Avatars, Art and Aspirations: The Creative Potential for Learning in the Virtual World

Author(s):  
Simone Wesner
2021 ◽  
Vol 10 (2) ◽  
pp. 176
Author(s):  
Maira Mukhtarovna Pernekulova ◽  
Ayazhan Sagikyzy ◽  
Zhamal Bazilovna Ashirbekova ◽  
Dinara Mukhtarovna Zhanabayeva ◽  
Gaukhar Abdikarimovna Abdurazakova

Currently there are many attempts to determine virtual reality which is created by digital technologies. The present article discusses this phenomenon in the creative act. This approach gives an opportunity for the full consideration of virtual reality because the category of reality includes not only digital technologies but subjective perceptions which creates problems in its definition. According to our understanding virtual reality is determined by the relation with the person’s virtual world and digital code. The person’s creative potential is defined, in its turn, as the person’s virtual. In the creative act between virtual reality and creative potential besides homogeneous connection there is an ontological connection and then virtual reality is a medium and a tool for the person’s creative potential realization. In this case the creative act is an actualization of images or symbols, by changing the intensities of the virtual image which results in the transition of the creative potential into otherness- the virtual reality of the code. As the tool of creative reality virtual reality plays the role of the digital technology which alienates the person’s time and space.   Received: 19 November 2020 / Accepted: 4 February 2021 / Published: 5 March 2021


Author(s):  
Caleb T. Carr ◽  
Paul Zube

Network autocorrelation occurs when individuals receive assistance from others which regulates their own behavior, and it can be used to explain how group members may improve their task performance. This study explored how network autocorrelation, via informal communication within a virtual group, affected an individual’s task achievement in the online game World of Warcraft. Informal interactions between guild members during a 4-year period were collected and analyzed to assess how informal interactions with other group members affected an individual’s in-game achievement. Findings indicate informal communication from other group members (specifically the experience and helpfulness of the other members) positively predict an individual’s task performance, while tenure with the group negatively predict individual achievement. Findings are discussed with respect to network analysis and influence in online groups.


2011 ◽  
Author(s):  
John Tawa ◽  
Uma Shanmugham ◽  
Tam K. Dao ◽  
Venus Tsui ◽  
Phuong T. Nguyen ◽  
...  

1998 ◽  
Author(s):  
Fiona Czerniawska ◽  
Gavin Potter
Keyword(s):  

2017 ◽  
pp. 100-116 ◽  
Author(s):  
T. Abankina

The paper analyzes trends in the development of the creative economy in Russia and estimates the export potential of the Russian creative industries. The author demonstrates that modern concepts of cultural heritage preservation focus on increasing the efficiency of its use and that building creative potential and systematic support of the creative industries are becoming a key task of the strategic development of regions and municipalities in the post-industrial era.


1970 ◽  
Vol 6 (1) ◽  
pp. 62-71
Author(s):  
Лариса Міщиха

У статті зроблено спробу проаналізувати феномен "досвід" у форматі дослідження творчого потенціалу особистості. Теоретико-методологічними засадами заявленої вище проблеми стали концептуальні засади гуманістичної психології, феноменологічного підходу. Досвід, як вагома складова творчого потенціалу особистості, розглядається у співвідношенні таких провідних тенденцій, як стереотипність та оригінальність. Наголошується, що досвід, з одного боку, може сприяти все більшій алгоритмізації та стереотипізації, консерватизму у розв’язанні нових задач, що безумовно перешкоджає творчості. З іншого боку, в осіб з високим творчим потенціалом він стає інтегрованою формою життєтворчості, де в структурі старих знань завжди знайдеться місце новим знанням як привнесених "ззовні", так і знанням, що їх отримує автор через власні ініціації, пошук, накреслюючи власноруч вектор руху. Звідси він отримує "побічний продукт" творчої діяльності – саморозвиток. Відтак творчий досвід трактується як такий, що містить у собі акумуляцію та інтеграцію усіх прижиттєвих творчих напрацювань особистості, готовність її до творчої діяльності та безперервної освіти. Суб’єкт творчої діяльності залишається відкритим новому досвіду, сповнений готовності до нового пізнання, творчих пошуків. In the article there was an attempt to analyze the phenomenon "experience" in the form of investigating a person’s creative potential. The theoretic methodological background of the performed above problem is conceptual background of humanistic psychology and phenomenological approach. Experience as an essential part of a person’s creative potential is regarded in relation to such leading trends as stereotype and originality. On the one hand, the experience is emphasized to be able to promote the model of algorithm and stereotype, conservatism in solving new tasks that is certain to inhibit creativity. On the other hand, personalities with high creative potential have an experience that is becoming an integral form of life work where in the structure of old knowledge you can always find a place for both new ones coming out "from inside" and the ones the author takes due to his own initiation and search. In this way he sketches motion vector and gets the "by-product" of his creativity, it means self-development. Hence, creative experience is interpreted as the one to absorb accumulation and integration of all creative experience in a person’s life; also his/her readiness to creativity and continuing education. The subject of creativity remains opened to a new experience that is fully ready for a new cognition and creativity.


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