scholarly journals ARTIFICIAL INTELLIGENCE AND CYBERCULTURE

Author(s):  
Tomasz Wawrzynski

Artificial intelligence and cyberculture adopt our values. The world of cyberspace has developed new standards of cooperation and communication. A huge number of Internet users use many services on the Internet. This has led to a revision of many deadlines, such as cooperation, organization of leisure time, the resolution of official matters. Millions of people around the world belong to various supranational social organizations and platforms. Artificial intelligence collects all the information about us and our actions on the Internet. Cyberculture arose spontaneously, ignoring nationality or religion, ignoring the geography of the world, and ignoring a person's physical boundaries or financial status, linguistic differences, or cultural affiliation in the modern sense. All components of culture have been ignored by her, and the conditions in the era of virtual reality are very favorable for its development. It is even becoming a mind on a global scale: Internet users often physically stay in a certain place, but their mind is already fixed in cyberspace. Often virtual reality seems to promise us more than it can give. Direct communication in cyberspace gives us a sense of "here and there", a sense of intimacy, but that intimacy is not filled with the physical and emotional presence of a real person. The changes that are taking place in cyberspace with the help of artificial intelligence, which works on the basis of data that each user enters into the network, are actively discussed. Cyberculture is also the subject of much research and is a much deeper concept than just a combination of culture and technology. Although there is still no institutional framework and codified appropriate terminology to confirm this new phenomenon. The birth of a new culture is extremely interesting. The main purpose of the publication is to draw attention to a very interesting process of development of a new culture - cyberculture, which arose from a combination of artificial intelligence and analytical computer science. The paper analyses interaction and interconnection of cyberculture and modern information technologies and science.

Author(s):  
Míriam Antón-Rodríguez ◽  
José-Fernando Díez-Higuera ◽  
Francisco-Javier Díaz-Pernas

The Internet has meant a social revolution, changing forever the way we communicate and how we access to the information. The growing expansion of technology and the development of easier applications have given as a result the high level of popularity achieved by Internet related services, especially the World Wide Web. Using a hypertext system, Web users can select and read in their computers information from all around the world, with no other requirement than an Internet connection and a browser. For a long time, the information available on the Internet has been a series of written texts and 2D pictures (i.e., static information). This sort of information suited many publications, but it was highly unsatisfactory for others, like those related to objects of art, where real volume and interactivity with the user, are of great importance. Here, the possibility of including 3D information in Web pages makes real sense. As we become an increasingly visual society, a way to maintain heritage is to adapt museums to new times. The possibility of not only visiting and knowing the museums nearby but also enabling anybody to visit the building from their homes could be enabled. This would imply the incorporation of the virtual reality (Kim, 2005; Vince, 2004), although today only a few museums allow this kind of visit via Internet. In virtual reality, human actions and experiences that interact with the real world are emulated although, obviously, with some limitations. With virtual reality, the user could walk, examine, and interact with the environment, in contrast to traditional media like television that present excellent graphics but lack interactivity. Although this is not a new idea, it is achieving a wider expression due to the availability of software standards like VRML and X3D. VRML, virtual reality modeling language (Carey, Bell, & Marrin, 1997) is a widespread language for the description of 3D scenes and WWW hyperlinks (an analogy of the HTML for virtual reality). X3D, Extensible 3D (Web3D Consortium, 2004) is the successor of VRML, it is intended to be the universal interchange format for integrated 3D graphics and multimedia. VRML/X3D are, perhaps, most interesting to Internet users eager to discover new interesting sites on the Internet, and for the people that use it like a hobby, but those could also allow us to see a 3D artifact from any angle and perspective, to turn it in any way, manipulate it (Lepouras & Vassilakis, 2005; Petridis et al., 2005)—something totally forbidden in a real museum. This work deals with the design of a system, which allows this interactive Web access to works of art in 3D, as a step in a research project dealing with the design and implementation of a virtual and interactive museum in 3D on the Web. Also, all the associated information like history, architectural data, archaeological data, and culture will be available at the click of a mouse.


Author(s):  
Tetyana Jezhyzhanska

In the information society the status of information is changing: this main value of global civilization becomes an important resource of socio- economic, technological and cultural development. The rapid development of virtual technologies and the growing number of Internet users in Ukraine and in the world causes the new challenges to communication of each organization. The book publishers are also obliged to respond to these processes. However, the works devoted directly to publishers’ communication in the modern media space are still lacking in Ukraine. The objective of the article is to clarify peculiarities and conditions of the activities of Ukrainian book publishers in today’s media space which is an important issue today. It is analyzed the literature and sources on this issue and it is ascertained the theoretical and practical possibilities to take into account the trends in the world of modern media in the PR-activity of book publishers. Also the prospects for further scientific study and practical use of PR-communications in the activity of publishers are determined. The analysis of current changes in the modern information space allows us to trace the general tendencies: the new subject and object areas are formed; the number of subjects is expanded; the new formats of interaction within the system of communications of the organization and in society as a whole are created. That means that publishing house’s PR-communications are complicated by the emergence of new elements, such as active audience, social networks as communication channels, promotions on the Internet and others. PR communication in the Internet space is the most effective and inexpensive tool for interaction of publishers with active audiences. Thus, the activation of PR communication in the modern media space is associated with the emergence of the latest information technologies, online media as well as development of Internet. The use of online channels of Internet for communication with the target audience of publishing organizations has certain advantages over traditional media. At the same time, it is necessary to take into account the information saturation of media space, which complicates the way of PR-messages of book publishers to the reader.


2021 ◽  
Vol 3 (1(82)) ◽  
pp. 29-38
Author(s):  
O. Dvoryankin

The article examines the women's movement called "feminism", which created a new direction" harassment " in order to achieve superiority over men in the gender confrontation that exists between men and women since their appearance on earth. It is assumed that united, they would be able to become "monsters of the new world", and at the same time the main tool helping them to conquer people and impose their vision of the world over them will be the Internet and particularly its information technologies.


2019 ◽  
pp. 1818-1839
Author(s):  
Hosnieh Rafiee ◽  
Christoph Meinel

With the increased use of the Internet to share confidential information with other users around the world, the demands to protect this information are also increasing. This is why, today, privacy has found its important place in users' lives. However, Internet users have different interpretations of the meaning of privacy. This fact makes it difficult to find the best way to address the privacy issue. In addition, most of the current standard protocols in use over the Internet do not support the level of privacy that most users expect. The purpose of this chapter is to discuss the best balance between users' expectation and the practical level of privacy to address user privacy needs and evaluate the most important protocols from privacy aspects.


Author(s):  
Gerardo Reyes Ruiz ◽  
Samuel Olmos Peña ◽  
Marisol Hernández Hernández

New technologies have changed the way today's own label products are being offered. Today the Internet and even more the so-called social networks have played key roles in dispersing any particular product in a more efficient and dynamic sense. Also, having a smartphone and a wireless high-speed network are no longer a luxury or a temporary fad, but rather a necessity for the new generations. These technological advances and new marketing trends have not gone unnoticed by the medium and large stores. The augmented reality applied to interactive catalogs is a new technology that supports the adding of virtual reality to a real environment which in turn makes it a tool for discovering new uses, forms, and in this case, spending habits. The challenge for companies with their private labels in achieving their business objectives, is providing customers with products and services of the highest quality, thus promoting the efficient and streamlined use of all resources that are accounted for and at the same time promoting the use of new information technologies as a strategic competitive.


2011 ◽  
pp. 273-285 ◽  
Author(s):  
Alev M. Efendioglu ◽  
Vincent F. Yip

The number of Internet users around the world has been steadily growing and this growth has provided the impetus and the opportunities for global and regional e-commerce. However, as with the Internet, different characteristics (infrastructure and socio-economic) of the local environment have created a significant level of variation in the acceptance and growth of e-commerce in different regions of the world. Our research focuses on the impact of these infrastructure and socio-economic factors on e-commerce development in China and the findings provide insights into the role of culture in e-commerce, and the factors that may impact a broader acceptance and development of e-commerce in China. In this chapter, we present and discuss our findings, and propose some strategies for success for e-commerce in China.


There are very few surveys conducted worldwide regarding internet users' opinions about internet regulation. What's more, the authors have already discussed the importance of measuring public opinion around the world in their endeavour to design and propose a fair IRS that will be accepted by the internet users at a national level. In this chapter, the authors discuss the design of their questionnaire and how it was evolved from the initial 2007 UK questionnaire to the current one that was used for conducting surveys in six different countries. This chapter presents the procedure that was used for collecting responses and what kinds of “safeguard” measures were taken in order to avoid deterioration of the gathered survey data. What's more, the analysis procedure of the gathered data is being presented, and the authors discuss the possibility of biased questionnaires and how the latter can be tackled further in future research.


Author(s):  
Lalita Rajasingham

The term HyperReality (HR) was coined by Nobuyoshi Terashima to refer to “the technological capability to intermix virtual reality (VR) with physical reality (PR) and artificial intelligence (AI) with human intelligence (HI)” (Terashima, 2001, p. 4). HR is a technological capability like nanotechnology, human cloning and artificial intelligence. Like them it does not as yet exist in the sense of being clearly demonstrable and publicly available. Like them it is maturing in laboratories where the question “if?” has been replaced by the question “when?” And like them the implications of its appearance as a basic infrastructure technology are profound and merit careful consideration. (Tiffin &Rajasingham, 2001) Because of this, universities, if they are to be universities, will be involved with HR as a medium and subject of instruction and research, and for the storage and development of knowledge (Tiffin & Rajasingham, 2003). The concepts of HyperUniversities, HyperClasses, Hyperschools, and HyperLectures are at the same level of development as the concepts of virtual universities, virtual classes, virtual colleges, and virtual schools in the later part of the 1980s (Tiffin & Rajasingham, 1995). A project on emerging nanotechnology, Consumer Products Inventory contains over 380 products ranging from clothing, home furnishing, medical scanning and diagnostics tools, electronics, computer hardware, scanning microscopes, and so on (http://www.nanotechproject. org/index.php?id=44&action=view). This is the future environment for which universities will need to educate society. HyperReality subsumes virtual reality. HR is only possible because of the development of computer-generated virtual reality, in particular, the development of distributed virtual reality which makes it possible for different people in different places to interact together in the same virtual reality. It was the theoretical application of this capability to education, and especially to university education, that lead to the concept of virtual classes in virtual schools and universities (Tiffin & Rajasingham, 1995). Initial experiments simulated virtual classes by using videoconferencing, audio conferencing, and audiographic conferencing. The emergence of the Internet shifted these ideas from a laboratory stage to institutional development of institutions calling themselves virtual universities and virtual schools, by virtue of being able to bring teachers and students together in classes using telecommunications and computers, instead of public transport and buildings. Today, synchronous and asynchronous virtual classes are conducted using learning management systems (LMS) applications such as Blackboard, Chatterbox, Eluminate, and Lotus LearningSpace on the Internet. Furthermore, highly interactive, reusable learning objects (LOs) that are adaptable in all aspects, and interoperable with other learning objects, are rapidly coming online (Hanisch & Straber, 2003). HypreReality LOs, still in Beta, are being developed. HyperReality also subsumes artificial intelligence. Teaching machines and computers have been used for instruction since the early days of computer-assisted instruction (CAI) in the 1960s, albeit with little overall impact on education, especially at the university level. However, the growing capability and ubiquity of AI expert systems and agents, the vast amount of repetitive work involved in teaching, and the growing application of business criteria to the management of education suggest that AI agents, conceivably in avatar form, will be adopted in education, and the place where this will begin is likely to be in the universities.


Author(s):  
Xiaobin Li

A recent report from China Internet Network Information Center indicates that by the end of June 2015, 668 million Chinese have used the internet, which places China as the country with the most internet users in the world. As more Chinese get online, the internet has been integrated into providing education in China, where the age group using the internet the most often is between the ages of 20 and 29. Many of these youth are higher education students. With 34.6 million students the Chinese higher education system is the largest in the world, in which a significant proportion of the students' learning has been impacted by information and communication technology (ICT). The purpose of this article is to provide an overview of how the development of ICT in China has influenced higher education, what opportunities ICT offers for higher education, and what challenges Chinese face in further developing higher education with ICT.


Author(s):  
Dieter Fink

While much attention is currently being devoted to solving technological challenges of the Internet, for example increasing the bandwidth on existing narrowband network platforms to overcome bottlenecks, little attention appears to be given to the nontechnical aspects. This has been a mistake in the past as human resistance to, or incompetence during, the introduction of new Information Technology (IT) often caused Information Systems (IS) to fail. By focusing on a broad range of technical and nontechnical elements early in the adoption of Internet technology, we have the opportunity to avoid the mistakes made in the past. The Internet has given rise to electronic commerce (e-commerce) through the use of the World Wide Web (Web). E-commerce, by its nature, offers enormous possibilities but in an uncontrolled environment. Therefore, for e-commerce to be accepted, trust must be established as soon as interaction with a Web site begins. In the virtual environment of the Web trust has become even more important because the parties are not in physical proximity. There are no handshakes or body language to be observed when closing a deal. Furthermore, jurisdiction is unclear. Developments on a global scale are required that provide assurance that e-commerce can be conducted in a ‘trusting’ manner.


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