Psychedelic Trance on the Web

Author(s):  
Emília Simão ◽  
Sérgio Tenreiro de Magalhães ◽  
Armando Malheiro da Silva

This chapter proposes an approach about Psychedelic Trance tribe behaviours and manifestations in digital environments, and cyber ritual dynamics beyond the virtual parties in Second Life. Many spatial communities are simultaneously digital communities, and both became complements and extensions of one another. Psychedelic Trance movements and manifestations have been happening through all kinds of physical spaces, now also extended to digital spaces. Psytrance neo-nomads are now techno-nomads, moving to, from, and through the web, redefining themselves, their practices and their gatherings. In this scenario, Psychedelic Trance branches emerges everywhere, especially in social networks and three-dimensional immersive environments like Second Life. This digital migration is not only making the tribe growing, is also enhancing boundaries and increasing the individual and collective consciousness of its members. Nevertheless, even if the Trancers became simultaneously physical and virtual natives, the digital parties do not seems to replace their outside experiences.

2018 ◽  
pp. 1158-1175
Author(s):  
Emília Simão ◽  
Sérgio Tenreiro de Magalhães ◽  
Armando Malheiro da Silva

This chapter proposes an approach about Psychedelic Trance tribe behaviours and manifestations in digital environments, and cyber ritual dynamics beyond the virtual parties in Second Life. Many spatial communities are simultaneously digital communities, and both became complements and extensions of one another. Psychedelic Trance movements and manifestations have been happening through all kinds of physical spaces, now also extended to digital spaces. Psytrance neo-nomads are now techno-nomads, moving to, from, and through the web, redefining themselves, their practices and their gatherings. In this scenario, Psychedelic Trance branches emerges everywhere, especially in social networks and three-dimensional immersive environments like Second Life. This digital migration is not only making the tribe growing, is also enhancing boundaries and increasing the individual and collective consciousness of its members. Nevertheless, even if the Trancers became simultaneously physical and virtual natives, the digital parties do not seems to replace their outside experiences.


Neurosurgery ◽  
2002 ◽  
Vol 50 (1) ◽  
pp. 222-224 ◽  
Author(s):  
Behzad Eftekhar ◽  
Mohammad Ghodsi ◽  
Ebrahim Ketabchi ◽  
Saman Rasaee

ABSTRACT OBJECTIVE As the first step toward finding noninvasive alternatives to the traditional methods of surgical training, we have developed a small, stand-alone computer program that simulates insertion of pedicle screws in different spinal vertebrae (T10–L5). METHODS We used Delphi 5.0 and DirectX 7.0 extension for Microsoft Windows. This is a stand-alone and portable program. RESULTS The program can run on most personal computers. It provides the trainee with visual feedback during practice of the technique. At present, it uses predefined three-dimensional images of the vertebrae, but we are attempting to adapt the program to three-dimensional objects based on real computed tomographic scans of the patients. The program can be downloaded at no cost from the web site: www.tums.ac.ir/downloads CONCLUSION As a preliminary work, it requires further development, particularly toward better visual, auditory, and even proprioceptive feedback and use of the individual patient's data.


First Monday ◽  
2005 ◽  
Author(s):  
Wagner James Au

In 2005, persistent online worlds — sometimes saddled with the unwieldy acronym MMORPGs, for “massively multiplayer online role playing games,” or somewhat less clumsily, MMOs — made the leap from niche entertainment to global mainstream medium. On a popularity metric, Worlds of Warcraft became the first game to surpass a million U.S. subscribers, while gaining a global audience over 4.5 million and counting (with a third of that from mainland China.) On an innovation scale, Second Life suggested the potential for MMOs to also be a development platform for commercial, educational, and research projects. As broadband and high end PCs saturate the international market, it’s time to consider MMOs as the likeliest candidate for the Internet’s next generation, supplanting the two dimensional, semi–interactive portal of the Web for an immersive, three–dimensional, fully interactive Metaverse of data. But a new medium requires new guidelines for understanding it, and it is here that many questions loom. What happens as users continue to employ MMOs for purposes beyond gaming or light socializing, when they become the first true meeting space for the world, where cultural, commercial, and political intercourse is conducted in real time in an immersive setting that feels real, even hyperreal? When they have a direct, measurable impact on real world news? And who will do the reporting to understand this profound shift? Unlike the Web revolution of the ’90s, documenting the emergence of online worlds is something that will be conducted from the inside, immersed within the media itself. Some tentative guidelines are therefore proposed, a new kind of journalistic ethics for a world where reality and identity are mutable and anonymity is both hazard and godsend. Based on nearly three years as Second Life’s official embedded journalist, the author suggests several principles, with the object to preserve a separation between real life identity and virtual being, while sustaining the fantastic, otherworldly nature of online worlds. Paradoxically, it’s argued, maintaining the illusion increases the value of online worlds as a journalistic tool, enabling a direct, intimate form of communication with diverse people throughout the world. At the same time, it enables us to see these worlds as model and microcosm for the socioeconomic realm of the world at large. In either case, these worlds can help us understand the conflicts and values of our own material world — and for good and ill, begin to shape them. To emphasize how crucial the need to understand this next dramatic shift for the Internet, the author offers five likely futures in which online worlds directly impact national and international politics and the global economy — a time when MMOs help decide the outcomes of real–world elections and influence long–established jurisprudence, while authoritarian government attempt to repress them, and they become the next theater for terrorist and counterterrorist infiltration.


2021 ◽  
Vol 16 (27) ◽  
pp. 182
Author(s):  
Silvio Simão de Matos ◽  
Wilson Oliveira Neto

Os processos relacionados à inserção do indivíduo na web e nas redes sociais têm contribuído para a construção de modos de relacionamento das pessoas e da sociedade. Muitos são os aspectos relevantes a serem estudados, entre eles a memória. Este estudo procura entender como a memória se configura entre os jovens no universo da web. No desenvolvimento, foi usada metodologia qualitativa, sendo entrevistados universitários em Joinville (SC). Como resultado da investigação, percebeu-se que o jovem vê no ambiente da web possibilidades de memória, sejam elas destinadas aos arquivos pessoais, sejam para trabalhos e atividades do seu cotidiano, na própria universidade ou no ambiente de trabalho.Memory in frame: the remembrance in times of webAbstractThe related processes to the insertion of the individual on the web and social networks has contributed to build ways of relationship of people and society. There are many relevant aspects to be studied, among them the memory. The main goal of this study is to try to understand how memory is configured among young people in the web universe. In the development, the qualitative methodology was used, being university students in Joinville (SC, Brazil) interviewed. In the conversations, it was noticed that the young person sees in the web environment memory possibilities, whether they are intended for personal files or for work and activities of their daily life, in the university or in the workplace.Keywords: Memory; communication; young people; social networks.  


Author(s):  
Maddalena Borsani

The project has as field of study Second Life: a three-dimensional world, online, persistent multi-user, interactive, participatory; where the individual's self-presence is guaranteed with an avatar. It has been proved that Second Life is perceived by individuals as an actual experience and full of meaning, so as to allow the dynamics of identity and social relationships. This process of incorporation into the avatar would ensure the online presence of the individual and the recognition of other avatars, as individuals. This would facilitate effective social dynamics among avatar: the new social-actors, that would be perceived as strongly emotional and interactive, allowing individuals to recognize the other avatars as subjectivity, experimenting with new identities and mediating new meanings with them. The analysis of these dynamics has shown the potential of experience to be an avatar and sociality inworld, and is not in opposition to the real world, but come across as an extension, a empowerment and can be integrated into real life.


2015 ◽  
Vol 8 (2) ◽  
pp. 54-68
Author(s):  
Claudia dos Santos Gomes

RESUMO:Ampliando-se nosso foco de estudo sobre a relação entre História e imagens, passa-se, a partir deste trabalho, a observar como as imagens vêm se prestando a externar mensagens de cunho político, desde as eleições presidenciais de 2014 no Brasil, quando se nota o aumento das mensagens de caráter dicotômico entre “direita e esquerda”. Tendo em vista a importância das imagens para a comunicação, busca-se analisar essa manifestação do discurso político imagético nas redes sociais, mais especificamente no Facebook, no âmbito de um evento digital disseminado na Web, a partir de uma proposta de análise de orientação linguística (SOUZA JÚNIOR, 2015a; 2015b; 2015c; 2015d). Nesse sentido, a partir do estudo de duas unidades de propagação (imagens disseminadas), este artigo propõe a análise desse tipo de mensagem dentro dos eventos digitais identificados por nós como “Coxinha” e “Petralha”. Utilizou-se o Modelo Tridimensional de Análise (FAIRCLOUGH, 2003; SOUZA JÚNIOR, 2013; 2015c) como metodologia, associado à Abordagem Integradora (SOUZA JÚNIOR, 2015a; 2015b). Os resultados da análise das imagens evidenciaram disputas político-ideológicas como uma prática propagada por meio de recursos tecnológicos e discursivo-imagéticos.PALAVRAS-CHAVE: discurso; política e propagação digital; imagens meméticas e multimodalidade; ensino de História e imagens meméticas. ABSTRACT:Expanding our focus of study on the relationship between History and images, this article observes how images have been expressed political messages since the 2014 Brazilian presidential elections, when it is possible to observe the increase of dichotomous messages between "right” and “left". Given the importance of images for communication, this article analyzes this pictorial way of manifesting political discourse on social networks, specifically on Facebook, regarding the spread of such manifestations as a digital event disseminated on the Web. This study makes use of a Linguistics-oriented proposal of analysis (SOUZA JUNIOR, 2015a; 2015b; 2015c; 2015d). Accordingly, by examining two units of propagation (disseminated images), the article suggests the study of this type of message within the scope of the digital events identified as "Coxinha” and “Petralha". This investigation uses the Three-dimensional Model of Analysis (FAIRCLOUGH, 2003; SOUZA JUNIOR, 2013; 2015c) as a methodology in association with the Integrative Approach (SOUZA JUNIOR, 2015a; 2015b). Results of analysis revealed political-ideological dispute as a propagated practice through technological and discursive-pictorial resources.KEYWORDS: discourse; politics and digital propagation; memetic images and multimodality; teaching of History and memetic images.


Author(s):  
B. Carragher ◽  
M. Whittaker

Techniques for three-dimensional reconstruction of macromolecular complexes from electron micrographs have been successfully used for many years. These include methods which take advantage of the natural symmetry properties of the structure (for example helical or icosahedral) as well as those that use single axis or other tilting geometries to reconstruct from a set of projection images. These techniques have traditionally relied on a very experienced operator to manually perform the often numerous and time consuming steps required to obtain the final reconstruction. While the guidance and oversight of an experienced and critical operator will always be an essential component of these techniques, recent advances in computer technology, microprocessor controlled microscopes and the availability of high quality CCD cameras have provided the means to automate many of the individual steps.During the acquisition of data automation provides benefits not only in terms of convenience and time saving but also in circumstances where manual procedures limit the quality of the final reconstruction.


2010 ◽  
Vol 3 (2) ◽  
pp. 156-180 ◽  
Author(s):  
Renáta Gregová ◽  
Lívia Körtvélyessy ◽  
Július Zimmermann

Universals Archive (Universal #1926) indicates a universal tendency for sound symbolism in reference to the expression of diminutives and augmentatives. The research ( Štekauer et al. 2009 ) carried out on European languages has not proved the tendency at all. Therefore, our research was extended to cover three language families – Indo-European, Niger-Congo and Austronesian. A three-step analysis examining different aspects of phonetic symbolism was carried out on a core vocabulary of 35 lexical items. A research sample was selected out of 60 languages. The evaluative markers were analyzed according to both phonetic classification of vowels and consonants and Ultan's and Niewenhuis' conclusions on the dominance of palatal and post-alveolar consonants in diminutive markers. Finally, the data obtained in our sample languages was evaluated by means of a three-dimensional model illustrating the place of articulation of the individual segments.


2018 ◽  
Author(s):  
Rhea M Howard ◽  
Annie C. Spokes ◽  
Samuel A Mehr ◽  
Max Krasnow

Making decisions in a social context often requires weighing one's own wants against the needs and preferences of others. Adults are adept at incorporating multiple contextual features when deciding how to trade off their welfare against another. For example, they are more willing to forgo a resource to benefit friends over strangers (a feature of the individual) or when the opportunity cost of giving up the resource is low (a feature of the situation). When does this capacity emerge in development? In Experiment 1 (N = 208), we assessed the decisions of 4- to 10-year-old children in a picture-based resource tradeoff task to test two questions: (1) When making repeated decisions to either benefit themselves or benefit another person, are children’s choices internally consistent with a particular valuation of that individual? (2) Do children value friends more highly than strangers and enemies? We find that children demonstrate consistent person-specific welfare valuations and value friends more highly than strangers and enemies. In Experiment 2 (N = 200), we tested adults using the same pictorial method. The pattern of results successfully replicated, but adults’ decisions were more consistent than children’s and they expressed more extreme valuations: relative to the children, they valued friends more and valued enemies less. We conclude that despite children’s limited experience allocating resources and navigating complex social networks, they behave like adults in that they reference a stable person-specific valuation when deciding whether to benefit themselves or another and that this rule is modulated by the child’s relationship with the target.


2019 ◽  
Author(s):  
Francesco Brigo ◽  
Simona Lattanzi ◽  
Giorgia Giussani ◽  
Laura Tassi ◽  
Nicola Pietrafusa ◽  
...  

BACKGROUND The Internet has become one of the most important sources of health information, accessed daily by an ever-growing number of both patients and physicians, seeking medical advice and clinical guidance. A deeper insight into the current use of the Web as source of information on epilepsy would help in clarifying the individual attitude towards this medium by Internet users. OBJECTIVE We investigated views towards the Internet in a sample of Italian healthcare specialists involved in epilepsy field, to explore factors which explained the influence of information found on the internet. METHODS This study was a self-administered survey conducted in a group of members of the Italian Chapter of the International League Against Epilepsy (ILAE) in January 2018. RESULTS 184 questionnaires were analyzed. 97.8% of responders reported to seek online information on epilepsy. The Internet was most frequently searched to obtain new information (69.9%) or to confirm a diagnostic or therapeutic decision (37.3%). The influence of consulting the Internet on clinical practice was associated with registration to social network(s) (OR: 2.94; 95%CI: 1.28-6.76; p=0.011), higher frequency of Internet use (OR: 3.66; 95%CI: 1.56-9.21; p=0.006) and higher confidence in reliability of online information (OR: 2.61; 95%CI: 1.09-6.26; p=0.031). No association was found with age, sex, years in epilepsy practice or easiness to find online information. CONCLUSIONS Internet is frequently used among healthcare professionals involved in the epilepsy to obtain information about this disease. The attitude of being influenced by the Internet for diagnostic and/or therapeutic decisions in epilepsy is independent on age and years of experience in epilepsy, and probably reflects an individual approach towards the Web.


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