingly being used to add value through business-to-business information sharing and transaction handling in a secure environment. Yet there is limited research into perceptions of service quality in Web-based Internet environments such as extranets. In this chapter we relate the literature on services and service quality to the developing literature on extranets. Five dimensions of service quality from the physical world are applied to the virtual world of commerce. It is concluded that dimensions of quality in human-to-human interactions may also apply to human-to-computer interactions, but that the factors which contribute to each dimension may differ.


2020 ◽  
Vol 21 (2) ◽  
pp. 235-244
Author(s):  
Dorota Lorenc

Marketing activities of companies are constantly changing due to the globalization and developing technology. In acordance to the new distribution channels as well as to new forms of communication, marketing strategies are based on communication in various media. Since the provision of information become easier, faster and more effective due to the Internet, business representatives are more and more willing to conduct a dialogue wiht clients in virtual world, also transferring their marketing campaigns there. The paper aims to indicate the possibility of using the Internet in marketing activities of companies operating in the tourism services industry, as well as the advantages and disadvantages arising from that fact


2010 ◽  
Vol 49 (3) ◽  
pp. 489-507 ◽  
Author(s):  
Jean-Gabriel Ganascia

This article is based on the notion of ‘sousveillance’, which was invented by Steve Mann to describe the present state of modern technological societies where anybody may take photos or videos of any person or event, and then diffuse the information freely all over the world. The article shows how sousveillance can be generalized both to the real world and to the virtual world of the Infosphere using modern information technologies. As a consequence, the separation between public and private spheres tends to disappear. We believe that generalized sousveillance may transform the overall society, e.g. modern public transportation like the Paris subway might have to change the way it disseminates information due to the impossibility of managing the flow of information coming from its infrastructures. To attempt to elucidate a society based on generalized sousveillance, the article introduces the notion of the ‘Catopticon’, derived from Bentham’s Panopticon: while the architecture of the Panopticon was designed to facilitate surveillance by prohibiting communication and by installing surveyors in a watchtower, the architecture of the ‘Catopticon’ allows everybody to communicate with everybody and removes surveyors from the watchtower. The article goes on to explore the opportunities the Catopticon might offer if extended to the whole planet. It also shows the limitations of the extended Catopticon; some are extrinsic: they consist of various resistances which restrict access to the Internet; others are intrinsic: for instance, we can exchange simultaneously only with a few people, while we may have millions of contacts. As a consequence, the various new ‘regimes of distinction’ mentioned above play a key role in modern societies.


2005 ◽  
Vol 58 (1-3) ◽  
pp. 227-236 ◽  
Author(s):  
Ellen M. Harshman ◽  
James F. Gilsinan ◽  
James E. Fisher ◽  
Frederick C. Yeager

10.28945/2731 ◽  
2003 ◽  
Author(s):  
Hong Wang ◽  
Xin-An (Lucian) Lu

Naturally, humans seek physical and psychological joy. Romance, for instance, is one of the means. People are making quick use of the Internet technology to facilitate their seeking of romantic and quasiromantic experience via “virtual reality.” In this paper we concern ourselves mainly with meaning generation and interpretation in the virtual world. With analysis of a reported case of online deception as empirical evidence, we question in the conditions and assumptions Grice based on for his theoretical proposition of the Cooperative Principle. Our research suggests that deception in online romance is hard to find out because the virtual reality does not provide sufficient conditions for generation of conversational implicatures as suggested by Grice’s Cooperative Principle.


2019 ◽  
Vol 12 (1) ◽  
pp. 37-47
Author(s):  
Flavia Susana Krug

RESUMO: Criou-se um imenso mundo virtual de informação, a partir do advento da Internet. Neste universo prático da informação, disponível a qualquer instante, somaram-se ambientes tramados para interligar as pessoas. A leitura, especialmente a literária, além da escrita numa velocidade espantosa, modificadas e dispostas nos mais diversos formatos, alteraram-se, consideravelmente, e atualmente ler não é mais como antigamente. Dos rolos impressos às telas digitais, o leitor utiliza artefatos diferenciados para o contato com a leitura. De forma não linear, tem-se, portanto, uma infinidade de opções para se completar o processo de leitura de um texto, agora também disposto no meio eletrônico. Virar a página atualmente corresponde a um diferente formato quando acionada pelo toque na tela ou do mouse. Neste artigo, optou-se por refletir brevemente acerca da leitura nas telas, o formato do texto eletrônico e sua textualidade digital. PALAVRAS-CHAVE: leitura; textualidade; texto eletrônico; leitor.   ABSTRACT: An immense virtual world of information has been created from the advent of the Internet. In this practical universe of information, available at any time, we have added environments designed to interconnect people. Reading, especially literary, as well as writing at an astonishing speed, modified and arranged in the most diverse formats, have changed considerably, and nowadays reading is no longer as it was in the past. From the rolls printed to the digital screens, the reader uses differentiated artifacts for the contact with reading. In a non-linear way, we have, therefore, an infinity of options to complete the process of reading a text, now also available in the electronic medium. Currently turning the purchased page corresponds to a different format when triggered by touching the screen or the mouse. In this article we have chosen to reflect briefly on the reading on the screens, the format of the electronic text and its digital textuality..   KEYWORDS: reading; textuality; electronic text; reader.  


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