‘In Virtual Space, You Will Never Die!’

Author(s):  
Seran Demiral

This paper refers to a selected fragment in an ethnographic study on children’s subjectivization processes through digital technologies concerning children’s interaction with the digital world and how their different cultural tendencies reflect virtual space. Children’s digital world experiences, and their new media preferences have become an important part of their peer culture. Studies on children’s peer cultures and on the effects of technological devices on human beings commenced in the 1990s within various disciplines, for example, Aarsand studied children’s interest in computer games, while Turkle focused on human-machine relations. During the 2000s, virtual space changed the trajectories of those studies into other fields. However, studies focusing on people’s interaction with technology have rarely been directly related to children’s agency, or the sociology of childhood. Therefore, this research presents a new approach to childhood studies by using traditional concepts with changing perspectives. The main purpose of this study is to reveal how children’s peer cultures and also individual agencies have been shaped through digital technologies including online activities. For this whole study, various techniques were used to analyse children’s interactions with the virtual world by focusing on their opinions regarding technological development in the world. The parts selected for this paper are based on several clips of interviews, the topics of which are: freedom in virtual space in a comparison with real – virtual worlds on the basis of their limit(less)ness; the possible relations between humans and machines; the possibilities of surviving on ‘internetlessness’; children’s relations with online games according to social media preferences, and interaction with virtual spaces in general.

2019 ◽  
Vol 5 (02) ◽  
pp. 159
Author(s):  
Jokhanan Kristiyono ◽  
Hernani Sirikit

<p>ABSTRACT</p><p>This study aims to find out how factual and digital reality are depicted in film.Castells’ theory on new media is taken for the base theory, subjectivity-identity and power and knowledge by Foucault. Narrative analysis by Lacey is applied to seek answer for the research problem. The advancement of Communication Technology has enabled human beings to have freedom in imagination and make it real. Digital technology and virtual realm are enriched with emerging faked realities and identities. Film, becomes a platform for practising this kind of freedom, making fantasy feels like reality. Film Ready Player One? directed by Steven Spielberg depicts real and virtual world. This study aims to elaborate how real life and digital life are narrated and described in this film. A new identity created in The OASIS,the digital world that a place where mankind escape from reality. Units to be analysed in eight structures of analysis are story, plot, and character. Concludesis factual reality and digital reality are described well in this film, it even tends to hyper-reality. Moreover, conflict in digital world and in the future (2045) are still the same with problems in the history of mankind.</p><p>Keywords; Film; Digital reality; Identities; Narrative.</p><p>ABSTRAK</p><p>Penelitian ini bertujuan mengetahui bagaimana realitas faktual dan realitas digital digambarkan dalam film. Menggunakan teori new media Castells, subjektivitas dan identitas serta power dan knowledge Foucault. Penelitian film ini menggunakan pendekatan deskriptif kualitatif, dengan metode Analisa Naratif Film (Lacey, 2017). Kemajuan teknologi informasi dan komunikasi membuat manusia memiliki keleluasaan dalam berimajinasi dan merealisasikannya. Teknologi digital dan alam virtual semakin diperkaya dengan munculnya realitas dan identitas semu. Film, sebagai salah satu medium komunikasi massa, merupakan wadah kebebasan berimajinasi. Film Ready Player One?.Film besutan sutradara Steven Spielberg menggambarkan pergesekan antara dunia nyata dan dunia digital. Film ini menunjukkan kehidupan masyarakat moderen pada tahun 2045, dengan adanya perkembangan teknologi yang luar biasa. Suatu piranti yang mengubah manusia menjadi sangat tergantung dengan teknologi. Teknologi informasi dan komunikasi yang menciptakan dunia baru yaitu dunia digital. OASIS, dunia tempat pelarian manusia modern dan menciptakan identitas baru yaitu identitas virtual. Masyarakat informasi yang menciptakan realitas digital. Unit analisis story, plot, dan karakter dianalisis secara naratif dengan delapan struktur. Hasil analisis memberikan jawaban bahwa realitas nyata dan realitas digital digambarkan secara baik dalam film ini, bahkan cenderung berlebihan (hyper-reality). Selain itu, konflik di dunia digital di tahun 2045 tetap sama dengan konflik dalam sejarah manusia.</p><p>Kata Kunci; Film; Digital Reality; Identitas; Naratif.</p>


1970 ◽  
pp. 135 ◽  
Author(s):  
Connie Svabo

A topic of interest in contemporary museum studies is how digital technologies contribute to museum visitor experiences. Building on insights from media and technology studies that new media should be understood for how they overlap with old media, the article reports an ethnographic study of the intersections between the exhibition at a modern museum of natural history and three portable technologies – one of which is digital. Mobile phone cameras, exercise pamphlets and dress-up costumes link visitors with an exhibition, but they simultaneously shape this relation in their own specific directions. This is shown by drawing on the concept of mediation as it is developed by philosopher Michel Serres and philosopher of technology Bruno Latour. The article is based on the Ph.D. thesis entitled “Portable Objects at the Museum”, defended at Roskilde University on 22 September 2010. 


2018 ◽  
Vol 13 (1) ◽  
Author(s):  
Ibrahim Jawad Kadhim ◽  
Zahra Mohamed Mosa

due to the major technological development happened in the last 20 years, technology had great role in changing the architectural constants and classifying its priorities. Many studies focused on technology notion and its application in architecture. But they did not focus on the rule of technology to realize Human reliance on internal and external spaces in which the people spend most of their time in.The information technology with its developments has great impact on actions & behaviors of human beings. Here the research idea in “Lack of sufficient scientific knowledge about the impact of technology of virtual reality to achieve the existential nature of the personality in virtual space. The search aimed to discuss "Clarifying the role of virtual reality technology to establish an internal virtual theoretical framework of space which seeks to achieve human existential lost in realistic space achieving the goal required having Comprehensive theoretical framework .This theoretical framework as a first stage of theoretical framework .The second stage of tries to clarify the main levels of the practical study to clarify truth fullness of indicators achieved through out:selecting items of theoretical framework. The final conclusions of the research which include theoretical framework conclusions, application results conclusions.


Author(s):  
Irina G. Shestakova ◽  

The paper considers the alarmism inherent in humanity regarding changes caused by the entry into life of achievements of scientific and technological progress. It is noted that all opponents of progress use the fruits of his previous achievements, but at the same time express fears about newly emerging innova­tions, since they cause discomfort, bringing to the world something unusual, in relation to which tradition has not yet constituted. It is quite expected that similar phobias are also caused by the development of digital technologies – fears about the digital degradation of youth, fear of artificial intelligence, etc. In the digital world, however, there is another reason for the rejection of progress. This is the pace of the emergence and invasion of a novelty into the space of human exis­tence. Whereas in previous eras, adaptation to innovations passed through sev­eral generations, today radical transformations of the technological and, as a re­sult, socioeconomic infrastructure occur many times in the course of one human life. A qualitative leap in the speed of socio-technological development and the problems generated by the new temporality of the digital world in the conditions of a sharp narrowing of the horizon of foresight form chronic anxiety, which is based on doubts about the future, the correctness of the chosen life path and even the consistency of ideas about the meaning of life and human destination, gained in the process of modern upbringing and education.


2018 ◽  
Vol 13 (1) ◽  
Author(s):  
Ibrahim Jawad Kadhim ◽  
Zahra Mohamed Mosa

due to the major technological development happened in the last 20 years, technology had great role in changing the architectural constants and classifying its priorities. Many studies focused on technology notion and its application in architecture. But they did not focus on the rule of technology to realize Human reliance on internal and external spaces in which the people spend most of their time in.The information technology with its developments has great impact on actions & behaviors of human beings. Here the research idea in “Lack of sufficient scientific knowledge about the impact of technology of virtual reality to achieve the existential nature of the personality in virtual space. The search aimed to discuss "Clarifying the role of virtual reality technology to establish an internal virtual theoretical framework of space which seeks to achieve human existential lost in realistic space achieving the goal required having Comprehensive theoretical framework .This theoretical framework as a first stage of theoretical framework .The second stage of tries to clarify the main levels of the practical study to clarify truth fullness of indicators achieved through out:selecting items of theoretical framework. The final conclusions of the research which include theoretical framework conclusions, application results conclusions.


New Sound ◽  
2016 ◽  
pp. 81-96
Author(s):  
Ivana Ančić

In this paper on the example of the cloud I intend to research and analyze the changes of artistic paradigms and practices in music that occurred due to the technological development, digitalization process and implementation of new media. With the rapid growth of technology and its immersion in digital screen culture, reality has become virtual and augmented, moving our perception to a different, new perspective-the cloud perspective. Sound from the cloud represents a new category of the production, distribution, consumption and perception of sound, the new sound/cloud discourse. This is the case of sound coming from virtual space, but due to the development of new devices and mobile phones it does not require the connection of the consumer to the computer, but is already connected through the mobile and omnipresent Web. The purpose of this paper is to focus on the impacts achieved in the field of music by the system of recording and sound reproduction and digital technology, as well as to analyze some theoretical issues provoked by these changes. The special focus of the research is an innovative artistic practice which has developed parallel with technological development, digital consumption and listening habits, contrary to artistic experience. This paper should confirm that the rapid and intensive development of technology and devices is developing a new space and intimate connection between authors, prosumers and consumers. The research should also confirm the hypothesis that the cloud is an entity, an autonomous system, a live organism in constant change, dependent and in a constant process of interaction.


2020 ◽  
Vol 2 (11) ◽  
pp. 96-101
Author(s):  
B. А. DEMILKHANOVA ◽  

In the article, from the standpoint of reasons and necessity, the qualitative and quantitative characteristics of the key trends in the development of the stock market in Russia are disclosed. The leading role is assigned to the processes of computerization of the exchange market: the introduction and use of digital technologies that ensure the financial stability of the financial market as a whole, its security and transparency, as well as access of a large circle of investors to banking and financial operations, and the protection of their interests. It has been established that the processes of introducing and using digital technologies, organically built into the mechanism of the functioning of the securities market as a whole, determine the directions of development of such trends as innovations, diversification of stock market instruments, securitization, integration with international stock markets, etc. key trends influenced by the technological development of the stock market, lead to blurring the boundaries between the primary and secondary markets.


Author(s):  
Crispin Thurlow

This chapter focuses on sex/uality in the context of so-called new media and, specifically, digital discourse: technologically mediated linguistic or communicative practices, and mediatized representations of these practices. To help think through the relationship among sex, discourse, and (new) media, the discussion focuses on sexting and two instances of sexting “scandals” in the news. Against this backdrop, the chapter sets out four persistent binaries that typically shape public and academic writing about sex/uality and especially digital sex/uality: new-old, mediation-mediatization, private/real-public/fake, and personal-political. These either-or approaches are problematic, because they no longer account for the practical realities and lived experiences of both sex and media. Scholars interested in digital sex/uality are advised to adopt a “both-and” approach in which media (i.e., digital technologies and The Media) both create pleasurable, potentially liberating opportunities to use our bodies (sexually or otherwise) and simultaneously thwart us, shame us, or shut us down. In this sense, there is nothing that is really “new” after all.


Author(s):  
Mario Casillo ◽  
Francesco Colace ◽  
Dajana Conte ◽  
Marco Lombardi ◽  
Domenico Santaniello ◽  
...  

AbstractIn the Big Data era, every sector has adapted to technological development to service the vast amount of information available. In this way, each field has benefited from technological improvements over the years. The cultural and artistic field was no exception, and several studies contributed to the aim of the interaction between human beings and artistic-cultural heritage. In this scenario, systems able to analyze the current situation and recommend the right services play a crucial role. In particular, in the Recommender Systems field, Context-Awareness helps to improve the recommendations provided. This article aims to present a general overview of the introduction of Context analysis techniques in Recommender Systems and discuss some challenging applications to the Cultural Heritage field.


2015 ◽  
Vol 738-739 ◽  
pp. 1303-1308
Author(s):  
Jing Hua Han ◽  
Ming Jia Li

Plant is not only closely related to human beings’ life, but also an integral part of raw materials in production. Protection of nature and plant resources is an increasingly urgent needs around the world. Cognition is a prerequisite for the protection of plant. But the way of plant science popularization is old, the knowledge of plant is too obscure to the general public. The system of plant science popularization based on the QR code spreads the knowledge of plant with illustrations interactively, to facilitate ordinary users to learn, understand and identify plant species. The article will detail all aspects of development of the system, allowing more scholars to understand the digitized plant science popularization under the new media.


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