scholarly journals Internet Meme: A Virtual Visual Artefact of Digital Visual Culture

JURNAL RUPA ◽  
2021 ◽  
Vol 6 (1) ◽  
pp. 16
Author(s):  
Rendy Pandita Bastari ◽  
Wahyu Lukito ◽  
Fauzi Arif Adhika

The internet is one of information, business and entertainment source to date. It’s also the apparatus for communication. Thus, the internet become one virtual world, it possessed almost the same mechanism as the real world, and subsequently rising new culture. One of the internet cultures is internet meme. Recent study conducted on internet meme conclude that the internet meme is another way of communication and the sample of the study is fairly obsolete. This study is an endeavor of new approach on internet meme, seeing it as a visual culture and phenomenon rather than mere communication phenomenon. This research also seeks to provide a novelty of understanding about internet memes. Three samples of internet meme were taken, ranging from 2018 to 2020. Samples is analyzed using visual methodology by looking at 3 sites of the sample image: production, image, and audience. Each of the sites contain 3 modalities: technology, compositionality, and social which will be elaborated through this study. The result of the study is that the internet meme can be a visual representation of important events from the history presented in more amusing way by people, although the communication aspect is still attached. The internet meme is also an attempt to respond an important historical event of their time in an amusing way.

Author(s):  
Hsiao-Cheng (Sandrine) Han

The purpose of this research is to improve the understanding of how users of online virtual worlds learn and/or relearn ‘culture' through the use of visual components. The goal of this research is to understand if culturally and historically authentic imagery is necessary for users to understand the virtual world; how virtual world residents form and reform their virtual culture; and whether the visual culture in the virtual world is imported from the real world, colonized by any dominate culture, or assimilated into a new culture. The main research question is: Is the authenticity of cultural imagery important to virtual world residents? This research investigates whether visual culture awareness can help students develop a better understanding of visual culture in the real world, and whether this awareness can help educators construct better curricula and pedagogy for visual culture education.


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.


2018 ◽  
Vol 4 (1) ◽  
pp. 58-63 ◽  
Author(s):  
Dawid Adamski

Abstract Hikikomori social withdrawal syndrome was first diagnosed in Japan and means a person who has been isolated from society to an extreme degree. She/he does not attend school or go to work. They do not attend university, they constantly remain at home and most often keep contact with the outside world using new technologies. Hikikomori syndrome is most often recognized as a characteristic problem occurring among Asian societies. Meanwhile, the growing dependence on new technologies among Western societies, and in particular, on the Internet, has caused social withdrawal to become a global problem. Human relationships began to move from the real world to the virtual world, which nowadays is full of communication facilities and allows people to establish relationships with other people without leaving their homes with the help of social media, which are currently packed with advanced solutions connecting people of similar interests or views. All this means that nowadays it is easy to withdraw from physical social life without losing virtual contact with others.


2010 ◽  
Vol 38 (3) ◽  
pp. 289-300 ◽  
Author(s):  
Chih-Chien Wang ◽  
Ya-Ting Chang

In this study a Cyber-Relationship Motives Scale was developed and validated to see what motives drive people to make friends on the Internet. The scale was developed in 4 stages: item generation, purification, parsimony, and scale validation. As results of a 4-stage empirical study 9 factors involved in cyber-relationship motives were proposed: anonymity, the opportunity to meet new people, easier communication, curiosity, emotional support, social compensation, away from the real world, love, and sexual partners. These 9 motives were then grouped into 3 dimensions: adventure, escape to a virtual world, and romance.


Author(s):  
Susan Ella George

his chapter considers the topic church and the Internet. We start with outlining some directories for “virtual religion,” defined earlier as that religion which finds electronic expression in the virtual world. We note that there are directories both for real-world churches with a Web presence, and those that are truly a stand-alone online initiative. The two types of “church” are often confused. We continue by looking at specific examples of entities that are solely based on the Internet. They call themselves :Internet church,” or might be called “Internet church.” The examples mentioned range from Internet ventures sponsored byofficial mainline churches (e.g., I-Church), providing paid staff for pastoral oversight, to those set up by self-help organisations for the blind (e.g., EChurch-UK), to satirical efforts at making religion humorous (e.g., Church of Fools), and sites that appear “scam-like,” designed for collecting funds, offering schemes to “get rich,” and giving ordination qualifications, and so forth.


Author(s):  
Dr Sarswati .

In this study, we are discussing about the Metaverse. It is the latest and hot buzzword to capture the tech industry’s imagination. Metaverse is a broad term. It is generally 'refers' to shared 3D virtural word environment which people can access via internet. Metaverse is where the real world meets the virtual world. It focuses will be to bring the Metaverse to life and help people connect, find communication and grow businesses. According to CEO Mark Zukerberg : The Metaverse, which he sees as the next generation of the internet, as a virtual environment that will allow people to be present with each other in digital spaces. It brings together their apps/technologies under new company brand. Faacebook’s, I mean, Meta’s, recent rebrand and investments triggered a new wage of interest in the metaverse. It’s all over headlines, corporate news, memes, gaming platforms, and social media. The word’s increased ubiquity is creating an impending sense of doom, as if, at any moment, our physical lives will be engulfed in corporate pixels and paywalled interactions.


2019 ◽  
Vol 23 (37) ◽  
pp. 33-43
Author(s):  
Alin Teodorus Drăgan

Abstract One of the forms that cybercrime can take at present is illegal access to a computer system. From the very beginning, the world of computers and of the Internet was based on imperfections, defects, and sometimes on poorly understood processes. We might even call this fact “the original sin” of the Internet. In the end, it is not only computer scientists who have come to exploit such defects, but also criminals. In the real world, there are people who break into homes and take away everything they find valuable. In the virtual world, there are individuals who penetrate into computer systems and steal all valuable data.


Author(s):  
Е.Н. Юдина

интернет-пространство стало частью реального мира современных студентов. В наши дни особенно актуальна проблема активизации использования интернета как дополнительного ресурса в образовательном процессе. В статье приводятся результаты небольшого социологического исследования, посвященного использованию интернета в преподавании социологических дисциплин. Internet space has become a part of the real world of modern students. The problem of increasing the use of the Internet as an additional resource in the educational process is now particularly topical. The article contains the results of a small sociological study on the use of the Internet in teaching sociological disciplines.


2019 ◽  
Vol 8 (6) ◽  
pp. 272 ◽  
Author(s):  
Iq Reviessay Pulshashi ◽  
Hyerim Bae ◽  
Hyunsuk Choi ◽  
Seunghwan Mun ◽  
Riska Asriana Sutrisnowati

Analysis of trajectory such as detection of an outlying trajectory can produce inaccurate results due to the existence of noise, an outlying point-locations that can change statistical properties of the trajectory. Some trajectories with noise are repairable by noise filtering or by trajectory-simplification. We herein propose the application of a trajectory-simplification approach in both batch and streaming environments, followed by benchmarking of various outlier-detection algorithms for detection of outlying trajectories from among simplified trajectories. Experimental evaluation in a case study using real-world trajectories from a shipyard in South Korea shows the benefit of the new approach.


2014 ◽  
Vol 7 (2) ◽  
pp. 195-203 ◽  
Author(s):  
Richard A. Formato

Variable Z0(VZ0) antenna technology is a new design or optimization methodology applicable to any antenna on any platform designed or optimized with any procedure. It should be particularly useful for wireless devices populating the Internet of Things. VZ0expands the design or decision space by adding another degree of freedom invariably leading to better antennas. A simple design example illustrates its effectiveness.


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