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数字图书馆的非文献资源包括用户、用户产生的信息和用户行动,它们是社会网络、社会媒体与虚拟世界的元数据对象。在虚拟世界系统的基础上(含登记系统、地图系统、动态消息系统、快照系统和库存系统等),讨论数字图书馆能够以用户建模和信息系统模块来发展虚拟科研环境、虚拟校园和虚拟知识型社会等。  相似文献   
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In this article I explore ways to argue about punishment of personal representations in virtual reality. I will defend the idea that such punishing might sometimes be morally required. I offer four different lines of argument: one consequentialistic, one appealing to an idea of appropriateness, one using the notion of organic wholes, and one starting from a supposed inability to determine the limits of the extension of the moral agent. I conclude that all four approaches could, in some cases, justify punishing a virtual reality representation; an avatar. As a consequence of my conclusion, I suggest that our institutionalized criminal justice system must be broadened in scope and punitive measures, in order to cover the new and difficult cases arising in virtual reality.  相似文献   
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This paper outlines concerns for inclusive classrooms involving personal digital image modifications and selections, as well as avatar configurations. Classroom interactions incorporate various dimensions of personal appearance; however, educators try to make them primarily about knowledge and wisdom. Students in environments where they can interact with each other face‐to‐face are constantly immersed in issues involving their exterior manifestations. However, the utilisations of digital media in the classroom and in the online delivery of instruction are providing new ways of manipulating the digitised images of individuals, as well as their characteristic patterns of speech and motion. The rising popularity of avatars in education (such as in Second Life) also provides a new spectrum of representational choices. Individuals who reconstitute their images so as to appear more ‘normal’ may achieve results that are more problematic than liberating, however. Fostering the development of manipulated images and avatars for the purposes of educational interaction can also be construed as an attempt to ‘erase’ stigma and in effect disempower individuals, especially those with disabilities. Likewise, image modification can be incorporated into bullying initiatives as part of efforts to ridicule and marginalise. In endeavours to mitigate these problems, faculty and staff can model the creative and empowering use of digital image and avatar technologies while celebrating (and not eradicating) their own idiosyncratic personal characteristics.  相似文献   
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This article looks at the practices of customization in violent urban videogames (such as Grand Theft Auto: San Andreas) that create “hypermediated” interfaces. Drawing from Bolter and Grusin's theory of hypermediation (which stands in contrast to immediate and immersive interfaces), this study looks at gaming practices that resist immediacy and instead focus on the disjunctions and contrasts created by forming avatars that starkly juxtapose their surroundings. Such an approach offers gamers the ability to create a space of cultural critique while simultaneously interrogating the term “serious game” because this category creates false binary oppositions between serious–trivial and serious–play.  相似文献   
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