Present and Future Paradigms of Cyberculture in the 21st Century - Advances in Human and Social Aspects of Technology
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9781522580249, 9781522580256

Author(s):  
Carol-Ann Lane

Scholars have acknowledged the potential contribution of video gaming to complex forms of learning, identifying links between gaming and engagement, experiential learning spaces, problem-solving, strategies, transliteracy reflectivity, critical literacy, and metacognitive thinking. Using a multiliteracies lens, this multi-case study examined the experiences of four boys engaged with video gaming in two different contexts: a community centre and an after-school video club. In this chapter, the author describes how these four boys developed their multimodal ways of learning by engaging with visual perspectives of video games.


Author(s):  
Ali Gurbuz ◽  
Ozge Nilay Erbalaban Gürbüz

The history of creating technical/technological tools continues, from the days when man designed the first tools to the days when artificial intelligence was designed. In this adventure, which ranges from the production of the first tools to the development of the method of burning fire, from communication tools to the idea of society as a technical abstraction, from war tools to clocks, machines, automatons, and artificial intelligence, will be analyzed the functions of intelligence philosophically and historically. Today's cybernetic societies, where artificial intelligence is developed, are a natural consequence of the technical/technological evolution of human intelligence. In this transition period, where the creation of artificial intelligence and the anthropological future of the human species are discussed together, the perspectives of philosophical culture that are stuck between artificial and natural dilemmas will be explored. Through analysis of Steven Spielberg's Artificial Intelligence film, the meaning of cyber future perception in culture will be revealed.


Author(s):  
Serhat Koca ◽  
Birol Gulnar ◽  
Murat Aytas

Web-based distance education method (WBDE) is used by many private and public education institutions today. Through this educational application, instructors can deliver training content to students or participants from all over the world, synchronously and asynchronously. Within the scope of WBDE applications, trainings are carried out through websites with many different structures and interfaces. In this direction, in the process of conveying the said training method to the recipients, the way the education is provided in terms of instructional design and technical dimension becomes very important for the satisfaction of the recipients. In this context, the measurement of student satisfaction level regarding instructional design and technical dimension in web-based distance education programs has been studied on the example of Spiritual Guidance program. In this direction, it is thought that the study of distance education programs in terms of instructional design and technical dimension will contribute to the researches to be put forward in this direction.


Author(s):  
Havva Alkan Bala

A computer and a fast internet connection allow us the opportunity to work from just about anywhere, creating cyber-culture. What we need for that is just be good at what we do and be able to sell our services or products online so we can go and live wherever we want. A person who chooses to embrace remote work as a lifestyle choice, using technology to make a living that enables themselves to be as mobile as they want to be called “digital nomad.” Digital nomads have the business and education opportunity much more independent and collaborative. This study is about the designing eco-cities with the concept of digital nomads and their understanding of life. For nomadic lifestyle “change is home.” In modern period, it is vital to understand the philosophy behind the nomadic lifestyle which focuses on experiences instead of accumulating. A digital nomad has ecological approach that means not to be consumer more than necessary. This study claims that understanding of digital nomads give clues to digital age and its cities.


Author(s):  
Buket Kip Kayabaş

Developments in information and communication technologies play a major role in shaping economic, political, and cultural fields. Together with its inherent features, the internet, in addition to offering opportunities such as a new cultural space, freedom, and reality, has led the change of learning habits, cultural forms, and identities. Open and distance learning starting from correspondence education to computer networks-based education is one of the most affected areas by internet technologies. Various applications have developed in the field of open and distance education over time with the reflections of cyber culture. The aim of this study is to define cyber culture with its components and examine which areas it affects in our daily lives then to investigate the future open and distance education applications shaped by cyber culture.


Author(s):  
Simber Atay

The word cybernetics has a very rich etymology. On the other hand, Norbert Wiener's Cybernetics and Society (1950) has very fluid style with its literary intertextual texture. Cyber prefix defines many aspects of life. Today, cyber-culture has gained new meanings due to virtual art activities during COVID-19 pandemic and lockdown. Cybernetics has shown its impact on artistic creativity with two exhibitions, Cybernetic Serendipity (1968, London) and Software (1970, New York), which featured early examples of digital-art, cyber-art, and new media performances. Cyber-art is a very broad category. There are countless cyber-artists. In the institutional context, Can't Help Myself of Sun Yuan and Peng Yu (2016), Memory of Topography of teamLab (2018), and The City As A House of Rebecca Merlic (2020) are three valuable works. This subject was developed under the light of the ideas of Benjamin, Wiener, Deleuze, and Guattari, and the specified examples were analyzed with the descriptive method.


Author(s):  
Adriane Figueirola Buarque de Holanda ◽  
Cynthia H. W. Corrêa

Initially, studies on policy and the internet considered websites as spaces for the propagation of political and electoral marketing. However, this proposal presents a different perspective regarding the internet as a space for building the identity of political parties with their diverse audiences: cross-party and intra-party. The chapter is divided into three parts: the first deals with politics and the internet focusing on the theory of equalization and normalization to match the political game between major and minor parties. Thus, to understand the organizational structure of the parties, the theory of the parties of cadres and masses is offered. Also, to deepen this discussion, the selective and collective incentives that are part of the genetics of political parties are treated. As the results, the website serves as an instrument of communication of the party, divulging the objectives, the internal disputes between the different factions, and the way the party works.


Author(s):  
Tiago Cruz ◽  
Fernando Paulino ◽  
Mirian Tavares

The landscape genre in art is something that has not been explored until today, despite being a dominant genre until the 20th century. During the industrial revolution, in the context of cinema, photography, and other media, this genre continues its strong presence. However, it is not so clear what happens with the advent of digital media. In this context, the authors contextualize landscape, having visual culture and social semiotics as their point of view, and present a set of digital media-art artefacts that are taken as references to the way the topic has been approached and explored and where digital media assume themselves as tools and products in the construction and presentation of the artistic work. The objective will be to expose how the concept of landscape evolves, and it is presented in the scope of digital media-art.


Author(s):  
Selma Kozak

We live in a digital culture and cyber era. Cyberculture is an extensive concept including information and communication technologies, media and new media, theories, ideas, literature, art, design, and cultural studies. On the other hand, Lev Manovich updates new media and it reflects the characteristics of new avant-garde because of new digital hardware and software technology. New media has a new aesthetic potential, so does cyberculture. The rise of cyber culture has made it necessary to underline the relationship between graphic design and cyber culture and made it necessary to show key design elements of cyber-aesthetics. In this context, by using descriptive method, the chapter focuses on some components of aesthetics and cyber-aesthetics in the frame of relationship between graphic design and cyber-culture. Now, there is a global pandemic (COVID-19). Some graphic design examples came out during this global pandemic. These examples will be evaluated in terms of cyber-graphic design, cyber-aesthetics, and cyber-culture.


Author(s):  
Sebastiano Nucera ◽  
Francesco Paolo Campione

The focus of this work is to analyse two episodes of the lucky TV series Black Mirror in an attempt to examine the descriptive trajectory of an increasingly technology-driven society. It has to be noted that the two chosen episodes describe a society seemingly working as a technological grammar which breaks down and rebuilds ubiquitous experiences and life stories more and more beyond the limit. This is not a criminalization of technology but, rather, a condemnation of lifestyles which lose their identity and become aspatial. Thus, conserving memories of the past or creating reputation become hybridized and twisted behavioural realities, which concur to structure a strongly ‘oligotrophic' nature: that of the post-human versions, that of technological mediations and organic dominions which meet the inorganic and meld with it. The authors analyse these aspects through a diachronic perspective that minimizes dialectic polarizations in order to examine the exegeses of the post-human concept within a medial representation that intensifies the discriminating and causative factors.


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