Digital Technology and the Third Reality: Its Ubiquitous Presence in the Analytic Space

2021 ◽  
Vol 74 (1) ◽  
pp. 335-348
Author(s):  
Monisha Nayar-Akhtar
Religions ◽  
2021 ◽  
Vol 12 (9) ◽  
pp. 736
Author(s):  
Jean Marc Barreau

This article proposes to study the changing relationship between religion and the digital continent as a result of the COVID-19 pandemic. To achieve this objective, the paper is divided into three parts. First, it offers an overview of the connection between religion and the digital environment, outlining four possible paradigms of the open relationship between these two worlds. Second, the article discusses the research project undertaken during the COVID-19 pandemic on behalf of the Corporation of Thanatologists of Quebec, focusing on the relationship between delayed funerals and delayed grief. In particular, this article deals with one of the solutions proposed to thanatologists, i.e., the development of a culture of bimodal ritual, both in person and remote, and therefore partly digital. Using this solution as a pointer, religion’s shift toward digital technology in the COVID-19 period is analyzed in the third part of the article. To this end, the four paradigms drawn from the overview are set against the research focus areas resulting from the solution proposed to the Corporation of Thanatologists.


2020 ◽  
Vol 161 ◽  
pp. 01028 ◽  
Author(s):  
N V Vasilenko ◽  
A J Linkov ◽  
O V Tokareva

Clustering of services in the conditions of digital economy development is considered as a way of their integration with the purpose of increasing customer satisfaction, as well as that of strengthening the competitive position of service organizations based on the promotion of green consumption. Services are clustered with the aim of satisfying one main or several interconnected needs of individuals or businesses taking into account the degree with which the consumer influences the process of service delivery. This paper demonstrates how clustering of services can be used to solve sustainability problems. It is shown that digital technologies allow the service provider to customize a service to fit the needs and requirements of a particular consumer within the first type of clustering in the service sector, and they are also included in the service support of the main service within the second type of clustering. Moreover, these technologies have their own value for the consumer within the third type of clustering and provide tools for the fourth type of clustering. In general, digitalization promotes technologization and cooperation in service clusters. The authors suppose that further research can be done into how the types of clustering mentioned manifest themselves in different industries.


2021 ◽  
Vol 6 (2) ◽  
pp. 110
Author(s):  
Ni Made Wisni Arie Pramuki ◽  
Ni Putu Ayu Kusumawati ◽  
Putu Cita Ayu ◽  
Putu Nuniek Hurnaleontina ◽  
Ni Putu Yeni Yuliantari

<p><strong>Abstract</strong>. <em>This community service program is carried out at Bakul Craf, located in Banjar Padang Tegal Tengah Ubud. This program is implemented with the aim of providing knowledge about the use of digital marketing technology. Bakul Craf is a business engaged in the handicraft sector where the process is still manual. The marketing of these handicrafts is still relatively simple, which is only waiting for guests to visit the gallery. For this reason, more productive marketing is needed by utilizing technology, namely digital marketing technology that uses the internet network to improve its products. Providing training and outreach to partners related to the use of digital marketing technology is a method used by the team so that partners have an interest and desire to take advantage of technology. In the first stage, the team provided education related to the importance of using digital technology in marketing handicraft products. The second stage, the team helps partners create accounts in the market place by displaying their craft products. The third stage, the team provides training to partners in operating the menus in the market place. The hope of this activity is that partners can do online marketing and promotion so that their production results can be more widely known and can increase sales which will also have an impact on increasing the revenue of Craf's basket partners.</em></p><p> </p><p><strong><em> </em></strong><strong>Abstrak</strong>. Program pengabdian kepada masyarakat ini dilaksanakan di Bakul Craf yang berlokasi di Banjar Padang Tegal Tengah Ubud. Program ini dilaksanakan dengan tujuan memberikan pengetahuan mengenai manfaat penggunaan teknologi digital marketing. Bakul Craf merupakan usaha yang bergerak di bidang kerajinan dimana dalam proses pengerjaanya masih secara manual. Pemasaran hasil kerajinan ini tergolong masih sederhana, yaitu hanya menunggu tamu berkunjung kegaleri. Untuk itu diperlukan pemasaran yang lebih produktif dengan memanfaatkan kemajuan teknologi yaitu teknologi digital marketing yang memanfaatkan jaringan internet untuk mempromosikan produknya. Memberikan pelatihan dan penyuluhan terhadap mitra terkait dengan pemanfaatan teknologi digital marketing merupakan metode yang tim gunakan agar mitra memiliki minat dan keinginan untuk memanfaatkan teknologi. Pada tahap pertama, tim memberikan edukasi terkait dengan betapa pentingnya pemanfaatan teknologi digital didalam memasarkan produk hasil kerajinan. Tahap kedua tim membantu mitra membuatkan akun di market place dengan menampilkan produk-produk kerajinannya. Tahap ketiga tim memberikan pelatihan terhadap mitra dalam mengoperasikan menu-menu yang ada didalam market place tersebut. Harapan dari kegiatan ini adalah mitra dapat melakukan pemasaran dan promosi secara online sehingga hasil produksinya dapat dikenal lebih luas sehingga dapat meningkatkan penjualan yang juga akan berdampak pada peningkatan pendapatan mitra bakul craf.</p><p> </p><div id="gtx-trans" style="position: absolute; left: -54px; top: 519px;"> </div>


Author(s):  
Christopher Babatunde Ogunyemi

This paper examines literacy as it affects Space Technology in Nigeria. The place of digital technology enables a proper understanding of literacy in Nigeria. The paper is divided into four parts. The first section redefines literacy in order to understand the possibilities of meanings based on the perceptions of James (1984), Onukaogu (2008), Arua (2009) and Ajayi (2009) that conceptualize the complex nature of literacy and its indispensability. The second part visualizes the role played by literacy in educating technological advancement in Nigeria, bearing in mind that in 1999, the Federal Government of Nigeria approved the Nigerian Space Policy and the implementation of the space program. The third section underscores the socio-economic relevance of literacy in enhancing global space technology for Nigeria while the fourth section relates Ajayi’s (2009) projection in a meta-critical manner, so that Nigeria can become a world power. The theoretical framework for this paper is the “Transformational Theory”. The theory opines that “learning occurs as a result of transformation of participation in culturally valued activities” such as space technology. The paper emphasizes practical findings to stimulate excellence and literacy relevance in science and technology.


Author(s):  
Andy Miah

This chapter considers how digital technology has altered the world of elite athletic performance and what this means for the future of sports. It explores how digital technology has become a pervasive—and legal—form of performance enhancement, along with having become a ubiquitous presence in an athlete’s life. It discusses how digital technologies have altered training methods and how they transform the fairness of sports, while also considering how this has influenced the work of those officials who oversee the smooth running of sports. Moreover, it discusses how knowledge arising from digitization is shaping an athlete’s experience of sport, which includes their presence within social media. The chapter also argues for the virtualization of physicality within a range of sport forms, both elite and non-elite.


2019 ◽  
Vol 39 ◽  
pp. 23-43
Author(s):  
Soyoung Kim

Pop artist Kenny Scharf has reflected american cultural contents and social message. In his works, there are fears of wars and AIDS in the late of 1970s. This his view of world inflected to virtual images filled with positive energy and humor. Thus this article explores the analysis of simulacre with trans-boundaries focusing on hybrid storytelling in his pop arts. This study aims to analyze following four elements. Firstly, his works have the characteristics hybridity bound for universe. Scharf makes use of common things, sciences, and religion and connected within universe and utilizes comic, animation, soap opera and etc. Secondly, we can see relational rebirth of common objects. Many objects in his works, they go forth from independent thing to interactive relationships. Thirdly, double functions of pop arts such as enjoyment and criticism which is one of main purposes in pop art. Finally, artist’s ontological behavior from dystopia to utopia. This is represented by spacial exhibition based on artitist’s imagination. In the third chapter, these four characteristics have explained with pop arts relevant to each categories. Recently various simulacres have been represented in many areas due to digital technology. Advanced reality, virtual reality, and mixed reality will be showed in anot only costumers’ technological experiences in exhibitions but also fine art itself. Thus we need to be interested in an artistic representation of technological simulacre in modern society. This article considers trans-boundaries of simulacre and expects hybrid visual images in art.


2020 ◽  
Vol 25 ◽  
pp. 81-96
Author(s):  
Rafał Kochanowicz

The term “game lore” does not have its exact equivalent in Polish. However, it remains an important manifestation of the reception of computer games. It is also an example of how computer games are initiated or supplemented by entertainment systems operating in the field of popular culture. Research on game lore can provide information that parts of the tradition of man living in times dominated by digital technology, continues to perpetuate and update, and why these, and not others. Basically, one can distinguish three main types of game lore. The first — as a complement to the entertainment superstructure — concerns cases when game developers reach the known universe (for example LOTRO) — and develop the ideas of the author (J.R.R. Tolkien). The second — as the basis of the new supersystem — is associated with the original ideas of programmers who create a new universe (for example, the Warcraft series, The Elder Scrolls). The third example — connect-ed with the evolution of the new universe and the supersystem in new and autonomous lore (for example League of Legend).


Author(s):  
Gyöngyvér Erika Tőkés

Abstract The aim of the present study is to examine the characteristics of the third-level digital divide among elderly Hungarians (over 65 years of age) in Romania. The third level of digital divide indicates the emergence of digital habits in the Bourdieusian sense, which provide real benefits in different areas of everyday life. Hungarian elderly people in Romania are clearly lagging in terms of the third-level digital divide. The explanation for this is partly to be found in the limits imposed by the characteristics of their age and partly in their socio-economic situation. Elderly Hungarian people in Romania tenaciously adhere to their usual ways of life and previously established daily habits, and their repertoire does not integrate the use of digital technology. The results obtained in this study of elderly Hungarians in Romania are in line with the research results of digital inequalities, according to which there is a relationship between the degree of digital competence, the structure and usefulness of digital activities, and inequalities according to the traditional dimensions of social stratification (economic, cultural, individual).


Author(s):  
Anabel Quan-Haase ◽  
Kim Martin ◽  
Kathleen Schreurs

Twenty-one seniors (aged 60+) were interviewedabout their use of digital technology. Grounded theoryand Key Point analysis were used to identify severalareas where these tools have become embedded intothe lives of seniors. These include informationseeking, news media, library usage, and readingpreferences.Vingt et un aînés (âgés de 60 ans et plus) ont étéinterrogés sur leur utilisation des technologiesnumériques. Nous avons utilisé la théorie ancréedans les données empiriques et l’analyse de point clépour identifier plusieurs domaines dans lesquels cesoutils se sont intégrés dans la vie des aînés. Ceux-cicomprennent la recherche d’information, lesnouvelles, l’utilisation de la bibliothèque et lespréférences de lecture.


Author(s):  
Mari Sako

This chapter addresses the under-researched area of professional skills formation in a comparative perspective. The first part reviews the main disciplinary frameworks for analyzing the education and training of professionals. The second part develops a comparative political economy typology for categorizing varieties of professional skill formation systems. This section identifies national institutions of relevance for professional skills, which are distinct from the institutions for industrial skills formation. The rest of the chapter discusses specific forces that are transforming the nature of professionals and explores the implications for professional skills and training. In particular, The third part focuses on offshoring and digital technology, and the fourth part on the changing models for legitimizing professions. The chapter concludes by identifying key avenues for future research.


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