Academic literature on the topic 'Virtual identity'

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Journal articles on the topic "Virtual identity"

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Kivimäki, Anri, Kaisa Kauppinen, and Mike Robinson. "Identity in virtual communities." ACM SIGGROUP Bulletin 19, no. 3 (December 1998): 29–33. http://dx.doi.org/10.1145/307736.307764.

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Wenjing, Xie. "Virtual space, real identity: Exploring cultural identity of Chinese Diaspora in virtual community." Telematics and Informatics 22, no. 4 (November 2005): 395–404. http://dx.doi.org/10.1016/j.tele.2004.11.006.

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Berman, C. W. "FICTION: Virtual Reality, Identity Imposters." Science 318, no. 5858 (December 21, 2007): 1870. http://dx.doi.org/10.1126/science.1150498.

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Radojčić, Saša. "Identity in a virtual world." Kultura, no. 133 (2011): 92–102. http://dx.doi.org/10.5937/kultura1133092r.

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Romanova, Anna, and Dmitriy Chernichkin. "Problems of virtual religious identity." Political Science (RU), no. 4 (2020): 59–73. http://dx.doi.org/10.31249/poln/2020.04.03.

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In the modern world, religious identity continues to be one of the most important markers of a person's place in society. However, it is no longer just a mandatory prescribed identity, but actively transgresses under the influence of numerous problems of the modern world. By transgression of religious identity, the authors of the article understand its transformation, both in the direction of changing the level of religiosity as the confessional affiliation. This transgression is associated with a number of social factors – globalization, constant migration processes, value changes, and active spiritual search. With the advent of virtual space and virtual identity, there is another vector of transgression – towards the virtualization of religiosity. The main purpose of this article is to identify and systematize the main problems, related to the influence of virtual religious space on the transgression of religious identity in the real world and the formation of a new type – virtual religious identity. The main method is complex analysis. The article shows that problems with virtual religious identity begin at the categorical level, since they reflect the diversity of vectors of transgressive processes. In modern society, the transgression of religious identity is becoming a frequent phenomenon and variable, since a modern person can change both their religious affiliation and the nature of their religiosity several times during their life. But only virtual space offers unlimited possibilities-from the creation of new religious virtual associations to the appearance of many new fantasy religious identities. The main problem of further development of virtual identity will be the transformation of the level of sacredness, which will either lead to further secularization of the virtual religious space – or to the search for new forms of virtual sacredness.
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Galichkina, Elena N. "Linguistic anthropology approach to virtual identity." Current Issues in Philology and Pedagogical Linguistics, no. 2(2021) (June 25, 2021): 28–38. http://dx.doi.org/10.29025/2079-6021-2021-2-28-38.

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The paper deals with linguistic anthropology’s approach to virtual identity, the term “virtual identity” is defined, the distinction between “virtual identity’ and “online identity” is stated, the peculiarities of virtual identity’s structure are described. The aim of the article is to describe and investigate “virtual identity” as an object of linguistic anthropology’s approach; to define the terms “virtual identity” and “online identity”; to identify the virtual name’s functions; to state the tendencies of further research studies of the virtual identity. The importance of the Internet discourse investigation and key trends in the studies of the virtual personality structure determine the research topicality. The material analyzed comprises texts taken from online discourse, written speech card-catalogues compiled by the author during 2020-2021, the list of the virtual names (450 in number) retrieved from Rusfishing and Steam user profiles. Different groups of virtual names are discovered in the research: official; informal; derivative, i.e. formed by adding diminutive suffixes, etc. The main functions of virtual names are identified. Special attention is devoted to linguistic creativity of Russian online users, who create different types of texts (jokes, anecdotes, antiproverbs, demotivators, memes) that form the core of Internet folklore.
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Kadaba, Rajiv, Suratna Budalakoti, David DeAngelis, and K. Suzanne Barber. "Modeling Virtual Footprints." International Journal of Agent Technologies and Systems 3, no. 2 (April 2011): 1–17. http://dx.doi.org/10.4018/jats.2011040101.

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Entities interacting on the web establish their identity by creating virtual personas. These entities, or agents, can be human users or software-based. This research models identity using the Entity-Persona Model, a semantically annotated social network inferred from the persistent traces of interaction between personas on the web. A Persona Mapping Algorithm is proposed which compares the local views of personas in their social network referred to as their Virtual Signatures, for structural and semantic similarity. The semantics of the Entity-Persona Model are modeled by a vector space model of the text associated with the personas in the network, which allows comparison of their Virtual Signatures. This enables all the publicly accessible personas of an entity to be identified on the scale of the web. This research enables an agent to identify a single entity using multiple personas on different networks, provided that multiple personas exhibit characteristic behavior. The agent is able to increase the trustworthiness of on-line interactions by establishing the identity of entities operating under multiple personas. Consequently, reputation measures based on on-line interactions with multiple personas can be aggregated and resolved to the true singular identity.
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Martsinkovskaya, Tatyana D. "IDENTITY IN TRANSITIVE AND VIRTUAL SPACE." RSUH/RGGU Bulletin. Series Psychology. Pedagogics. Education, no. 4 (2018): 11–20. http://dx.doi.org/10.28995/2073-6398-2018-4-11-20.

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Bouko, Catherine, and Natasha Slater. "Identity, otherness and the virtual double." Technoetic Arts 9, no. 1 (September 5, 2011): 17–30. http://dx.doi.org/10.1386/tear.9.1.17_1.

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Schultze, Ulrike. "Performing embodied identity in virtual worlds." European Journal of Information Systems 23, no. 1 (January 2014): 84–95. http://dx.doi.org/10.1057/ejis.2012.52.

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Dissertations / Theses on the topic "Virtual identity"

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Nincic, Vera. "Serbian virtual community and ethnic identity." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0016/MQ53403.pdf.

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Makryniotis, Thomas. "Identity through dress in virtual environments." Thesis, University of Kent, 2013. http://ualresearchonline.arts.ac.uk/7086/.

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The purpose of this thesis is to examine the formation of identity through dress in virtual environments, and to establish connections between identity, fashion, and virtual reality by means of language and semiology. The notion of identity through fashion in virtual environments is examined, with fashion as a factor in identity formation through dress as analysed in structuralist terms. The virtual aspect is used both as a literal field, i.e. the medium of video games and social networks that involve virtual avatars, and as theoretical testing ground from which to derive new results on the nature of dress and many of the aspects of clothing and fashion. The practical outcome of this research, a video game based on dress and narrative, serves as an applied experiment of the three main themes in this thesis and the relations and interactions between them, as well as a testing tool with which to challenge in a practical way the theories and speculations formed in the thesis. My methodology is based on structuralism and post-structuralism in the fields of linguistics, psychology and anthropology, with particular application to the visual media and virtual reality. I am using a post-structuralist approach as it has been the most dominant discourse of replacing economic and social (power) relations with codes and the interplay between signifiers and signifieds. This, I find, is the most appropriate method for analysing both virtual systems and fashion, because, on an atomic level, they both depend on variables such as words and numbers. The code is therefore the common denominator of both disciplines. Furthermore, both disciplines use narrative for their proper function, video games for their back story and motivation of the player, and fashion for its advertising and promotion, as well as through archetypes and symbols. Fashion in this context works as a catalytic agent between post-structuralist codes in modern media as texts, and video games.
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Popielinski, Lea Marie. "Noncorporeal Embodiment and Gendered Virtual Identity." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1339450867.

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Delise, Nathalie N. "Me, Myself, & Identity Online: Identity Salience on Facebook vs Non-Virtual Identity." ScholarWorks@UNO, 2012. http://scholarworks.uno.edu/td/1431.

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Many Social Networking Sites have come and gone over the past decade, but Facebook continues to grow in popularity. Facebook is designed to connect people to one another through virtual networks of “friends” where members participate in the presentation of self virtually- through profile creation, maintenance, and exchanges of content. Social Networking Sites create a location for identity formation and projection that is similar, yet distinct, from face-to-face interactions. Facebook offers a unique avenue for people to control their presentation of self, while maintaining reflexive features. This study this study explores the notion of a particular “Facebook role” while specifically addressing front stage projections in relation to backstage information and the resulting differences in identity. In effect, people are “themselves” on Facebook, just a consistently “good” version of themselves.
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Stark, Alicia. "Virtual pop : gender, ethnicity, and identity in virtual bands and vocaloid." Thesis, Cardiff University, 2018. http://orca.cf.ac.uk/110112/.

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Virtual bands have been present in popular culture for decades, and they have become the topic of increased scholarly interest over the past few years. Despite this new work, however, there remains a need for more indepth critical studies into gender and ethnicity in virtual phenomena, as this approach promises to open up new areas of enquiry. Focussing on questions of gender and ethnicity, my thesis will investigate the mechanics through which identity is constructed in animated, puppet, and hologram virtual band characters. My thesis will draw on a range of empirical, theoretical, and ethnographic approaches in order to analyse how and to what extent virtual band characters are created and disseminated by those in the industry, on the one hand, and by fans, on the other. In particular, I consider this question through the concepts of agency (perceived and attributed), authorship, and authenticity, and in relation to the notion of suspension of disbelief, examining ways in which animation affords greater potential for forms of ‘layered awareness.’ Following a historical overview of virtual bands, and a critical appraisal of relevant theoretical perspectives on this topic, the thesis moves to a close reading of two case studies that reinforce and subvert gender and ethnic stereotypes commonly found in popular culture: Gorillaz and Vocaloid. These examples present different aspects of identity construction in virtual media, the former apparently led by the band’s creators, the other by its fans. Within Gorillaz, my discussion centres around the female guitarist Noodle, who, I will argue, is a modern-day Orientalist construction. By contrast, the chapters on Vocaloid draw on fan studies techniques to show that Vocaloid’s fan base contains a large, unexpected demographic, and that part of the fans’ dedication stems from their confirmed expectations of gender and ethnic identity in the Vocaloid characters.
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Robinson, Anthony Quinn Jr. "Facebook Identity: Virtual Interaction and Life Satisfaction." Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/52897.

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Objectives. Social Networking Sites (SNSs) have exploded in popularity around the world and are composed of hundreds of millions of users. SNSs give the ability to communicate, share photos, send files, and update personal information instantaneously and continuously. Research is now being done on these sites to determine their usefulness and study whether or not its existence can enhance learning and the lives of people. The purpose of this study is to examine whether or not Facebook use has an effect on life satisfaction through Facebook identity salience and Facebook role enactment. Methods. Using data acquired at the University of Texas at Austin, this research uses a path model to identity relationships between Facebook use and life satisfaction. Results. My research finds that identity theory can be applied to learning the effect Facebook use has on life satisfaction. Overall, greater Facebook identity salience and more Facebook friends are associated with greater life satisfaction. We also find that for females, the more time spent on Facebook, the lower the reported life satisfaction. Conclusion. My research has demonstrated that identity theory can be used to examine roles that are voluntary and not highly central to one's overall life functioning. The model designed can be used as a blueprint to examine other roles relating to social media. My hope is that future research looks at the importance of the social media roles for younger generations and how they compare to older generations with more salient roles.
Master of Science
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Kramer, Alice. "DIMENSIONS OF IDENTITY." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2896.

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Imagination and fantasy environments created by writers and artists have always drawn people into their worlds. Advances in technology have blurred the lines between reality and imagination. My interest has always been to question the validity of these worlds and their cultures and to transcend the evolving virtual dimension by fusing it with what we perceive to be reality.
M.F.A.
Department of Art
Arts and Humanities
Studio Art and the Computer MFA
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Lynch, Dianne. "Rehearsing the real : children's identity development in virtual spaces." Thesis, McGill University, 2005. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=100647.

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Children who have grown up with the Internet as a dominant form of cultural production bring to their identity development a complex and unique set of expectations and assumptions about identity fluidity and presentation. In addition, these "cyberchildren" are spending much of their social-interaction time in environments populated and controlled by adults, and yet beyond the purview or authority of the adults in their "real" lives. Understanding the nature of their identity development in virtual spaces and its implications for their real-world behaviors offers new opportunities for interventions that more effectively empower children to navigate and negotiate their experiences in relationship with online audiences. The study proposes that Goffman's dramaturgical metaphor can be productively applied to cyberspace, where children are rehearsing their identity performances in backstage, virtual environments; transferring their most salient and valuable identities to middle-stage spaces in real life, where they are performed for their peers and friends; and finally adopting them for presentation in front-stage, public spheres. The work draws on sociological interaction, dramaturgical analysis, information flow theory, and cyberstudies theory to propose a new theoretical framework. Its mixed-methodology approach incorporates a quantitative online survey, including benchmark questions drawn from three national surveys, and open-ended questions analyzed through qualitative methodologies. Taken together, the results confirmed the author's hypotheses that: (1) Cyberchildren have access to adult information and situations; (2) Traditional interventions to protect children in cyberspace are largely ineffective; (3) Cyberchildren maintain distinct online and real-life identities; and (4) Cyberchildren perceive of their virtual identities as valuable and salient.
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Steely, Danielle. "Identity in Chinese film: conflict, transformation, and the virtual." Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=32509.

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This thesis is an analysis of the notion of the virtual as laid out in works by Brian Massumi, Gilles Deleuze, and Félix Guattari. In it, I explore the virtual across several Chinese films of the last two decades and with respect to different challenges to identity. Through Center Stage, Farewell My Concubine, and Frozen, I investigate the dangers of the virtual in performance and the difficulty in recognizing the line between role and real. I then compare this to the similar yet distinct notion of disguise in House of Flying Daggers and Infernal Affairs in order to demonstrate the different manifestations and effects of the virtual when one's performance is undisclosed to those to whom one plays. Finally, I examine identity and the virtual through cinematic doublings in the films Center Stage and Suzhou River.
Cette thèse est une analyse de la notion du virtuel telle que présentée dans les travaux de Brian Massumi, Gilles Deleuze et Félix Guattari. J'explore le virtuel au travers de plusieurs films chinois des deux dernières décennies en ce qui a trait aux différents défis de l'identité. Par des films tels que Center Stage, Farewell My Concubine, et Frozen, j'examine les dangers du virtuel dans la performance et la difficulté de pouvoir reconnaitre la mince ligne entre le rôle et le réel. Je compare, ensuite cela à la notion similaire mais quand même distincte de camouflage dans House of Flying Daggers et Infernal Affairs de manière à démontrer les différentes manifestations et les effets du virtuel lorsque la performance d'un personne est non- dévoilée à quelqu'un avec qui elle joue. Finalement, j'examine l'identité et le virtuel par les doublages cinématiques dans les films Center Stage et Suzhou River.
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Leung, Pui-man Helen, and 梁佩文. "Impact of virtual community on identity formation of adolescents." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31256387.

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Books on the topic "Virtual identity"

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Centro di cultura contemporanea Strozzina, ed. Identità virtuali: Virtual identities. Cinisello Balsamo, Milano: Silvana Editoriale, 2011.

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Identity, learning and support in virtual environments. Rotterdam: Sense Publishers, 2009.

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Keene, Carolyn. Secret identity. New York: Aladdin Paperbacks, 2008.

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Keene, Carolyn. Identity theft. New York, NY: Aladdin Paperbacks, 2009.

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Bugeja, Michael J. Identity theft. New York, NY: Aladdin Paperbacks, 2009.

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Bugeja, Michael J. Identity theft. New York, NY: Aladdin Paperbacks, 2009.

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My avatar, my self: Identity in video role-playing games. Jefferson, N.C: McFarland, 2009.

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Terminal identity: The virtual subject in postmodern science fiction. Durham: Duke University Press, 1993.

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Digital ego: Social and legal aspects of virtual identity. Delft: Eburon, 2004.

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Peachey, Anna, and Mark Childs, eds. Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds. London: Springer London, 2011. http://dx.doi.org/10.1007/978-0-85729-361-9.

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Book chapters on the topic "Virtual identity"

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Döring, Nicola. "Identity + Internet = Virtual Identity?" In Leben in der e-Society, 187–97. Berlin, Heidelberg: Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/978-3-642-56059-0_16.

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Romero, Rudolf. "Identity." In Virtual Aesthetics in Architecture, 212–15. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003183105-37.

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Peachey, Anna, and Mark Childs. "Virtual Worlds and Identity." In Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds, 1–12. London: Springer London, 2011. http://dx.doi.org/10.1007/978-0-85729-361-9_1.

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Crowley, Adam. "Night World Identity Affirmations." In The Wealth of Virtual Nations, 75–90. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-53246-2_5.

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Martin, Alan, Gregory M. P. O’Hare, Brian R. Duffy, Bianca Schön, and John F. Bradley. "Maintaining the Identity of Dynamically Embodied Agents." In Intelligent Virtual Agents, 454–65. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11550617_38.

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Koehne, Benjamin, Matthew J. Bietz, and David Redmiles. "Identity Design in Virtual Worlds." In End-User Development, 56–71. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38706-7_6.

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Hager, Lisa. "Steampunk Technologies of Gender: Deryn Sharp’s Nonbinary Gender Identity in Scott Westerfeld’s Leviathan Series." In Virtual Victorians, 215–29. New York: Palgrave Macmillan US, 2015. http://dx.doi.org/10.1057/9781137393296_11.

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Childs, Mark. "Identity: A Primer." In Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds, 13–31. London: Springer London, 2011. http://dx.doi.org/10.1007/978-0-85729-361-9_2.

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Jaquet-Chiffelle, David-Olivier, Emmanuel Benoist, Rolf Haenni, Florent Wenger, and Harald Zwingelberg. "Virtual Persons and Identities." In The Future of Identity in the Information Society, 75–122. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-01820-6_3.

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Hjulstad, Johan. "Identity Negotiations in a Visually Oriented Virtual Classroom." In Identity Revisited and Reimagined, 241–69. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58056-2_12.

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Conference papers on the topic "Virtual identity"

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van Kokswijk, Jacob. "Legal Aspects of Virtual Identity." In 2007 International Conference on Cyberworlds. IEEE, 2007. http://dx.doi.org/10.1109/cw.2007.66.

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Juliani, Deasy, Anne Ratnasari, and Ike Junita Triwardhani. "Virtual Identity of Hijab Celebrities." In Social and Humanities Research Symposium (SORES 2020). Paris, France: Atlantis Press, 2021. http://dx.doi.org/10.2991/assehr.k.210617.005.

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Kauppinen, Kaisa, Anri Kivimäki, Taina Era, and Mike Robinson. "Producing identity in collaborative virtual environments." In the ACM symposium. New York, New York, USA: ACM Press, 1998. http://dx.doi.org/10.1145/293701.293706.

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Gomaa, Ibrahim A., Alaa Hamdy, El-sayed M. Saad, and Emad Abd-Elrahman. "Security assessment of virtual identity approaches." In 2017 International Conference on Electrical and Computing Technologies and Applications (ICECTA). IEEE, 2017. http://dx.doi.org/10.1109/icecta.2017.8252052.

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Ivanova, Inessa V. "Social Identity Of Teenagers And Students." In Psychology of Personality: Real and Virtual Context. European Publisher, 2020. http://dx.doi.org/10.15405/epsbs.2020.11.02.40.

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Lu, Xin-An, Jun Yang, Leena Mikkola, and Mikko Jakala. "Panel on: Maintaining Identity in the Virtual World." In 2003 Informing Science + IT Education Conference. Informing Science Institute, 2003. http://dx.doi.org/10.28945/2730.

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Being able to establish and maintain an identity on the virtual world is becoming an increasingly important issue in the twenty-first century. These presentations address this critical issue from three perspectives: virtual identity fraud, virtual social support, and access to virtual communication technologies.
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Shi Sha, Qiao Yan Wen, and Li Ming Zhu. "A mechanism to implement virtual identity federation." In 2010 3rd IEEE International Conference on Computer Science and Information Technology (ICCSIT 2010). IEEE, 2010. http://dx.doi.org/10.1109/iccsit.2010.5565072.

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Thatcher, Sherry, David Wilson, and Susan Brown. "(Virtual) Identity Communication: Motivations and Contextual Factors." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2017. http://dx.doi.org/10.24251/hicss.2017.096.

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Pratiwi, Fatma Dian, Faruk, and Wisma Nugraha Christanto R. "Identity Constructions through Language in virtual Community." In Proceedings of the 1st Annual Internatioal Conference on Social Sciences and Humanities (AICOSH 2019). Paris, France: Atlantis Press, 2019. http://dx.doi.org/10.2991/aicosh-19.2019.6.

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Warner, Phillip B., Peter Mo, N. Dustin Schultz, Ramkiran Gouripeddi, Jeff Duncan, and Julio C. Facelli. "VIRGO: Virtual Identity Resolution on the Go." In 2014 IEEE International Conference on Healthcare Informatics (ICHI). IEEE, 2014. http://dx.doi.org/10.1109/ichi.2014.61.

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Reports on the topic "Virtual identity"

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Castillo Murillejo, NC, G. Cárdenas, and H. Rodríguez. Online tourism, virtual identity and sexual exploitation. Revista Latina de Comunicación Social, June 2015. http://dx.doi.org/10.4185/rlcs-2015-1051en.

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Perez, Katia. Quem vê cara, vê coração? - entrelaçamentos entre ethos e identidade corporativa no discurso virtual do Grupo Boticário / Is the face index to the heart? - imbrications of ethos and corporate identity in virtual discourse from Boticario Group. Revista Internacional de Relaciones Públicas, December 2017. http://dx.doi.org/10.5783/rirp-14-2017-11-183-206.

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Pavlyuk, Ihor. MEDIACULTURE AS A NECESSARY FACTOR OF THE CONSERVATION, DEVELOPMENT AND TRANSFORMATION OF ETHNIC AND NATIONAL IDENTITY. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11071.

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The article deals with the mental-existential relationship between ethnoculture, national identity and media culture as a necessary factor for their preservation, transformation, on the example of national original algorithms, matrix models, taking into account global tendencies and Ukrainian archetypal-specific features in Ukraine. the media actively serve the domestic oligarchs in their information-virtual and real wars among themselves and the same expansive alien humanitarian acts by curtailing ethno-cultural programs-projects on national radio, on television, in the press, or offering the recipient instead of a pop pointer, without even communicating to the audience the information stipulated in the media laws − information support-protection-development of ethno-culture national product in the domestic and foreign/diaspora mass media, the support of ethnoculture by NGOs and the state institutions themselves. In the context of the study of the cultural national socio-humanitarian space, the article diagnoses and predicts the model of creating and preserving in it the dynamic equilibrium of the ethno-cultural space, in which the nation must remember the struggle for access to information and its primary sources both as an individual and the state as a whole, culture the transfer of information, which in the process of globalization is becoming a paramount commodity, an egregore, and in the post-traumatic, interrupted-compensatory cultural-information space close rehabilitation mechanisms for national identity to become a real factor in strengthening the state − and vice versa in the context of adequate laws («Law about press and other mass media», Law «About printed media (press) in Ukraine», Law «About Information», «Law about Languages», etc.) and their actual effect in creating motivational mechanisms for preserving/protecting the Ukrainian language, as one of the main identifiers of national identity, information support for its expansion as labels cultural and geostrategic areas.
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Butyrina, Maria, and Valentina Ryvlina. MEDIATIZATION OF ART: VIRTUAL MUSEUM AS MASS MEDIA. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11075.

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The research is devoted to the study of the phenomenon of mediatization of art on the example of virtual museums. Main objective of the study is to give communication characteristics of the mediatized socio-cultural institutions. The subject of the research is forms, directions and communication features of virtual museums. Methodology. In the process of study, the method of communication analysis, which allowed to identify and characterize the main factors of the museum’s functioning as a communication system, was used. Among them, special emphasis is put on receptive and metalinguistic functions. Results / findings and conclusions. The need to be competitive in the information space determines the gradual transformation of socio-cultural institutions into mass media, which is reflected in the content and forms of dialogue with recipients. When cultural institutions begin to function as media, they take on the features of media structures that create a communication environment localized by the functions of communicators and audience expectations. Museums function in such a way that along with the real art space they form a virtual space, which puts the recipients into the reality of the exhibitions based on the principle of immersion. Mediaization of art on the example of virtual museum institutions allows us to talk about: expanding of the perceptual capabilities of the audience; improvement of the exposition function of mediatized museums with the help of Internet technologies; interactivity of museum expositions; providing broad contextual background knowledge necessary for a deep understanding of the content of works of art; the possibility to have a delayed viewing of works of art; absence of thematic, time and space restrictions; possibility of communication between visitors; a huge target audience. Significance. The study of the mediatized forms of communication between museums and visitors as well as the directions of their transformation into media are certainly of interest to the scientific field of “Social Communications”.
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5

Bilovska, Natalia. HYPERTEXT: SYNTHESIS OF DISCRETE AND CONTINUOUS MEDIA MESSAGE. Ivan Franko National University of Lviv, March 2021. http://dx.doi.org/10.30970/vjo.2021.50.11104.

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In the article we interpret discrete and continuous message as interrupted and constant, limited and continual text, which has specific features and a number of differences between traditional (one-dimensional) text and hypertext (multidimensional). The purpose of this study is to define the concept of “hypertext”, consideration of its characteristics and features of the structure, similarities and differences with the traditional text, including the message in the media and communication. To achieve the goal of the study, we used a number of methods typical of journalism. Empirical analysis enabled a generalized description of the subject of study, which allowed to know it as a phenomenon. With the help of generalization the characteristic and specific regularities and principles of hypertext were studied. The system method is used to identify the dependence of each element of hypertext on its place in the text system as a whole. The retrospective method helped to understand the preconditions for the emergence of hypertext, to trace the dynamics of its development. General scientific methods (analysis, synthesis, induction, deduction) made it possible to formulate the conclusions of the study. Thanks to hypertext and the hypertext systems, the concept of virtual reality has gained tangible meaning. In hypertext space, virtuality organically complements reality. The state of virtuality, in this case, becomes the concept of hyperreality, and all this merges into a single whole in the space of computer text. Due to its volume and multidimensionality, hypertext can arouse scientific interest as an interdisciplinary discipline. In today’s world, the phenomenon of hypertext has been the subject of numerous discussions, conferences and research in the field of social communications, linguistics and psychology. Today, a significant number of organizations conduct large-scale research based on the concepts of hypertext associations and associative navigation.
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McInerney, Michael K., and John M. Carlyle. : Demonstration of Acoustic Sensing Techniques for Fuel-Distribution System Condition Monitoring : Final Report on Project F07-AR07. Engineer Research and Developmenter Center (U.S.), January 2021. http://dx.doi.org/10.21079/11681/39560.

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Leaks in fuel storage tanks and distribution piping systems have been identified as a mission-critical problem by the Department of Defense and the U.S. Army. Fuel system leaks are often hard to locate and virtually inaccessible for efficient repair because the piping is often installed under a concrete pad or tarmac. Leak repair could cost up to $2,000, and the cost of cleanup and re-mediation for fuel spills can exceed $50,000. In this project an acoustic remote sensing system was installed to monitor an Army heliport refueling system to determine whether it could detect and accurately locate fuel leaks using computer software technolo-gies to distinguish acoustic leakage signatures from normal fuel system operational noise. Demonstration and validation efforts were disadvantaged by the fact that no fuel leaks occurred in the monitored system for the duration of the project. However, the monitoring system did identify several unusual acoustic events within the fueling system and interpret them as indications of intermittent malfunctions of a check valve and a fuel pump. The 30-year ROI is about 6.42. Further work is required before the technology can be fully implemented: its ability to detect fluid leaks must be proven, and the system specifications must be certified through an EPA third party.
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Morrison, Mark, Joshuah Miron, Edward A. Bayer, and Raphael Lamed. Molecular Analysis of Cellulosome Organization in Ruminococcus Albus and Fibrobacter Intestinalis for Optimization of Fiber Digestibility in Ruminants. United States Department of Agriculture, March 2004. http://dx.doi.org/10.32747/2004.7586475.bard.

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Improving plant cell wall (fiber) degradation remains one of the highest priority research goals for all ruminant enterprises dependent on forages, hay, silage, or other fibrous byproducts as energy sources, because it governs the provision of energy-yielding nutrients to the host animal. Although the predominant species of microbes responsible for ruminal fiber degradation are culturable, the enzymology and genetics underpinning the process are poorly defined. In that context, there were two broad objectives for this proposal. The first objective was to identify the key cellulosomal components in Ruminococcus albus and to characterize their structural features as well as regulation of their expression, in response to polysaccharides and (or) P AA/PPA. The second objective was to evaluate the similarities in the structure and architecture of cellulosomal components between R. albus and other ruminal and non-ruminal cellulolytic bacteria. The cooperation among the investigators resulted in the identification of two glycoside hydrolases rate-limiting to cellulose degradation by Ruminococcus albus (Cel48A and CeI9B) and our demonstration that these enzymes possess a novel modular architecture specific to this bacterium (Devillard et al. 2004). We have now shown that the novel X-domains in Cel48A and Cel9B represent a new type of carbohydrate binding module, and the enzymes are not part of a ceiluiosome-like complex (CBM37, Xu et al. 2004). Both Cel48A and Cel9B are conditionally expressed in response to P AA/PPA, explaining why cellulose degradation in this bacterium is affected by the availability of these compounds, but additional studies have shown for the first time that neither PAA nor PPA influence xylan degradation by R. albus (Reveneau et al. 2003). Additionally, the R. albus genome sequencing project, led by the PI. Morrison, has supported our identification of many dockerin containing proteins. However, the identification of gene(s) encoding a scaffoldin has been more elusive, and recombinant proteins encoding candidate cohesin modules are now being used in Israel to verify the existence of dockerin-cohesin interactions and cellulosome production by R. albus. The Israeli partners have also conducted virtually all of the studies specific to the second Objective of the proposal. Comparative blotting studies have been conducted using specific antibodies prepare against purified recombinant cohesins and X-domains, derived from cellulosomal scaffoldins of R. flavefaciens 17, a Clostridium thermocellum mutant-preabsorbed antibody preparation, or against CbpC (fimbrial protein) of R. albus 8. The data also suggest that additional cellulolytic bacteria including Fibrobacter succinogenes S85, F. intestinalis DR7 and Butyrivibrio fibrisolvens Dl may also employ cellulosomal modules similar to those of R. flavefaciens 17. Collectively, our work during the grant period has shown that R. albus and other ruminal bacteria employ several novel mechanisms for their adhesion to plant surfaces, and produce both cellulosomal and non-cellulosomal forms of glycoside hydrolases underpinning plant fiber degradation. These improvements in our mechanistic understanding of bacterial adhesion and enzyme regulation now offers the potential to: i) optimize ruminal and hindgut conditions by dietary additives to maximize fiber degradation (e.g. by the addition of select enzymes or PAA/PPA); ii) identify plant-borne influences on adhesion and fiber-degradation, which might be overcome (or improved) by conventional breeding or transgenic plant technologies and; iii) engineer or select microbes with improved adhesion capabilities, cellulosome assembly and fiber degradation. The potential benefits associated with this research proposal are likely to be realized in the medium term (5-10 years).
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Stop African swine fever (ASF): Public and private partnering for success. Report of the online event, 14–28 June 2021. OIE, August 2021. http://dx.doi.org/10.20506/asf.3248.

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The objectives of the ‘Stop ASF: Public and private partnering for success’ virtual event were to: • understand the impact of ASF on the public and private sectors; • identify the needs and common ground of all stakeholders regarding the effective control of ASF; • showcase how PPPs can help prevent and/or control ASF with proven efficiency and impact; • identify partnership opportunities, and current and future win–win scenarios; • promote the engagement of stakeholders and facilitate PPPs in the implementation of the ASF Global Initiative.
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Theory of change: Don’t Bet Your Life On It. Greo, June 2021. http://dx.doi.org/10.33684/2021.005.

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Gambling-related harms are increasingly recognised as a significant public health issue in Great Britain. The vast majority of those experiencing gambling harms remain unidentified and without support. Don't Bet Your Life On It (DBYLOI) blends lived experience and clinical expertise to deliver practical safer gambling strategies virtually for players that can be accessed anytime and anywhere to prevent any life from being needlessly affected by gambling-related harm. It is designed to support players at any level of play by providing players with a “seat belt” to prevent harms from occurring, identify early signs of risk, and signpost those experiencing harms to get the help they need. This theory of change visual and narrative considers the inputs, activities, outputs, and outcomes necessary to achieve these goals. It can be used by organizations, groups, and individuals in any sector impacted by gambling related harms in Great Britain.
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