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Wyszukujesz frazę "virtual world" wg kryterium: Temat


Tytuł:
Degeneracja, cyborgizacja, ewolucja – przedstawienia transhumanistycznych utopii i dystopii w grach komputerowych
Degeneration, Cyborgization, Evolution – Presentations of Transhumanistic Utopias and Dystopias in Computer Games
Autorzy:
Gąska, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/534810.pdf
Data publikacji:
2017
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
transhumanism
avatar
virtual world
Opis:
Visions created by enthusiasts and critics of transhumanism represent both utopian possibilities and dystopian consequences entailed by creation of new humans. Narratives representing various ways of human evolution appear in many kinds of media, the text, however, concentrates on computer games whose form is eminently interesting in this respect. In computer games, the player becomes a cyborg, to some extent, as he/ she controls activities of the virtual avatar being aware, at the same time, of his/ her own corporeality.The aim of the article is to trace two main ways in which the effects of the transhuman evolution into the post-human are represented in chosen games. On the one hand, the ultimate post-human becomes a biological entity degenerated into a condition which is worse than contemporary homo sapiens, and on the other hand, it becomes a technological entity turned into a being of superhuman abilities. The article explores their role and their form in both the structure of the game and the virtual world itself. The material of this study comes from games in which the player controls a single avatar: Bioshock series, Deus Ex series, System Shock 2 and Prototype.
Źródło:
Śląskie Studia Polonistyczne; 2017, 9, 1; 153-170
2084-0772
2353-0928
Pojawia się w:
Śląskie Studia Polonistyczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Characterization of new business opportunities in virtual commerce
Autorzy:
Magdalena Hofman-Kohlmeyer, Magdalena Hofman-Kohlmeyer
Powiązania:
https://bibliotekanauki.pl/articles/1179456.pdf
Data publikacji:
2017
Wydawca:
Przedsiębiorstwo Wydawnictw Naukowych Darwin / Scientific Publishing House DARWIN
Tematy:
virtual business
virtual commerce
virtual environment
virtual world
Opis:
Last couple of years, the numbers of games based on virtual worlds significantly increased. At the same time, the economy inside these virtual worlds has also developed. Nowadays, virtual environments like Second Life or Entropia Universe give companies various business opportunities, especially in selling their virtual or real products (virtual commerce). This article is aimed to give an outlook on virtual world as a new marketplace and their business potential, specifically in virtual commerce. The final part constitutes some conclusion and suggestions for future research. In order to achieve the assumed goal the author represents a literature review.
Źródło:
World Scientific News; 2017, 78; 175-184
2392-2192
Pojawia się w:
World Scientific News
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
„Ucieczki” młodzieży w „Nowe Światy”
“Escapes” of Young People Into “New Worlds”
Autorzy:
Walancik, Marek
Powiązania:
https://bibliotekanauki.pl/articles/919712.pdf
Data publikacji:
2019-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
New Worlds
youth
escapes
real world
virtual world
Opis:
Undoubtedly, we have time when, as a result of the dizzying pace, young people grow up in “bizarre cultural patterns”. In the author’s opinion, modern youth are growing up in the space of eccentric signposts that lead to escape in the so-called “New Worlds”. Based on the results of empirical research on experimenting with drugs, psychoactive substances and other risky behaviors, it indicates the causes and effects of escaping in the so-called “New Worlds”.
Źródło:
Studia Edukacyjne; 2019, 53; 89-102
1233-6688
Pojawia się w:
Studia Edukacyjne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
3D printing makes virtual world more real for blind learners
Autorzy:
Kolitsky, Michael A.
Powiązania:
https://bibliotekanauki.pl/articles/426107.pdf
Data publikacji:
2016
Wydawca:
Szkoła Główna Handlowa w Warszawie
Tematy:
3D printing
virtual world
blind learners
Opis:
Transition of the real world into the virtual world has been ongoing in online and on-ground classrooms and labs for many years. But the more the world goes virtual, the more difficult it becomes for those who are blind or visually impaired to participate fully in the learning process. The main thrust of this report is to explore how 3D printing and the use of conductive filament can begin to reverse that process by making 3D printed talking tactile learning objects that can generate audio when touched after being placed on the surface of an iPad or other tablet computer. Examples of talking tactile learning objects from STEAM (Science, Technology, Engineering, Arts and Math) disciplines will be presented with a focus on how the design of 3D printed STEAM learning objects can lead to a common learning object template model. The template can be designed to serve as a learning tool not only for a blind or visually impaired student but also can work as well for a sighted student or a teacher, aide or parent demonstrating how universal design principles can drive the learning object production process.
Źródło:
e-mentor. Czasopismo naukowe Szkoły Głównej Handlowej w Warszawie; 2016, 1 (63); 65-70
1731-6758
1731-7428
Pojawia się w:
e-mentor. Czasopismo naukowe Szkoły Głównej Handlowej w Warszawie
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Cyber space – risks to children and young people – research results
Autorzy:
Kopczewski, M.
Napieralska, A.
Powiązania:
https://bibliotekanauki.pl/articles/30147025.pdf
Data publikacji:
2018
Wydawca:
Akademia Wojsk Lądowych imienia generała Tadeusza Kościuszki
Tematy:
threats
virtual world
digital technology
Internet addiction
Opis:
The 21st century is undoubtedly a period of enormous progress in the field of digital technology, a period in which the boundary between the real world and the virtual world becomes less and less visible. The Internet has undeniably become a facilitation of everyday life, since it is a tool of work, communication or a way to spend free time for many users. The virtual world is present in almost all areas of our lives, and people spend more and more time in front of the computer screens, operating websites, e-mails or social networks. Highly developed digital technology is a boon of the 21st century, but despite its numerous advantages, negative aspects are also visible. Virtual knowledge displaces physical interpersonal contacts; physical activity is replaced by spending free time in front of a computer monitor. Various threats (social, psychological, psychological, ethical and moral) resulting from modern digital technologies and the increasing degree of dependence on them are extremely significant. The authors of this article present the results of own research, aiming at making the reader aware that there are both positive and negative aspects of the virtual world.
Źródło:
Scientific Journal of the Military University of Land Forces; 2018, 50, 4(190); 45-58
2544-7122
2545-0719
Pojawia się w:
Scientific Journal of the Military University of Land Forces
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
O związkach matematyki z filozofią na przykładzie projektu Archipelag Matematyki
Autorzy:
Stacewicz, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/429224.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Papieski Jana Pawła II w Krakowie
Tematy:
philosophy
mathematics
virtual world of mathematics
computing
infinity
Opis:
Some new, philosophically inspired, methods of teaching mathematics are discussed in this paper. These methods are implemented and embedded in the virtual environment of learning and exploring mathematics, called officially Archipelago of Mathematics (available at www.archipelagmatematyki.pl). They seem to be effective due to different interconnections between mathematics and philosophy (both historical and contemporary).After describing methodological assumptions, goals, methods and the structure of Archipelago, I present two, designed by me, examples of its contents: (1) quasi-internet chat with the ghost of G.W. Leibniz (on metaphysics, philosophical aspects of calculus, and artificial intelligence); and (2) radio-style interview with a farmer on the mathematical theory of sets and infinity. Presented materials show such a relationships between mathematics and philosophy like: philosophical origin of some mathematical concepts, philosophical implications of some math. ideas and theorems, heuristic function of philosophical discussions in mathematics.
Źródło:
Semina Scientiarum; 2014, 13
1644-3365
Pojawia się w:
Semina Scientiarum
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
In-World Marketing in Second Life
Autorzy:
Alföldiová, Alexandra
Trnka, Andrej
Powiązania:
https://bibliotekanauki.pl/articles/485147.pdf
Data publikacji:
2019
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
advertising
in-world
marketing
marketing tools
second life
virtual business
virtual world
Opis:
The aim of this exploratory study is to identify the main advertising tools used in-world the in the virtual world Second Life. The main categories of products and services available within the world were defined and divided: the advertising opportunities into free marketing tools, official tools and in-world marketing tools. Second Life creates a unique platform, which allows the creation of a virtual business with profits in real life. Advertising and in-world marketing offers them the option to promote virtual goods. The main marketing tools within the virtual environment are defined and elaborated with specific cases. The lack of literature related to Second Life is visible in the sources and the environment is still unexplored, therefore we used personal experience from our 11 year presence within the virtual environment and virtual business in Second Life.
Źródło:
Acta Ludologica; 2019, 2, 2; 58-71
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Turystyka kulturowa w cyberprzestrzeni. Przyczynek do tematyki
Cultural Tourism in Cyberspace. A Contribution to the Subject
Autorzy:
Smołucha, Danuta
Powiązania:
https://bibliotekanauki.pl/articles/37200468.pdf
Data publikacji:
2022
Wydawca:
Akademia Ignatianum w Krakowie
Tematy:
turystyka wirtualna
cyberprzestrzeń
wirtualny świat
Virtual Tourism
Cyberspace
Virtual World
Opis:
Zaawansowana technologia cyfrowa umożliwia dzisiaj człowiekowi zanurzanie się w symulujące realną rzeczywistość meandry wirtualnych światów. Użytkownicy internetu, bez wychodzenia z domu, mogą odwiedzać dowolnie wybrane obiekty turystyczne oraz repliki słynnych zabytków. Ten nowy sposób poznawania świata określa się mianem turystyki w cyberprzestrzeni. Choć daje ona dużą szansę na bliski kontakt z dziedzictwem kulturowym, to jednak zdarza się, że symulowany świat nie oddaje pełnej prawdy o rzeczywistości. Często przedstawiany on jest, świadomie lub nieświadomie, w krzywym zwierciadle. Wtedy zamiast zaspokajać intelektualne i estetyczne potrzeby użytkownika, wywołuje u niego dysonans poznawczy. Kwestia obecności obiektów dziedzictwa kulturowego w przestrzeni cyfrowej wymaga więc wnikliwych ocen i analiz.
Today, advanced digital technology allows people to immerse themselves in the meanders of virtual worlds simulating real reality. Internet users, without leaving home, can visit freely selected tourist facilities and replicas of famous monuments. This new way of exploring the world is called tourism in cyberspace. Although it gives a great chance for close contact with cultural heritage, it happens that the simulated world does not reflect the full truth about reality. He is often depicted in a crooked mirror. Then, instead of satisfying the intellectual and aesthetic needs of the user, it causes cognitive dissonance. The issue of the presence of cultural heritage objects in the digital space requires in-depth assessments and analyses.
Źródło:
Perspektywy Kultury; 2022, 39, 4; 411-416
2081-1446
2719-8014
Pojawia się w:
Perspektywy Kultury
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Mládež dneška
Autorzy:
Kmecová, Jaroslava
Powiązania:
https://bibliotekanauki.pl/articles/2158690.pdf
Data publikacji:
2013
Wydawca:
Instytut Studiów Międzynarodowych i Edukacji Humanum
Tematy:
youth
unemployment
virtual world
personal development
lifestyle
responsibility
Opis:
The impact of globalization and technological development causes big problems for young people and they are becoming passive recipients of news, information and live in a virtual world. These problems are related to problems with personal development, willingness to work together and personal growth. Young people face the problem of unemployment in all European Union. How is possible to deal with these problems of passivity, unemployment and lack of skills for active life? These are the questions that worry not only youth, but also future generations. The article places emphasis on personality development, accountability, support, positive thinking, willingness to work together and volunteering.
Źródło:
Prosopon. Europejskie Studia Społeczno-Humanistyczne; 2013, 2(6); 183-195
1730-0266
Pojawia się w:
Prosopon. Europejskie Studia Społeczno-Humanistyczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
„Sala samobójców” jako obraz współczesnej młodzieży uwikłanej w wirtualnej rzeczywistości
The Film „Suicide Room” as the Image of Contemporary Youth Caught Up in Virtual Reality
Autorzy:
Kanclerz, Bożena
Powiązania:
https://bibliotekanauki.pl/articles/951788.pdf
Data publikacji:
2016
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
film and education
cyberbullying
addiction to the virtual world
virtual reality
youth
Opis:
The aim of this article is to analyze the contexts of teaching in the film „Suicide room”. At the outset they presented examples of the role of film in education. Subsequently was presented story of the film. An essential part of the article states while presenting the meanings of pedagogy we could see in the film. First of all, „Suicide Room” is a film whose story is firmly anchored in the contemporary world entangled in the net, with particular emphasis on two phenomena: cyberbullying and addiction to the virtual world. The film Suicide Room is also an interesting picture of the family. Also in the subjective reception, it is a film about loneliness and lost in the harsh reality of the modern world. This is an interesting picture being a prelude to multi-context discussion of the condition of individuals, families and generations living in the postmodern society.
Źródło:
Kultura-Społeczeństwo-Edukacja; 2016, 9, 1; 69-83
2300-0422
Pojawia się w:
Kultura-Społeczeństwo-Edukacja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Maps in video games - range of applications
Autorzy:
Chądzyńska, D.
Gotlib, D.
Powiązania:
https://bibliotekanauki.pl/articles/92470.pdf
Data publikacji:
2015
Wydawca:
Oddział Kartograficzny Polskiego Towarzystwa Geograficznego
Tematy:
cartography
computer simulators
visualizations in games
video games
virtual world
Opis:
The authors discuss the role of the map in various game genres, specifically video games. Presented examples illustrate widespread map usage in various ways and forms by the authors of games, both classic and video. The article takes a closer look at the classification and development of video games within the last few decades. Presently, video games use advanced geospatial models and data resources. Users are keen on a detailed representation of the real world. Game authors use advanced visualization technologies, which often are innovative and very attractive. Joint efforts of cartographers, geo-information specialists and game producers can bring interesting effects in the future. Although games are mainly made for entertainment, they are more frequently used for other purposes. There is a growing need for data reliability as well as for some effective means of transmission cartographic content. This opens up a new area of both scientific and implementation activity for cartographers. There is no universally accessible data on the role of cartographers in game production, but apparently it is quite limited at the moment. However, a wider application of cartographic methodology would have a positive effect on the development of games and, conversely, methods and technologies applied by game makers can influence the development of cartography.
Źródło:
Polish Cartographical Review; 2015, 47, 3; 137-145
2450-6974
Pojawia się w:
Polish Cartographical Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Social Media in the Future: Under the Sign of Unicorn...
Autorzy:
Jarecka, Urszula
Fortuna, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/2154946.pdf
Data publikacji:
2022-06-30
Wydawca:
Akademia Górniczo-Hutnicza im. Stanisława Staszica w Krakowie
Tematy:
emotions
social media
Artificial Intelligence
virtual world
algorithms
network ethics
utopian media
Opis:
In this essay case studies pointing to problems related to the use of AI in shaping the virtual world are discussed. AI algorithms helps to shape and control the conventional web behaviour and speech of today’s media users, mostly teenagers and adults. Considering the development of software, social media may constitute a separate virtual world in the future. AI also shapes the image of this world and human relationships. The essay begins with an analysis of the future of social media against the background of truth; later, case studies show problems caused by AI to media users and the community. The authors attempt to answer questions such as: What kind of attitudes and abilities will be shaped in social media? What network ethics does AI dictate? What kind of attitudes and thinking will be promoted in the social media of the future?
Źródło:
Studia Humanistyczne AGH; 2022, 21, 2; 61-79
2084-3364
Pojawia się w:
Studia Humanistyczne AGH
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Spatial data processing for the purpose of video games
Autorzy:
Chądzyńska, D.
Gotlib, D.
Powiązania:
https://bibliotekanauki.pl/articles/92478.pdf
Data publikacji:
2016
Wydawca:
Oddział Kartograficzny Polskiego Towarzystwa Geograficznego
Tematy:
digital cartography
computer simulators
video games
computer game
virtual world
spatial data
Opis:
Advanced terrain models are currently commonly used in many video/computers games. Professional GIS technologies, existing spatial datasets and cartographic methodology are more widely used in their development. This allows for achieving a realistic model of the world. On the other hand, the so-called game engines have very high capability of spatial data visualization. Preparing terrain models for the purpose of video games requires knowledge and experience of GIS specialists and cartographers, although it is also accessible for non-professionals. The authors point out commonness and variety of use of terrain models in video games and the existence of a series of ready, advanced tools and procedures of terrain model creating. Finally the authors describe the experiment of performing the process of data modeling for “Condor Soar Simulator”.
Źródło:
Polish Cartographical Review; 2016, 48, 1; 41-50
2450-6974
Pojawia się w:
Polish Cartographical Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Academia Electronica – Vision, Experiment, Future
Autorzy:
Ostrowicki, Michał
Powiązania:
https://bibliotekanauki.pl/articles/2127701.pdf
Data publikacji:
2022
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
virtual world
virtual community
reality
avatar
open university
świat wirtualny
wirtualna społeczność
realność
awatar
uniwersytet otwarty
Opis:
The paper shows the history of the Academia Electronica – a virtual department of the Jagiellonian University, which has been in operation since 2007 in Second Life 3D graphic environment. The contributor focused on the transformation it underwent and problems which have been addressed for 14 years. Three aspects of the analysis have been identified with the first one concerning the philosophy of virtuality, the second – teaching in the 3D graphic environment, and the third one revealing the social importance of an open university. This text is autobiographic, which means that it includes short memories on a number of events related to the development of the Academia Electronica as a university alongside the contributor’s personal reflections based on his long staying in the Second Life world.
Artykuł przedstawia historię Academia Electronica – wirtualnej części Uniwersytetu Jagiellońskiego, działającej od 2007 w Second Life. Zaprezentowano przemiany jakim Academia podlegała oraz zarysowano problematykę, która była poruszana w niej na przestrzeni 14 lat. Wyszczególniono trzy wątki analizy, z których pierwszy dotyczy filozofii rzeczywistości wirtualnej, drugi prowadzenia dydaktyki w środowisku graficznym 3d oraz trzeci, związany ze społecznym znaczeniem otwartego uniwersytetu. Tekst jest autobiograficzny, w tym znaczeniu zawiera krótkie wspomnienia dotyczące szeregu zdarzeń, tak związanych z rozwojem Academia Electronica jako uniwersytetu, jak również osobistych refleksji wynikających z długotrwałego przebywania w świecie Second Life.
Źródło:
Analiza i Egzystencja; 2022, 58; 111-124
1734-9923
2300-7621
Pojawia się w:
Analiza i Egzystencja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Ergonomic Aspects of a Virtual Environment
Autorzy:
Ahasan, M. R.
Vayrynen, S.
Powiązania:
https://bibliotekanauki.pl/articles/90897.pdf
Data publikacji:
1999
Wydawca:
Centralny Instytut Ochrony Pracy
Tematy:
virtual world
human perception
ergonomics issues
interactive design
wirtualny świat
ludzka percepcja
ergonomia
Opis:
A virtual environment is an interactive graphic system mediated through computer technology that allows a certain level of reality or a sense of presence to access virtual information. To create reality in a virtual environment, ergonomics issues are explored in this paper, aiming to develop the design of presentation formats with related information, that is possible to attain and to maintain user-friendly application.
Źródło:
International Journal of Occupational Safety and Ergonomics; 1999, 5, 1; 125-134
1080-3548
Pojawia się w:
International Journal of Occupational Safety and Ergonomics
Dostawca treści:
Biblioteka Nauki
Artykuł

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