scholarly journals Performing and Premiering in spite of a Global Crisis: Gerd Kühr’s Corona Meditation and its Usage of Online Platforms

Author(s):  
Susanne Göttlich

Through the challenges that can arise in connection with a global crisis, in which live performances are prohibited, musicians and music institutions, such as concert houses, have to find solutions in order to give the recipients the opportunity to convey music through a different medium. Gerd Kühr’s Corona Meditation for any number of pianos was especially composed to adjust to the recently changing situation concerning the typical structures of concert life. The concept offers a direct connection between technology – here in the form of using a conference programme and a livestream platform – and music itself, as the composer was aware of difficulties that can arise through using an online medium. By examining the mentioned composition, this paper focuses on the aspect of relocating music to a virtual space, using online platforms as potential temporary alternatives to real-life performances and reflection of the streaming culture in general. Connected to all that matters are problems and difficulties during these types of concerts deriving through the existing technological limits.

Sensors ◽  
2021 ◽  
Vol 21 (11) ◽  
pp. 3661
Author(s):  
Noman Khan ◽  
Khan Muhammad ◽  
Tanveer Hussain ◽  
Mansoor Nasir ◽  
Muhammad Munsif ◽  
...  

Virtual reality (VR) has been widely used as a tool to assist people by letting them learn and simulate situations that are too dangerous and risky to practice in real life, and one of these is road safety training for children. Traditional video- and presentation-based road safety training has average output results as it lacks physical practice and the involvement of children during training, without any practical testing examination to check the learned abilities of a child before their exposure to real-world environments. Therefore, in this paper, we propose a 3D realistic open-ended VR and Kinect sensor-based training setup using the Unity game engine, wherein children are educated and involved in road safety exercises. The proposed system applies the concepts of VR in a game-like setting to let the children learn about traffic rules and practice them in their homes without any risk of being exposed to the outside environment. Thus, with our interactive and immersive training environment, we aim to minimize road accidents involving children and contribute to the generic domain of healthcare. Furthermore, the proposed framework evaluates the overall performance of the students in a virtual environment (VE) to develop their road-awareness skills. To ensure safety, the proposed system has an extra examination layer for children’s abilities evaluation, whereby a child is considered fit for real-world practice in cases where they fulfil certain criteria by achieving set scores. To show the robustness and stability of the proposed system, we conduct four types of subjective activities by involving a group of ten students with average grades in their classes. The experimental results show the positive effect of the proposed system in improving the road crossing behavior of the children.


2016 ◽  
Vol 9 (2) ◽  
Author(s):  
Barbara Maria Mitra ◽  
Paul Golz

Virtual worlds (VWs) provide an environment to understand and explore notions of gender and identity, particularly given the ability for users to experiment with gender in online worlds. Our study analyses gender identity using the virtual space of Second Life (SL) to explore experiences and responses to gender in an avatar. We introduced 46 novice users to the VW of SL in order to see if real life gender influenced their choices of avatar. Participants selected the gender of their original avatar and once they were used to SL, they were then asked to change the gender of that avatar. We used mixed methods research consisting of paper based questionnaires (n=34) and focus groups (n=46) conducted in SL. Nearly all participants chose an initial avatar that reflected their real-life gender with females (n=22) reporting higher levels of identification with this initial avatar. Females were significantly more concerned with the gender-specific appearance of their initial avatar. On swapping gender, females reported higher levels of discomfort and many changed back before 7 minutes. Males (n=24) did not report significant discomfort with their changed-gender avatar and did not revert back to their original avatar as quickly. Our findings suggest that female participants in this study tended to reinforce gender binaries through such things as clothing, hairstyles and behaviors of their avatars. Male participants were less likely to experience discomfort through changing the gender of their avatar (with the males noting they still perceived an avatar with a female appearance as male).


2019 ◽  
pp. 235-260
Author(s):  
Julian Voloj ◽  
Anthony Bak Buccitelli

This chapter talks about San Francisco-based company Linden Lab who launched Second Life (SL), which is described as an online digital world that is built, shaped, and owned by its participants. It discloses how SL was seen as the next big internet phenomenon and was the focus of attention by investors and media alike for a short period of time. It also explains SL's complex relationship with 'real life', which is defined both by the encoded parameters of the virtual space and by the social and cultural practices of the people who use the platform. The chapter discusses SL as a broad platform that encompassed many cultural constructions and developed a rich and diverse set of religious cultures. It recounts how dozens of Jewish sites across the grid emerged and were created both by individual users and by offline institutions that established SL presences.


2020 ◽  
Vol 16 (4) ◽  
pp. 285-295
Author(s):  
Fatima Zohra Ennaji ◽  
Abdelaziz El Fazziki ◽  
Hasna El Alaoui El Abdallaoui ◽  
Hamada El Kabtane

As social networking has spread, people started sharing their personal opinions and thoughts widely via these online platforms. The resulting vast valuable data represent a rich source for companies to deduct their products’ reputation from both social media and crowds’ judgments. To exploit this wealth of data, a framework was proposed to collect opinions and rating scores respectively from social media and crowdsourcing platform to perform sentiment analysis, provide insights about a product and give consumers’ tendencies. During the analysis process, a consumer category (strict) is excluded from the process of reaching a majority consensus. To overcome this, a fuzzy clustering is used to compute consumers’ credibility. The key novelty of our approach is the new layer of validity check using a crowdsourcing component that ensures that the results obtained from social media are supported by opinions extracted directly from real-life consumers. Finally, experiments are carried out to validate this model (Twitter and Facebook were used as data sources). The obtained results show that this approach is more efficient and accurate than existing solutions thanks to our two-layer validity check design.


2016 ◽  
Vol 69 (7-8) ◽  
pp. 255-259
Author(s):  
Vojislav Stanojevic ◽  
Cedomirka Stanojevic

Introduction. The rapid development of multimedia technologies in the last twenty years has lead to the emergence of new ways of learning academic and professional skills, which implies the application of multimedia technology in the form of a software -?serious computer games?. Three-Dimensional Virtual Worlds. The basis of this game-platform is made of the platform of three-dimensional virtual worlds that can be described as communication systems in which participants share the same three-dimensional virtual space within which they can move, manipulate objects and communicate through their graphical representativesavatars. Medical Education and Training. Arguments in favor of these computer tools in the learning process are accessibility, repeatability, low cost, the use of attractive graphics and a high degree of adaptation to the user. Specifically designed avatars allow students to get adapted to their roles in certain situations, especially to those which are considered rare, dangerous or unethical in real life. Discussion. Drilling of major incidents, which includes the need to create environments for training, cannot be done in the real world due to high costs and necessity to utilize the extensive resources. In addition, it is impossible to engage all the necessary health personnel at the same time. New technologies intended for conducting training, which are also called ?virtual worlds?, make the following possible: training at all times depending on user?s commitments; simultaneous simulations on multiple levels, in several areas, in different circumstances, including dozens of unique victims; repeated scenarios and learning from mistakes; rapid feedback and the development of non-technical skills which are critical for reducing errors in dynamic, high-risk environments. Conclusion. Virtual worlds, which should be the subject of further research and improvements, in the field of hospital emergency response training for mass casualty incidents, certainly have a promising future.


Author(s):  
Taketo Kamasaka ◽  
◽  
Kodai Miyamoto ◽  
Takahiro Ishizu ◽  
Kenji Aoki ◽  
...  

In recent years, there has been a lot of research on how to achieve interaction between users and virtual objects using augmented reality. Interaction technologies in augmented reality need to enable users to handle virtual objects intuitively. In addition, since hands are the main means of interaction with objects in real life, it is also necessary to enable interaction operations with hands on virtual objects [1]. In order to make it possible to intuitively handle objects in virtual space using hands in real space, it is necessary to consider whether physical phenomena in real space and virtual space are correctly superimposed (physical consistency). In this study, we proposed a system that allows users to intuitively handle the deformation, movement, and merging of virtual objects in augmented reality. The system was then used by four university students to compare it with existing studies [2].


Author(s):  
Hülya Semiz Türkoğlu ◽  
Süleyman Türkoğlu

The digital culture created in the virtual space provides a more liberal and open environment for the people, with fewer restrictions from real life. The current research on virtual reality self-expression has mainly been discovered as an independent aspect of the real self. The chapter also analyzes the use and perceptions of virtual users in the virtual world by focusing on the construct that creates different virtual cultural experiences. For this purpose, the “Second Life” game, which provides a three-dimensional and online virtual environment modeled by the real world, is taken as an example. In the survey, we interviewed 10 people from Second Life to find answers to our questions. As a result of their work, Second Life plays a vital digital life in a dynamic digital culture that is different from their real lives in response to the question of how they build a world with communication, culture, identity and lifestyles.


2020 ◽  
Vol 72 (4) ◽  
pp. 133-139
Author(s):  
S.T. Kaldybek ◽  
◽  
N.U. Shedenova ◽  
Zh.K Karimova ◽  
◽  
...  

Along with the rapid growth of modern social media, it can be recognized that these platforms influence social standards. Showing women on social media can indicate how others treat them in real life. This article examines the emergence of sociocultural ideas about feminіnіtу images in the context of social network media. The research is based on the concept of social drama by I. Goffman, adapted to the conditions of the communicative environment in the virtual space. The relevance of the study is due to the ever-increasing role of social media in the life of modern women.


Author(s):  
V. Sh. Surguladze

The article analyses the stages of information confrontation in social networks aimed at transforming protest activity from a virtual space into real life in the form of street actions and practical actions to change the current socio-political situation. The author considers one of the critical threats of social media to the socio-political stability of society the attempts of using them to influence changes in the collective psychology, motivation and behaviour of citizens. The author gives examples of the IT industry and government agencies of the United States, whose cooperation provides the United States with unprecedented opportunities to influence the global information space and analyses the experience and methodology of political mobilisation of the masses in social networks during the events of the Facebook revolution in Egypt 2010–2011. Based on the understanding of the real experience, the author identifies the stages and methods of reformatting virtual protest activity in the real one, as well as identifies the biographical features of the leaders of online protest movements and proposes measures to counteract the information threats of social media. According to the author, one of the most effective mechanisms to counter the threats of social media is the implementation of a comprehensive state identity policy focused on maintaining and developing the existing pivot points of the consensus collective national identity of the society.


Automated approaches for detecting cyberbullying on online platforms has remained a primary research concern over past years. Cyber bullying is defined as the use of electronic communication to bully a person, typically by sending messages of intimidating or threatening nature. The victims especially teenagers suffer from loss of confidence, depression, sleep disorder. The research on automated cyberbullying approach is mainly focused on data driven methods. Such methods work on a database of static texts, usually collected from online platforms and are not feasible for dynamic nature of a real-life social networking scenarios. The aim of our research is to develop a cyberbullying detection system using Fuzzy Logic. Three types of bullying emotions are considered in this research work namely aggression, abuse and threat. In the proposed approach chat between two users is continuously monitored and emotion present in each message is determined. Based on the emotion each user’s behavior is categorized as decent or bullying. If the detected bullying nature is higher than a defined threshold value the account of user is ceased and reported automatically. The proposed approach is tested with a chat application developed in Microsoft .Net Framework and approach can detect cyber bullying in good time. The proposed approach, if implemented with social networking platforms can serve as a useful aid for preventing online harassment. The developed algorithm can also be applied in surveillance and human behavioral analysis.


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