Virtual Identities

Author(s):  
Zara Dinnen

Virtual identities stand in for a user or player in a virtual environment; they are social media profiles; digital subjects—of human and nonhuman agency. Virtual identities are often imagined as something distinct from the “self” of the user of digital media but technically and existentially they determine the ways a user navigates life online. Virtual identities, then, might also be a category that captures the ways identity itself is virtual; a force of existence that determines how subjects can orient themselves in the world. The questions of what virtual identities are, how they operate, and the kinds of material expression of personhood they afford and signify has been taken up in scholarship across the last thirty years from a variety of disciplines including computer sciences, critical race studies, game studies, gender and sexuality studies, literary studies, new media studies, social sciences, science and technology studies, and visual culture studies. As an imminent figure in early 21st-century life, virtual identities might describe subjects who exist in global digital media networks but who do not necessarily profit from their participation and labor, or who are not always visible. Despite the virtuality of virtual identities, their partial and fragmentary status, they exist as a technology by which to fix identity to an embodied subject—via facial recognition, or biometric scanning, or the coaxing and collection of personal data. The study of virtual identities remains an ongoing and significant task.

Author(s):  
Khoerul Umam

The spread of digital media on the internet was very broad, fast, and cannot be monitored in a structured manner about what media has been uploaded and distributed on the internet network. The spread of digital media like this was very difficult to detect whether the media that shared was privately owned or that of others that is re-shared by media theft or digital media piracy. One step to overcome the theft of digital works is to give them a watermark, which is an identity that is placed on top of the work. However, this is still considered unsafe because the identity attached can be cut and manipulated again until it is not visible. In addition, the use of Steganography method to hide messages in an image can still be manipulated by adding messages continuously so that it accumulates and damages the original owner of the image. In this article, the author provides a solution called Digital Watermarking, a step of encrypting the data of the original owner of the work and putting it into the image of his work. This watermark cannot be seen clearly, but actually in the media there is encrypted data with a strong Advanced Encryption Standard (AES) method. As a result, a tool that can improve the security of media owner data by combining the AES and Steganogaphy methods in the formation of new media that cannot be changed anymore. So, when the media is stolen and used by others and has been edited, the owner's personal data can never be changed.


2020 ◽  
Vol 25 (3) ◽  
pp. 576-585
Author(s):  
Han Jin

The article presents the results of several studies that demonstrate the impact of new (digital) media on the socialization of adolescents. This article aims to show the problem of studying opportunities and risks in the process of communication of the younger generation in the online space. Researchers whose works are highlighted in this article pointed out the positive impact of new media, as well as pay attention to the following risks that teenagers face on the Web: negative information, cyberbullying, addiction from smartphones and laptops, Internet fraud, and personal data leakage. These and other factors induce the transformation of the psychological state of adolescents, change their consciousness, and correct behavior. To mitigate and eliminate the negative impact of digital media on adolescents, the author proposes to discuss preventive measures systemically, in the government - society - media platform paradigm, noting that the self-regulation of platforms is an essential tool for non-state influence on the situation. The author also notes the need for the formation of media literacy among teenagers and parents.


2009 ◽  
Vol 3 (4) ◽  
pp. 395-429 ◽  
Author(s):  
KIRI MILLER

AbstractThis article addresses Guitar Hero and Rock Band gameplay as a developing form of collaborative, participatory rock music performance. Drawing on ethnomusicology, performance studies, popular music studies, gender and sexuality studies, and interdisciplinary digital media scholarship, I investigate the games' models of rock heroism, media debates about their impact, and players' ideas about genuine musicality, rock authenticity, and gendered performance conventions. Grounded in ethnographic research—including interviews, a Web-based qualitative survey, and media reception analysis—this article enhances our understanding of performance at the intersection of the “virtual” and the “real,” while also documenting the changing nature of amateur musicianship in an increasingly technologically mediated world.


2021 ◽  
Author(s):  
◽  
Serdar Aydin

<p>Digital tools have become critical instruments in preserving and communicating the value of heritage as important cultural expressions of the past. A consequence of digitalisation is the democratisation of heritage institutions, such as museums, which are found to value increasingly new types of content and new profiles of audiences. Digitisation plays a vital role in the alteration of the convictions of the heritage field to ‘materiality’ and ‘actuality.’ Although researchers acknowledge the significance of digital heritage in leading us into new ways of expressing ‘authenticity’ and ‘virtuality,’ studies have been confined to heritage activities comprised of digital documentation, representation and dissemination. Previous studies have reported on the role of public engagement in digital heritage which is criticised as consumptive, passive, guided and descriptive. Instead, the motivation of this research is to explore a new role that is ‘generative,’ ‘active’ and ‘creative’ for the production of heritage knowledge.  This dissertation demonstrates an innovative digital design approach to creative and participatory content-making in digital heritage. The research investigated the use of creative content generated collaboratively for knowledge production and acquisition in architectural heritage and tested in Kashgar, the westernmost city in China. The research conceives an interdisciplinary methodology, integrating design with the standard activities involved in digital heritage.   This dissertation is undertaken using different digital media equipment for collaboratively expressing authenticity and virtuality of heritage information. The research examines the role of creative engagement for constructing digital heritage. Creative engagement in a hybrid immersive virtual reality environment is experimented with and findings are analysed qualitatively. Then, to measure the outcome of creative engagement quantitatively, a well-known technique in data mining is used to expose undisclosed patterns. It is the first time in digital heritage that a study employs association rule mining to interpret user-generated content. The qualitative findings of two initial experiments are synthesised with quantitative results of the third experiment to investigate how the creative contribution of people in content-making is generalizable.   The investigations foster the advancement of research and practice in digital heritage beyond the frontiers of current knowledge. There is a number of fields that can apply the results of this research, including cultural heritage, computer-aided architectural design, museology, new media, TV, education, MOOC, streaming, as well as culture and game studies.</p>


2021 ◽  
Author(s):  
◽  
Serdar Aydin

<p>Digital tools have become critical instruments in preserving and communicating the value of heritage as important cultural expressions of the past. A consequence of digitalisation is the democratisation of heritage institutions, such as museums, which are found to value increasingly new types of content and new profiles of audiences. Digitisation plays a vital role in the alteration of the convictions of the heritage field to ‘materiality’ and ‘actuality.’ Although researchers acknowledge the significance of digital heritage in leading us into new ways of expressing ‘authenticity’ and ‘virtuality,’ studies have been confined to heritage activities comprised of digital documentation, representation and dissemination. Previous studies have reported on the role of public engagement in digital heritage which is criticised as consumptive, passive, guided and descriptive. Instead, the motivation of this research is to explore a new role that is ‘generative,’ ‘active’ and ‘creative’ for the production of heritage knowledge.  This dissertation demonstrates an innovative digital design approach to creative and participatory content-making in digital heritage. The research investigated the use of creative content generated collaboratively for knowledge production and acquisition in architectural heritage and tested in Kashgar, the westernmost city in China. The research conceives an interdisciplinary methodology, integrating design with the standard activities involved in digital heritage.   This dissertation is undertaken using different digital media equipment for collaboratively expressing authenticity and virtuality of heritage information. The research examines the role of creative engagement for constructing digital heritage. Creative engagement in a hybrid immersive virtual reality environment is experimented with and findings are analysed qualitatively. Then, to measure the outcome of creative engagement quantitatively, a well-known technique in data mining is used to expose undisclosed patterns. It is the first time in digital heritage that a study employs association rule mining to interpret user-generated content. The qualitative findings of two initial experiments are synthesised with quantitative results of the third experiment to investigate how the creative contribution of people in content-making is generalizable.   The investigations foster the advancement of research and practice in digital heritage beyond the frontiers of current knowledge. There is a number of fields that can apply the results of this research, including cultural heritage, computer-aided architectural design, museology, new media, TV, education, MOOC, streaming, as well as culture and game studies.</p>


2020 ◽  
Vol 237 (10) ◽  
pp. 1172-1176
Author(s):  
Charlotte Schramm ◽  
Yaroslava Wenner

AbstractThe digital media becomes more and more common in our everyday lives. So it is not surprising that technical progress is also leaving its mark on amblyopia therapy. New media and technologies can be used both in the actual amblyopia therapy or therapy monitoring. In particular in this review shutter glasses, therapy monitoring and analysis using microsensors and newer video programs for amblyopia therapy are presented and critically discussed. Currently, these cannot yet replace classic amblyopia therapy. They represent interesting options that will occupy us even more in the future.


Author(s):  
Jesse Schotter

Hieroglyphs have persisted for so long in the Western imagination because of the malleability of their metaphorical meanings. Emblems of readability and unreadability, universality and difference, writing and film, writing and digital media, hieroglyphs serve to encompass many of the central tensions in understandings of race, nation, language and media in the twentieth century. For Pound and Lindsay, they served as inspirations for a more direct and universal form of writing; for Woolf, as a way of treating the new medium of film and our perceptions of the world as a kind of language. For Conrad and Welles, they embodied the hybridity of writing or the images of film; for al-Hakim and Mahfouz, the persistence of links between ancient Pharaonic civilisation and a newly independent Egypt. For Joyce, hieroglyphs symbolised the origin point for the world’s cultures and nations; for Pynchon, the connection between digital code and the novel. In their modernist interpretations and applications, hieroglyphs bring together writing and new media technologies, language and the material world, and all the nations and languages of the globe....


Author(s):  
Alicia Mireles Christoff

This book engages twentieth-century post-Freudian British psychoanalysis in an unprecedented way: as literary theory. Placing the writing of figures like D. W. Winnicott, W. R. Bion, Michael and Enid Balint, Joan Riviere, Paula Heimann, and Betty Joseph in conversation with canonical Victorian fiction, the book reveals just how much object relations can teach us about how and why we read. These thinkers illustrate the ever-shifting impact our relations with others have on the psyche, and help us see how literary figures—characters, narrators, authors, and other readers—shape and structure us too. In the book, novels are charged relational fields. Closely reading novels by George Eliot and Thomas Hardy, the book shows that traditional understandings of Victorian fiction change when we fully recognize the object relations of reading. It is not by chance that British psychoanalysis illuminates underappreciated aspects of Victorian fiction so vibrantly: Victorian novels shaped modern psychoanalytic theories of psyche and relationality—including the eclipsing of empire and race in the construction of subject. Relational reading opens up both Victorian fiction and psychoanalysis to wider political and postcolonial dimensions, while prompting a closer engagement with work in such areas as critical race theory and gender and sexuality studies. The book describes the impact of literary form on readers and on twentieth- and twenty-first-century theories of the subject.


Author(s):  
Dan J. Bodoh

Abstract The growth of the Internet over the past four years provides the failure analyst with a new media for communicating his results. The new digital media offers significant advantages over analog publication of results. Digital production, distribution and storage of failure analysis results reduces copying costs and paper storage, and enhances the ability to search through old analyses. When published digitally, results reach the customer within minutes of finishing the report. Furthermore, images on the computer screen can be of significantly higher quality than images reproduced on paper. The advantages of the digital medium come at a price, however. Research has shown that employees can become less productive when replacing their analog methodologies with digital methodologies. Today's feature-filled software encourages "futzing," one cause of the productivity reduction. In addition, the quality of the images and ability to search the text can be compromised if the software or the analyst does not understand this digital medium. This paper describes a system that offers complete digital production, distribution and storage of failure analysis reports on the Internet. By design, this system reduces the futzing factor, enhances the ability to search the reports, and optimizes images for display on computer monitors. Because photographic images are so important to failure analysis, some digital image optimization theory is reviewed.


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