scholarly journals Modern Audiovisual Art within the Space of Internet Network: New Aspects of Interaction

Author(s):  
Oleksandr Bezruchko ◽  
Olha Anikina

The purpose of the research is to review all types of modern audiovisual art, understand its components and novelty, which it offers. The article also analyzes the interactions of an audiovisual artist with the audience together with the new aspects of the interaction of the consumer with the artistic content. Moreover, it is important to understand the influence of this type of art on human consciousness as well as the changes it brings with it into long known forms such as films and video games. The methodology of the research consists in using the following methods: theoretical (regarding the scientific articles, which conduct the discussion concerning audiovisual art within theoretical plain) and empirical (consideration and analysis of various media materials to receive information on the latest audiovisual art products). Scientific novelty. Considering that audiovisual art appeared fairly recently, there is not a big quantity of researches, which would analyze the components of audiovisual art in-depth as well as the elements of novelty, which the said type of art offers. It has to be noted that the scientific novelty abroad is present to a lesser extent, however, within the space of Ukrainian scientific thought, this type of art is still not being researched thoroughly. Conclusions. Throughout the research, we have established the primary traits of audiovisual art, regarded in detail the relationships and interactions of the audiovisual artist with his audience and the degree of control available to the consumer over the artistic idea. The article also established the possibility of using audiovisual art as a therapeutic method for healing mental traumas.

2021 ◽  
pp. 41-47
Author(s):  
Irina Kiryshina

The article is addressed to the legal analysis of advertising placed in video games. Topical issues of the concept of advertising are touched upon from the point of view of its compliance with the legal definition enshrined in the Federal Law "On Advertising". There has been analized the distribution of advertising in video games, such as ads embedded in game content, including "product placement". In Russian legislation, there is an analogue of this category which is defined by the legislator as “references to a product, means of its individualization, about a manufacturer or seller of a product, which are organically integrated into works of science, literature or art”. The conclusion is made about the possibility of qualifying this technique as an advertisement in the absence of a sign of "organic integration". The examples of judicial and law enforcement practice of inorganic integration are considered. In such cases, the disseminated information is recognized as advertising, in respect of which the requirements of advertising legislation regarding restrictions on advertising of tobacco and alcohol, weapons and a number of other goods must be observed. There are special requirements for video games for minors in order to protect their rights. The author presents the position regarding the qualification of targeted advertising from the point of view of its compliance with such a sign of advertising as being addressed to an indefinite group of people. The conclusion is supported by the argument that personalization of an advertising message does not exclude its qualification as an advertisement. The problem of advertising distribution in computer games, including multiplayer games, carried out via the Internet, where obtaining the preliminary consent of the online game user to receive advertising is achieved by including this condition in the user agreement, is investigated. The conclusion is made about the need to improve legal regulation in the studied field.


eTopia ◽  
2005 ◽  
Author(s):  
Charlotte Scott

Like sex, weather is a social creation. Indeed, we talk about the weather more often than we talk about sex, and, as for most natural processes, society has created structures of meaning that define atmospheric change in human terms. These meanings evolve as technology and scientific thought progress, creating new ways of experiencing the weather and of literally seeing the sky. In modern, enlightened times, the weather has become subject to thorough classification, formulation and social regulation via new techniques of atmospheric observation and scientific processing. As the technocultural eye sees the atmosphere differently, ideas about what the weather means also change. Berland notes that the “most brazenly unruled of all the cyclical processes of ‘Nature’ turns out to be shaped differently by our different imaginations, and now haunts our material symbolic expressions through inversion, distortion, condensation,and absence” (1999). The endless sky becomes an endless seriesof digitized patterns and formulas, whose earthly results nonetheless connect to the most visceral and emotional centres of human consciousness.


Author(s):  
Rizki Priya Pratama

There are several methods to turn on a PC from other places, one of which is WOL (wake-on lan). This method requires modem configuration to enable WOL and port forwarding features. However, if it is not possible, there is one method offered by the researcher. The method is creating a system that functions to turn on the PC via the MQTT protocol. This system consists of electronic devices and android applications. Both can be connected to the internet network. The function of this device is to connect the PWRBTN and GND pins for 0.3 seconds. While the android application "Remote wake-on PC Masjid Mujahidin" is a user interface to receive and send data to the device. From the experiment, it was found that this device was controlled from the internet with an android application successfully. In addition, there is information about the status of the PC, the system voltage on the device, and the temperature and voltage of the PC room on the android application. All this information is successfully transmitted from the PC-enabled device to the android application. Terdapat beberapa metode untuk menghidupkan PC dari keadaan mati/off,  salah satunya adalah WOL (wake-on lan). Metode ini membutuhkan konfigurasi modem untuk mengaktifkan fitur WOL dan port forwarding. Namun, apabila tidak bisa, terdapat satu metode yang ditawarkan oleh peneliti. Metode tersebut adalah sebuah sistem yang berfungsi untuk menghidupkan PC  melalui protokol MQTT. Sistem ini terdiri dari sebuah perangkat elektronik dan aplikasi android  yang dapat terhubung pada jaringan internet. Perangkat ini bertugas untuk meng-on-kan PC dengan cara menghubungkan pin PWRBTN dan GND selama 0,3 detik. Sedangkan aplikasi android “Remote wake-on PC Masjid Mujahidin” sebagai user interface untuk menerima dan mengirimkan data ke perangkat. Dari pengujian, didapatkan bahwa perangkat ini berhasil dikendalikan dari internet dengan aplikasi android.   Selain itu juga, terdapat  informasi mengenai status PC, tegangan sistem pada alat serta suhu dan tegangan ruang PC pada aplikasi android. Semua informasi ini berhasil dikirimkan dari peralatan wake-on PC ke aplikasi android.


2013 ◽  
Vol 3 (2) ◽  
pp. 11-40
Author(s):  
Cory Lowell Grewell

In Saving the Appearances, Owen Barfield offers what he calls ‘final participation’ as an antidote to the unfortunate and ‘disastrous’ fragmentation of meaning in the modern world. Final participation, as Barfield defines it, is an act of the human consciousness whereby it first recognizes the synthetic nature of the universe and its grounding in the creative act of the divine consciousness. Then the human consciousness proceeds, through the imaginative faculty, to participate with the divine in the ongoing process of creating and making meaning. Barfield argues that the modern world lost the conception of a participated universe with the increasing materialism of ‘scientific’ thought, beginning in the Renaissance and continuing through the Scientific Revolution. Thus, human consciousness must return to the medieval concept of a synthetic universe, a universe most thoroughly theorized in the thought of Thomas Aquinas, and recover the ‘spiritual wealth’ found in the medieval worldview if it is to produce the meaning-saturated understanding of the cosmos that final participation provides.


ASHA Leader ◽  
2001 ◽  
Vol 6 (19) ◽  
pp. 1-7 ◽  
Author(s):  
Mary M. Annett
Keyword(s):  

2010 ◽  
Vol 43 (10) ◽  
pp. 30
Author(s):  
ROXANNA GUILFORD-BLAKE
Keyword(s):  

2009 ◽  
Vol 42 (19) ◽  
pp. 13
Author(s):  
LISA J. MERLO
Keyword(s):  

VASA ◽  
2011 ◽  
Vol 40 (2) ◽  
pp. 157-162 ◽  
Author(s):  
Piecuch ◽  
Wiewiora ◽  
Nowowiejska-Wiewiora ◽  
Szkodzinski ◽  
Polonski

The placement of an inferior vena cava (IVC) filter is a therapeutic method for selected patients with deep venous thrombosis and pulmonary embolism. However, insertion and placement of the filter may be associated with certain complications. For instance, retroperitoneal hematoma resulting from perforation of the wall by the filter is such a very rare but serious complication. We report the case of a 64-year-old woman with perforation of the IVC wall and consecutive hematoma caused by the filter who was treated surgically.


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


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