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1

Benno, Mark. "Virtual Reality." Gifted Child Today 21, no. 1 (January 1998): 12–14. http://dx.doi.org/10.1177/107621759802100104.

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Much has been written over the years about virtual reality. Frequently, it is explored in science fiction literature. Mass media outlets, from the National Enquirer to Popular Mechanics to the evening news have both celebrated and feared virtual worlds. The attention has escalated recently as more powerful computers have been developed and the public is aware of virtual events such as the rover on the surface of Mars.
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Sukhodolov, Alexander, and Sergey Timofeev. "Mass Media and Virtual Reality: New Opportunities and Prospects." Theoretical and Practical Issues of Journalism 7, no. 4 (October 15, 2018): 567–80. http://dx.doi.org/10.17150/2308-6203.2018.7(4).567-580.

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The sphere of mass communication is changing rapidly nowadays. To estimate the situation correctly and forecast changes to follow one needs to apply modern research methods. Among such methods there is mathematical modelling. The logical construction that is a mathematical model can substitute and at the same time describe different aspects of the phenomenon studied. Analysis of the model can provide researchers with new information about the phenomenon and allows one to discover regularities not found before. The raticle considers the opportunity of a new media channel appearing in the new future as a result of applying modelling to research into evolution of mass media. The article proves that the main difference between media channels is the fact that they affect different senses connected to the type of the representative system of a particular person. The authors conclude that the fast-developing technologies of virtual reality provide the recipient with an opportunity to receive information at a new level owing to the multisensory perception experience. The article gives examples of effective applying of this technologies to science and production, as well as to the new trend in journalism, i.e. immersive journalism. Immersive technologies are the reason for a new informative-communicative environment to emerge, i.e. VRmedia.
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3

Murray, Janet H. "Virtual/reality: how to tell the difference." Journal of Visual Culture 19, no. 1 (April 2020): 11–27. http://dx.doi.org/10.1177/1470412920906253.

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With the advent of mass consumer virtual reality (VR) headsets and controllers in the second decade of the 20th century, some experts have predicted we are on a path toward losing the distinction between the real and the virtual. These predictions overstate the empirical evidence for the effects of VR; ignore its technical limitations; take for granted highly speculative claims about the nature of consciousness; and, most fundamentally, lose sight of the continuities between VR and other representational media. This article argues against thinking of VR as a magical technology for creating seamless illusions. Instead it situates VR as an emerging medium within an evolving community that is beginning to develop the media conventions to support sustained interaction and immersion. The future of VR is not an inevitable and delusional metaverse but a medium of representation that will always require our active creation of belief.
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4

Yosfiah, Muhammad Al Fath, Primawati Primawati, Waskito Waskito, and Febri Prasetya. "PERANCANGAN MEDIA PEMBELAJARAN INTERAKTIF VIRTUAL REALITY PADA MATA KULIAH TEKNOLOGI PEMESINAN DI JURUSAN TEKNIK MESIN FT - UNP." Jurnal Vokasi Mekanika (VoMek) 4, no. 1 (February 28, 2022): 132–36. http://dx.doi.org/10.24036/vomek.v4i1.303.

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Media menjadi salah satu fasilitas pendukung pada jalannya proses pembelajaran pada bidang Kuliah Teknologi Pemesinan sulit dimengerti karena mahasiswa belum mengetahui cara menggunakan mesin bubut selama masa pandemi Covid-19 Kerena di situasi ini semua pembelajaran di tingkat perguruan tinggi dan sekolah melalui proses daring. Pada observasi ini memiliki tujuan untuk menghasilkan media pembelajaran yang dapat dipakai untuk mahasiswa angkatan 2020 Jurusan Teknik Mesin FT-UNP pada bidang studi Teknologi Pemesinan dengan memakai media interaktif Virtual Reality. Metoda yang dipakai ialah Research and Development serta memakai jenis eskalasi Plomp. Penelitian ini dilaksanakan di Jurusan Teknik Mesin FT-UNP Pada Semester Juli–Desember 2021. Subjek penelitian ini adalah 60 orang Mahasiswa Angkatan Masuk 2020 Jurusan Teknik Mesin FT-UNP. Observasi yang dilakukan validasi ahli media tentang pelaksanaan aplikasi Virtual Reality untuk Bidang studi Teknologi Pemesinan menyatakan nilai perolehan yang diperoleh yaitu 95,29% yang menyatakan sangat valid. Observasi dilakukan validasi ahli materi tentang pelaksanan aplikasi Virtual Reality menyatakan nilai perolehan yang diperoleh yaitu 83,5% yang menyatakan telah valid. Obeservasi praktikalitas yang dilakukan salah satu dosen tentang pelaksanaan aplikasi Virtual Reality pada bidang kuliah yang diriset ialah 80% yang menyatakan bahwa aplikasi Virtual Reality telah praktis. Observasi Penataan applikasi Virtual Reallity pada Bidang Studi yang sedang diriset tersebut di Jurusan Teknik Mesin FT-UNP dari 60 responden, menyatakan jumlah perolehan yaitu 84,93% yang dapat dinyatakan bahwa anggapan siswa tentaang penerapan Virtual Reallity dalam proses studi khususnya yaitu mata kuliah Teknologi Pemesinan yang menyaatakkan telah Efektif untuk dipakai.
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5

Goryacheva, О. N. "Constructing media reality with an agenda in mind." Vestnik Universiteta, no. 9 (November 12, 2021): 151–55. http://dx.doi.org/10.26425/1816-4277-2021-9-151-155.

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In the world of virtual reality, it becomes quite difficult for the recipient of information to understand how much the image he uses, created in media reality, corresponds to the phenomenon of social reality, of which it is a reflection. The construction of media reality in the media is of particular interest for research in the field of sociology, cultural studies, psychology, linguistics, advertising, PR. The study of the genesis of media reality in the paradigm of mass media is the basis for identifying the main trends in the development of communication science. Of interest is the interdependence of the agenda and the means of influencing consumers of information used in the media. The relevance of the work is associated with the understanding that the construction of media reality turns into a media process. The allocation of priority information in the media stream becomes problematic: the consciousness of the recipient is significantly overloaded the individual does not have time to analyze the information received, but only gives him a superficial emotional assessment. The article analyses mass media materials that reflect the agenda and affect the construction of media reality. The practical significance of the study of the potential of mass media in the construction of media reality is to identify priority topics for the agenda of publications that affect the consumer of information content.
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6

Madouni, Ali. "The Social Interaction in Virtual Media." Technium Social Sciences Journal 11 (September 3, 2020): 417–26. http://dx.doi.org/10.47577/tssj.v11i1.1605.

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As the virtual media emerged and disseminated immensely ;specifically in the last ten years of the twenty-first Century, throughinnumerable channels and virtually broadcasting pages, as strong equivalentlyas the traditional mass media in almost life critical domains and areas ; as aresult and feature of the technological progress. The technology of the twenty-first Century gave to hands a wide reach and availability of information, itallows people and communities to participate even in producing and makinginfluential public opinions towards local and international issues and topical; asways of social interaction behind devices screens. Technology and changescreate a sort of circumstantial adaptation which did not exist before.Furthermore and notably, the traditional mass media amid this advance; theyspecify regular corners and a considerable space for the virtual interactions ofintellectual and popular society categories ; through the worldwide knownmedia and interactive gates. and they give an increasing as well remarkableconcern, and sometimes they are used as a referential and reliable base to thesesocial interactions. Through this paper, we intended to spotlight on theinteractive role of society in the virtual media, additionally, to expose to whatextent can the virtually-made public opinions as well interactions can affect thestatements and decisions in reality, on local and wider levels..
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Zloković, Jasminka, Metod Černetič, and Olga Dobrnjič. "Children and Virtual Reality — Some dilemas of Education." Organizacija 42, no. 1 (January 1, 2009): 17–22. http://dx.doi.org/10.2478/v10051-008-0026-2.

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Children and Virtual Reality — Some dilemas of EducationPossible responses to the extremely complex and delicate question of the influence that <virtual reality> exercises on the development of a child as a unique personality, on the child's psycho-social development and on the education of a child generally may be provided by serious research of a cohort sequential design, either in research programmes in the field of educational sciences or of other social disciplines. The present paper confronts some dilemmas of the modern world. Particularly those between the <traditional> educational values, <obsolete> families and schools and <progressive> education supplied (imposed) by virtual reality that promotes the social standardization of behaviour and the perception of values and of the world around us. The aggressiveness of the mass media in presenting <virtual reality> as <progressive> and without an <alternative> often results in a virtual life for a child, with virtual friends, education and even virtual families. In the time of developing technology, an important question arises: how to deal with such a situation. Do we direct young people to carefully select from what modern virtual reality has to offer and how do we do that?
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Bungin, Burhan, Monika Teguh, and Muhammad Dafa. "Cyber Community Towards Society 5.0 And The Future Of Social Reality." International Journal of Computer and Information System (IJCIS) 2, no. 3 (August 27, 2021): 73–79. http://dx.doi.org/10.29040/ijcis.v2i3.39.

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Abstract—In cyber community towards the Society 5.0 era, the use of industrial technology 4.0, especially communication media technology plays an important role. The information era causes digital communication media technology to develop very rapidly and encourage the birth of digital media that have real time capabilities and create new media. Currently mass media institutions that are not innovative are experiencing a fall. Then the existence of the construction of reality is also increasingly obscured by the mixing of life in the real world with the virtual world. Therefore, the study wants to criticize the existence of reality in the midst of the development of communication technology that is so fast. This study uses the interview method in collecting data and analyzing it using the narrative method. The results of this study are that in society 5.0 and industrial technology 4.0, a pseudo social reality constructed by communication technology media causes mass media to die, social harmony is confused and even lost, and hoaxes are attacks on harmony.technological advances in industry 5.0 increase above 70%.
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9

Chistyakov, D. I. "DYNAMICS OF MEDIA AND SOCIETY INTERACTION IN COMMUNICATIVE SPACE." MGIMO Review of International Relations, no. 6(33) (December 28, 2013): 234–40. http://dx.doi.org/10.24833/2071-8160-2013-6-33-234-240.

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The article is dedicated to the analysis of the social issues caused by mass-media impact on individuals and society. The author bases on reflection of sociological theories and discourses of late modern and postmodern and thus shows the transformation of media and their audience on the society’s way to the postmodernity. Postmodern media are viewed as a specific social institution of postmodernity; the author also emphasizes the basic peculiarities of its institutionalization. Structural integrity between mass-media and society is ensured through mass communication in its one-sided direction of the only communicator to the masses, often turning into an influence on recipients. The article stems from the premise that a modernday person is included in qualitatively and quantitavely other communications than in a preceding era of late modernity. Mass-media’s influence on society is thus specific. Messages, images, symbols, signs created by media not only form our perspective, but also serve as keys to the perception of reality. A subject today is involved in endless interconnected streams of information, hence a subject doesn’t consume information in discreet blocks anymore. Rather, we can imagine a subject standing knee-deep in a vast stream grabbing whatever he or she may find interesting. Under the certain conditions the very reality is being substituted by the virtual reality. The author shows and analyses the communication model of the basic information producers and recipients.
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10

Yatsenko, Olena. "TRANSVERSAL SUBJECTIVITY IN THE DIMENSIONS OF VIRTUAL REALITY." Educational Discourse: collection of scientific papers, no. 28(11) (December 30, 2020): 7–22. http://dx.doi.org/10.33930/ed.2019.5007.28(11)-1.

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The modern development of technologies, both mass media and virtual reality, declare the mobility of the boundaries of private and public life. This fact proves the existence of a significant number of social networks, branding and image technologies, biometrics, and profiling of employees of high-tech corporations, big data technologies, cookies, and the Social Credit System in China. The scale of this phenomenon is explained by the collision of two trends which are oriented against each other: on the one hand, subjectivity seeks to maximize expression and self-presentation in cyberspace, and on the other hand, stakeholders, guided by economic, political, religious, and other motives use published information for pragmatic influence on subjectivity, first of all, manipulative one. The strategy of the morality of the virtual world provides a wide range of assessments: from identification with the Stoic principles of ataraxia and autarky to the accusations of irresponsibility, impersonality and escapism. Therefore, we consider it appropriate to define the modern type of actualization and representation of subjectivity as transversal, i. e. complex, contradictory, integrative and motivated by certain intentions and aspirations of the person.
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11

Jovanović, Aleksandar, and Aleksandar Milosavljević. "VORTEX ENTERPRISE: DECENTRALIZED VIRTUAL REALITY BLOCKCHAIN-BASED PLATFORM." Facta Universitatis, Series: Automatic Control and Robotics 18, no. 1 (September 24, 2019): 057. http://dx.doi.org/10.22190/fuacr1901057j.

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Virtual Reality (VR) has been used in industries since the 1960s. However, the recent development of hardware and software has made it possible for VR technologies to become widely adopted by the mass market with the highest level of immersion and affordable price. However, building platforms for VR technologies will require many active users and their engagement in project development. Those activities will include platform activities, content creation, social media marketing, processing power, and storage. For that purpose, we introduce VoRtex enterprise high-level software architecture and decentralized blockchain solution. Introduced VoRtex enterprise high-level software architecture will be used to develop blockchain-based virtual world (VW) platform with VR support. The goal of the VW platform is to support the development of education, certification and massive open online courses (MOOC). A blockchain component inside the VW platform will be used for engaging users in project development through collaboration and content sharing. Active users that promote platform content will get rewards for contributions using cryptocurrency. Also, we will showcase this feature on the VoRtex platform prototype where the user earns cryptocurrencies for activity inside the VW. In the end, we will evaluate the proposed solution
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12

Tinka, Jozef, and Stefania Krulova. "Conversion of the Mass Audience and its Impact on the Configuration of Media." Current Issues of Mass Communication, no. 16 (2014): 26–35. http://dx.doi.org/10.17721/2312-5160.2014.16.26-35.

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The influence of the information technology revolution and of the advanced communication possibilities on the development of social and mass communications is studied. It is shown that the emergence of virtual reality changed the value of time and space, and led to a new stratification of the mass audience. A new configuration of new types of audiences of different interfaces emerged. We analyzed the processes of stratification of the mass audience and their implications from the point of view of a new media typology. Attention is primarily paid to the sub-mass cell audience and to the relationship-based media (RB-media), which are the new typological phenomena, determined by the digital age. The process of emergence of the cellular audience is considered; the typological features of the RB-media are presented; and the prospects of media development are projected.
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Nelson, Sonya, Resmi Darni, and Fahmil Haris. "Development Augmented Reality (AR) Learning Media for Pencak Silat Course at Faculty of Sports and Science Universitas Negeri Padang." Educational Administration: Theory and Practice 28, no. 01 (April 10, 2022): 37–46. http://dx.doi.org/10.17762/kuey.v28i01.322.

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Learning activity must contain aspects of practicality, attractiveness and could motivate student, to facilitate the implementation of learning. Interesting learning media and effective also very necessary for students in the pencak silat course at the sports science faculty which contains practical and theoretical material. It should be considered in the selection of media, namely learning objectives, effective, easy to obtain, flexible use and able to visualize something abstract into reality. One of the developments of learning media that is currently still new is learning media using Augmented Reality (AR). AR is a technology application that can present virtual objects in virtual 3D in real form and presented in real time, then be able to present abstract concepts more real. The purpose of this research is to produce pencak silat learning media in terms of practicality aspects, attractiveness and validity. The research development model uses Borg and Gall, with the following stages: (1) Data collection; (2) Planning (3) Development; (4) Design Validation (5) Design Revision (6) Product Trial (7) Product Revision (8) Usage Trial (9) Product Revision (10) Mass production. The results of the study according to the results of expert validation on the development of Augmented Reality-based pencak silat learning media showed very good results and were suitable for use as learning media. The average acquisition of validation results by experts is 91.8%. Student responses to the use of this media in learning pencak silat were very good with scores in the small group trial of 89.97% and the large group trial of 87.15%. Conclusion hfinal result this finding in the form of learning media Augmented Reality in martial arts courses that are valid, practical and effective.
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Iwan pranoto, Iwan Pranoto, Zuly Daima Ulfa, Juli Natalia Silalahi, Isna Herlina, and Sagarli Sagarli. "PENGEMBANGAN VIDEO MEDIA PEMBELAJARAN SENI RUPA TRADISIONAL DAYAK KALIMANTAN TENGAH BERBASIS VIRTUAL REALITY SMPN 2 PALANGKA RAYA." Gorga : Jurnal Seni Rupa 10, no. 2 (December 24, 2021): 454. http://dx.doi.org/10.24114/gr.v10i2.28544.

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The development of the industrial revolution 4.0 has a profound impact on the development of the world education which is a place to develop and create innovations with insight and character by the use of art and technology, the development of virtual reality based traditional arts. This is done in order to enrich information on art and culture learning, as well as to foster the cultivation of local culture as a nation's identity. Learning by using virtual reality is very supportive in art learning that has been developed in the video. The formulation of the problem in this study is how to develop video learning media on traditional Dayak art works in Kalimantan Tengah based on virtual reality at SMPN 2 Palangkaraya?. Research and Development (R&D) research methods are research methods used to produce certain products and test the effectiveness of these products. The research stages are potential and problems, data collection process, product design, design validation, design revision, product testing, product revision, product production, data analysis. In the development of video learning media for traditional Dayak art in Kalimantan Tengah based on virtual reality, that learning media products are developed based on the needs of an educational curriculum that is contained in teaching tools for appreciation of local arts, with content in arts crafts, sculpture, architecture, ceramics, traditional weapons. . The developed video will be uploaded in 10-15 minutes based on the number of learning meetings at SMPN 02 Palangka Raya, especially for class VII students. The development of this visual art learning media video is packaged in combining the capabilities of virtual reality technology, so that the learning process is more interesting, with the achievement of educational aspects, namely attitudes, knowledge and skills. Keywords: video, art, virtual, reality, education. AbstrakPerkembangnya revolusi industri 4.0 memberikan dampak dalam pada perkembangan dunia pendidikan yang merupakan suatu tempat untuk mengembangkan serta menciptakan inovasi dalam berwawasan serta berkarakter dengan pemanfaatan seni dan teknologi, yaitu pengembangan pada karya seni tradisi berbasis virtual reality. Hal ini dilakukan guna pengayaan informasi pembelajaran seni budaya, serta menumbuhkan penanaman budaya lokal sebagai identitas bangsa. Pembelajaran dengan mengunakan virtual reality sangat mendukung dalam pembelajaran seni yang telah di kembangkan dalam video. Adapun rumusan masalah dalam penelitian ini yaitu bagaiman mengembangkan video media pembelajaran pada karya seni rupa tradisional suku Dayak di Kalimantan Tengah berbasis virtual reality di SMPN 2 Palangkaraya? Metode penelitian Research and Development (R&D) adalah metode penelitian yang digunakan untuk menghasilkan produk tertentu dan menguji keefektifan produk tersebut. Tahapan penelitian yaitu potensi dan masalah, proses pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, revisi produk, produksi produk, analisis data. Dalam pengembangan video media pembelajaran seni rupa tradisional Dayak di Kalimantan Tengah berbasis virtual reality, bahwa produk media belajar dikembangkan berdasarkan kebutuhan kurikulum pendidikan yang di muat dalam perangkat mengajar apresiasi seni rupa daerah setempat, dengan muatan seni kerajinan, patung, arsitektur, keramik, senjata tradisional. Video yang dikembangkan akan di muat dalam durasi 10-15 menit berdasarkan jumlah pertemuan pembelajaran di SMPN 02 Palangka Raya, khsusnya pada siswa kelas VII. Pengembangan video media pembelajaran seni rupa ini di kemas dalam memadukan kemampuan teknologi virtual reality, sehingga proses belajar lebih menarik, dengan capaian aspek pendidikan yaitu sikap, pengetahuan dan keterampilan.Kata Kunci:video, seni, virtual, reality, pendidikan. Authors: Iwan Pranoto : Universitas Palangka RayaZuly Daima Ufla : Universitas Palangka RayaJuli Natalia Silalahi : Universitas Palangka RayaIsna Herlina : Universitas Palangka RayaSagarli : Universitas Palangka Raya References:Ardipal, A. (2012). Kurikulum Pendidikan Seni Budaya yang Ideal bagi Peserta Didik di Masa Depan. Komposisi: Jurnal Pendidikan Bahasa, Sastra, dan Seni, 11(1), 1-12.Dewi, D. K. (2016). Pengaruh Tingkat Pendidikan dan Motivasi Kerja Terhadap Kinerja Karyawan. Journal Bisma, 4(1), 1-15.Domingo, J. R., & Bradley, E. G. (2018). Education student perceptions of virtual reality as a learning tool. Journal of Educational Technology Systems, 46(3), 329-342.Fujiawati, F. S. (2016). Pemahaman konsep kurikulum dan pembelajaran dengan peta konsep bagi mahasiswa pendidikan seni. JPKS (Jurnal Pendidikan dan Kajian Seni), 1(1), 16-29.Harianto, W. E. (2014). Penerapan Media Pembelajaran Seni Rupa Berbasis Audio Visual Pada materi Batik Siswa Kelas VIII-B dan VIII-C SMP Negeri 1 Turi Lamongan. Jurnal Pendidikan Seni Rupa, 2(3), 34-44.Lase, D. (2019). Pendidikan di Era Revolusi Industri 4.0. Jurnal Sundermann, 1(2), 28-43.Nurseto, T. (2011). Membuat Media Pembelajaran yang Menarik. Jurnal Ekonomi & Pendidikan, 8(1), 20-31.Nusantara, T. (2018). Desain Pembelajaran 4.0. Prosiding Lembaga Penelitian Pendidikan (LPP) Mandala NTB. 1-16.Pranoto, Iwan. (2020). “Media Pembelajaran Seni Rupa”. Hasil Dokumentasi Pribadi: 01 Juni 2020, SMPN 2 Palangka Raya.Ratnanigsih, K. (2020). Pengembangan Media Pembelajaran Seni Budaya Berbasis Digital Eksotisme Lukisan Pada Caping. Jurnal Ilmiah Kependidikan, 3(2), 62-74.Retnanigsih, D. (2019). Tantangan Dan Strategi Guru Di Era Revolusi Industri 4.0 Dalam Meningkatkan Kualitas Pendidikan. Prosiding Seminar Nasional. 25-38.Setiaji, R. S. (2020). Smartphone Media Berkarya Seni Masa Kini. Jurnal Imaji, 18(1), 14-26.Sofa, T. M. (2020). Pembelajaran Seni Tari Dalam Menghadapi Tantangan Revolusi Industri 4.0. Jurnal Imaji, 18(1), 1-16.Suhaya. (2016). Pendidikan Seni Sebagai Penunjang Kreatifitas”.Jurnal Pendidikan dan Kajian Seni, 1(1), 1-14.Sugiyono. (2011). Metode Penelitian Kuantitatif, Kualitatif dan R&D. Bandung: Afabeta.Suryani, L. (2021). Penerapan Media Audio Visual untuk Meningkatan Perilaku Cinta Lingkungan pada Golden Age. Jurnal Obsesi, 5(1), 902-917.Trinawindu, I K. (2016). Multimedia Interaktif untuk Proses Pembelajaran. Jurnal Parabangkara, 19(23). 37-48.Zunaidah. F. N. (2016). Pengembangan Bahan Ajar Mata Kuliah Bioteknologi Berdasarkan Kebutuhan Dan Karakter Kebutuhan dan Karakter Mahasiswa Universitas Nusantara PGRI Kediri. Jurnal Pendidikan Biologi Indonesia, 2(1), 19-30.
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Vedeneyev, Vitaly, and Olha Orlova. "MODERN TECHNOLOGIES OF MANIPULATION AS INSTRUMENT OF CHANGE OF POLITICAL REALITY ARE IN UKRAINE." Scientific Journal of Polonia University 29, no. 4 (June 18, 2018): 69–76. http://dx.doi.org/10.23856/2910.

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In the article examined, that there is a process of political reality constructing by means of the use the various manipulation technologies that allow popularizing "necessary" to the politicians’ ideas that afterwards grow into soil of the counted scenario the political development events. Attention applies on the phenomenon of mythological political life, considered through the prism of social life symbolizing psychological process, illustrates effectiveness of external influence mechanisms on mass consciousness at man. It is underlined that mechanisms of external influence on mass consciousness at man is unchanging sufficiently long time and exist almost so much how many exist human civilization. The role of mass-media is shown as to the instrument of virtualization of the real political space and means of this virtual reality constructing.
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Lus Arana, Luis Miguel. "Mass Media and the postmodern urban experience. From Metropolis to Blade Runner; from cinema to virtual reality." Culture & History Digital Journal 9, no. 1 (September 11, 2020): 002. http://dx.doi.org/10.3989/chdj.2020.002.

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Since their inception in the XIX Century, mass media have been crucial in shaping the image of the urban environment on our collective subconscious. In the early 20th Century, newspapers and magazines bustled with exacerbated but fascinating images of the city of the future, which appeared as hyperbolic portrayals of the perception that the contemporary citizen had of his own effervescing modern environment. Cinema soon joined this process, as a privileged, mechanical eye that could record, analyse and reinvent the accelerated modern city and its evolution. Fritz Lang’s Metropolis (1926) epitomized the powers of the new medium, providing the viewers with a window that allowed them to see this Lacanian Other come alive, somehow encapsulating their own experience of the new urban reality. Over half a century later films such as Alien (1979) and Blade Runner (1982) took the torch as fictional future representations of postmodern space that provided the postmodern citizen with a suitably hyper-real substitute of reality. Three decades after that, the videogames and virtual reality experiences based on those very films promise to break the final barrier, allowing us to cross to the other side of the membrane, and freely move through that which is, literally, an augmented reality.
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Suchaček, Jan, and Jaroslav Urminský. "Regional economies: Reality, and national TV reporting." Tér és Társadalom 36, no. 3 (August 23, 2022): 145–64. http://dx.doi.org/10.17649/tet.36.3.3421.

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The problem of the spatial patterns of information transmitted by media is insufficiently debated within the literature so far. In relation to territorial marketing, in most countries the role of TV coverage is a pivotal one as it has the most intense impact on the wider public. Moreover, the TV news-reporting agenda to a large degree also epitomises the press and radio coverage agenda. This paper aims at assessing whether the selected attributes of real economic life in NUTS III regions in Czechia find their adequate portrayal in the regionally related contributions of an economic character that appear in national TV news reporting. Our attention was devoted primarily to the territorial perspective; more specifically, to the 14 self-governing regions in Czechia. In order to reduce the urban character of Prague, two NUTS III regions with the same centre, Prague and Central Bohemia, were aggregated into one territory. This is compliant with their natural geographical characteristics. Thus, the final number of analysed territories reached thirteen. Naturally, the share of news about the given topics in individual regions should roughly correspond to the presence of the themes in terms of territorial statistics. We will attempt to examine the intensity of the above-mentioned congruence. In this article, we shall concentrate on selected economic pillars. These pillars include economic life, economic policy, economic criminality, as well as research, development, and education. These pillars facilitate the evaluation of centralities and peripheralities in Czechia with regard to both material (i.e., real) and intangible (i.e., TV coverage-based) components. The process of gatekeeping plays a critical role in the selection of information that is transformed into media. Moreover, one cannot ignore the media bias – i.e., the bias or perceived bias of journalists and news producers – within the mass media in the selection of events and stories that are reported and the way they are covered. The research question posed in the frame of this article is as follows: can the significant differences between the virtual portrayals and genuine economic characteristics be found in all investigated territories in Czechia? Quantitative content analysis has been utilised for the classification and structuration of individual contributions in TV news reporting. In sum, disproportions between the real and virtual economic characters of regions are identified. Deviations from potential balance could be found in all of four defined economic pillars. Even more, single events may be so intensive that they affect and even distort the whole media portrayal of concrete regions. Subsequently, the relationship between centralities and peripheralities may become more intense and at the same time flexible within the virtual dimension. In this way, the intangible dimensions of centralities and peripheralities can act as either supportive or mitigating powers in relation to their material counterparts.
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Tsai, Wei-Ding, and Olga Vasil'evna Chistyakova. "Ethical Theoretical Reflections on Social Media: Place of the Human Being in the Digital Space." RUDN Journal of Philosophy 26, no. 4 (December 15, 2022): 870–81. http://dx.doi.org/10.22363/2313-2302-2022-26-4-870-881.

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Raises the problem of ethics in interpersonal relations on the Internet. The ontological difference between digital cyberspace from the real world is emphasized and the corresponding conceptual constructions of modern thinkers are derived. Relevant questions of modern philosophy are substantiated - whether there are some specific ethical relations in cyberspace, which arise directly on the Internet, how they are possible, and how they can be regulated. As a theoretical and methodological basis for answering these questions, presents Levinas’ ideas regarding ethical thinking and the principles of “real” meetings on the Internet: for-the-other , face-to-face , and existent-beyond-Being . In this context, Levinas’ conception of interpersonal and ethical relations in digital reality and the role of the Other in these relations are examined. The idea of the Other as a subject being outside, but for whom the user of the Internet is responsible, is disclosed. This type of responsibility, according to Levinas, is an ethical norm. The article shows the phenomenon of augmented reality as a type of hybrid reality, which is formed with the help of digital technology. Augmented reality superimposes virtual images on the real world so that both parties interact with each other. It is emphasized that in modern social science augmented reality technology is seen as blurring the boundaries of virtual and real, as well as true and false. The concepts of Bill Persky, Nicholas Negroponte, and Marc Prensky on digital communication and the impact of cyberspace on humans are considered. Particular attention is paid to the analysis of the construction of so-called primordial ethical relationships on the Internet. An important place here is occupied by D. Barney’s theory, aimed at studying the impact of the technical characteristics of network technologies on the social interaction of people. His idea of building qualitatively new interpersonal relationships in the digital environment is emphasized. The characteristic of the virtual environment as a space without response and one-way communication is noted. In this regard, the concept of N. Luhmann about the construction employing mass media of a special illusory, symbolic space, which modern man perceives as objective reality, is substantiated. The problem of obtaining truth and objective knowledge-information is derived.
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Pavlik, John V. "Drones, Augmented Reality and Virtual Reality Journalism: Mapping Their Role in Immersive News Content." Media and Communication 8, no. 3 (July 27, 2020): 137–46. http://dx.doi.org/10.17645/mac.v8i3.3031.

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Drones are shaping journalism in a variety of ways including in the production of immersive news content. This article identifies, describes and analyzes, or maps out, four areas in which drones are impacting immersive news content. These include: 1) enabling the possibility of providing aerial perspective for first-person perspective flight-based immersive journalism experiences; 2) providing geo-tagged audio and video for flight-based immersive news content; 3) providing the capacity for both volumetric and 360 video capture; and 4) generating novel content types or content based on data acquired from a broad range of sensors beyond the standard visible light captured via video cameras; these may be a central generator of unique experiential media content beyond visual flight-based news content.
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Belova, Alla. "Virtual influencers in multimodal advertising." 93, no. 93 (September 13, 2021): 14–21. http://dx.doi.org/10.26565/2227-8877-2021-93-02.

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The article highlights new communication and advertising phenomenon – virtual influencers (VI) or virtual models employed by different brands to promote their collections and goods. Influencer marketing became an effective marketing strategy and profitable trend within the last twenty years. Influencers can be categorized in line with the content they generate, number of followers they have, their specialization, the impact they produce. Influencer marketing flourishes in social media. Celebrities who earned their fame offline are mega-influencers. Virtual influencers are transmedia 3D models created by high-caliber professionals via computer-generated imagery (CGI), animation, computer graphics, multimodality, copywriting with their bio, tastes, hobbies, lifestyle, even political preferences and social values. They are fond of social networking and have accounts in the most popular social media – Facebook, Twitter, Instagram, TikTok. Brands collaborate with social media influencers for narrowcasting young customers, mostly millennials who prefer social media to mass media and perceive virtual reality as a natural component of current civilization and everyday life. Experts believe virtual influencers’ rating is based on wow effect and they won’t be able to outperform celebrities despite high annual income as they are fictional and not emotional. Celebrities as mega-influencers and models fear virtual models will squeeze them out of marketing and advertising, other social media users have Uncanny Valley syndrome. Psychologists claim VI might trigger psychological problems for teenagers as they cannot attain glamorous lifestyle VI promote. Verbal behavior of virtual influencers is molded by copywriters and mirrors characteristics of English used in social media by teenagers and millennials – short simple sentences with acronyms visibly peppered with emoji and hashtags. Facebook, Instagram, TikTok, Twitter accounts of the most popular influencers Lil Miquela, Bermuda, Shudu were analyzed. The future of virtual influencers lies in synthesis of CGI and artificial intelligence (AI) to generate posts automatically and communicate with followers. Then virtual influencers can be used outside advertising and marketing to make impact on global audience
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Babu, Alaka Theres, and Alaka Theres Babu. "When the Real Ceases to Exist: Reading the Realm of the Hyperreal in Unni R.’s “Ozhivudivasathe Kali”." SMART MOVES JOURNAL IJELLH 9, no. 3 (March 28, 2021): 19–25. http://dx.doi.org/10.24113/ijellh.v9i3.10941.

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In the postmodern condition a sign does not indicate an underlying reality but other signs and thus the whole system becomes ‘simulation’. Jean Baudrillard the French sociologist, cultural critic and postmodern theorist, in his 1981 work Simulacra and Simulations discusses about what is usually known as ‘the loss of the real’. In the contemporary world the distinction between reality and illusion, surface and depth are completely lost. The media mediated world of reality that we perceive today is all a hyperreality. We confront illusions all around us and without which we feel unable to live. What we take in for granted is something that is created for the purpose of to be perceived. All these made up realities become texts as well. In an age of mass production, mass consumption and mass communication the terms ‘hyperreality’ and ‘simulation’ signify the virtual or unreal nature of the present day culture. Baudrillard’s philosophy centers on these concepts. It is a basic part of human existence to simulate, to imagine scenarios and possible outcomes.
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Stiegler, Christian. "The Politics of Immersive Storytelling." International Journal of E-Politics 8, no. 3 (July 2017): 1–15. http://dx.doi.org/10.4018/ijep.2017070101.

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This article applies and extends the concept of social media logic to assess the politics of immersive storytelling on digital platforms. These politics are considered in the light of what has been identified as mass media logic, which argues that mass media in the 20th century gained power by developing a commanding discourse that guides the organization of the public sphere. The shift to social media logic in the 21st century, with its grounding principles of programmability, popularity, connectivity, and datafication, influenced a new discourse on the logics of digital ecosystems. Digital platforms such as Facebook are offering all-surrounding mediated environments to communicate in Virtual Reality (‘Facebook Spaces') as well as immersive narratives such as Mr. Robot VR. This article provides an understanding of the politics of immersive storytelling and of its underlying principles of programmability, user experience, popularity, and platform sociality, which define immersive technologies in the 21st century.
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Sissons, Helen, and Thomas Cochrane. "Introducing Immersive Reality into the Journalism Curriculum." Pacific Journal of Technology Enhanced Learning 2, no. 1 (November 11, 2019): 7. http://dx.doi.org/10.24135/pjtel.v2i1.27.

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Following the introduction of the Google Cardboard virtual reality (VR) head mounted display (HMD) in 2014, mainstream journalism began exploring the potential of VR to transform news storytelling as an immersive experience (Lalwani, 2015; Somaiya, 2015). However, unlike the transformative impact of social media on journalism and journalism education (Mulrennan, 2017), VR has taken several years for this to filter into the curriculum of journalism higher education. AUT’s journalism programme includes a final semester, capstone, assessment in which students produce a piece of long-form immersive journalism that provides the opportunity to embed VR storytelling as an authentic immersive experience. To address this we created a collaborative curriculum design team in 2019 to design a workshop (Sissons & Cochrane, 2019) to introduce journalism students to the potential of VR to explore and create an immersive journalism experience. We used a design based research methodology (McKenney & Reeves, 2019) to structure the curriculum design process into four phases: initial analysis and exploration, development of a prototype curriculum intervention, evaluation and redesign of the intervention, and dissemination of identified design principles and findings. Meeting weekly the design team brainstormed a workshop that mapped the affordances of mobile XR to a real world project, and created a simple demonstration XR environment (https://seekbeak.com/v/kvPq47DpjAw). We founded the workshop design upon the principles of heutagogy (Blaschke & Hase, 2019), as the principles of heutagogy map closely to the core journalism graduate profile outcomes (Cochrane, Sissons, & Mulrennan, 2017). In this workshop students worked in teams to film and compile an interactive experience based on the University’s Journalism Media Centre, creating an interactive tour using SeekBeak (https://seekbeak.com). Using AUTEC ethics processes we obtained informed consent from the participating students for a feedback survey that will inform the second phase redesign of the curriculum design for 2020. Anonymous post-workshop student feedback survey responses, with a 78% return rate (https://www.surveymonkey.com/results/SM-5SMVCVSJ7/) were very positive. We believe this collaborative curriculum design approach provides a simple model that can be utilised in other higher education discipline contexts. References Blaschke, L. M., & Hase, S. (2019). Heutagogy and digital media networks: Setting students on the path to lifelong learning. Pacific Journal of Technology Enhanced Learning, 1(1), 1-14. doi:https://doi.org/10.24135/pjtel.v1i1.1 Cochrane, T., Sissons, H., & Mulrennan, D. (2017). Mainstreaming Mobile Learning in Journalism Education. In H. Crompton & J. Traxler (Eds.), Mobile Learning in Higher Education: Challenges in Context (pp. 19-30). New York: Routledge. Lalwani, M. (2015). ABC News introduces VR initiative with 360-degree tour of Syria. Retrieved from http://www.engadget.com/2015/09/17/abc-news-introduces-vr-initiative-with-360-degree-tour-of-syria/ McKenney, S., & Reeves, T. (2019). Conducting educational design research (2nd ed.). London: Routledge. Mulrennan, D. (2017). Mobile Social Media and the News: Where Heutagogy Enables Journalism Education. Journalism & Mass Communication Educator, OnlineFirst(0), 1-12. doi:10.1177/1077695817720762 Sissons, H., & Cochrane, T. (2019). Newsroom Production: XRJournalism Workshop. Retrieved from https://tinyurl.com/XRJournalism Somaiya, R. (2015, 20 October 2015). The Times partners with Google on virtual reality project. Retrieved from http://www.nytimes.com/2015/10/21/business/media/the-times-partners-with-google-on-virtual-reality-project.html?smid=tw-nytimestech&smtyp=cur&_r=1
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Vukanović, Zvezdan. "The influence of ICT megatrends on global megatrends." Informatologia 51, no. 1-2 (June 30, 2018): 43–52. http://dx.doi.org/10.32914/i.51.1-2.5.

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In this paper, the author analyses the significant influence of IT on global megatrends. Of the five leading global megatrends, two are in the field of ICT, digital media and new technologies. The main reasons for the impact of IT megatrends are twofold: (1) the digital convergence of the media, ICT and telecommunications industries, (2)the exponential increase in information, computing power and internet transfer data. Digital convergence will significantly contribute to changing business models. In an applicative sense, the author considers the concepts of Industry 4.0 - The Fourth Industrial Revolution (4IR), to be the most significant as it marks the paradigmatic change of information, the conceptual and processual transformation of data and services ecosystems in the domains of robotics, the Internet of Things (IoT), Internet of Services, Automated Intelligence, Collaborative Robots (Cobots), Industrial Robots, Augmented Reality, and Virtual Reality. In business and strategic terms, digital media business models will transition, under the influence of digital convergence, to a multi-platform, complementary, interoperable and networked media and ICT ecosystem with a specific focus on the production and distribution of media products, services and applications within the user interface, hypermedia, immersion, mass customization, personalized, augmented and ambient media business space and environment.
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Samartsev, Oleg R., Vera M. Latenkova, and Nikolai A. Sleptsov. "Structural and Semiotic Features of the Virtual Narrative in Immersive RIA.Lab Projects." RUDN Journal of Studies in Literature and Journalism 27, no. 2 (July 6, 2022): 414–24. http://dx.doi.org/10.22363/2312-9220-2022-27-2-414-424.

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The article examines the semiotic features of the virtual narrative in the projects of RIA.Lab platform of the leading Russian news agency “Russia Today”. The aim is to analyze the structural, linguistic and iconic elements of the virtual narrative in relation to the projects of immersive journalism, highlighting their features, taking into account the multimodal nature of virtual reality and the simulative aspect of the sign system of immersive works. Virtual space is not only a narrative environment with special topos, chronotope and other narrative elements, but is itself a semiotic element, participating in the process of semiosis, the space of virtual “language game”. The thesis is put forward that VR, being an element of the multimodal information and communication universe, contains in its structure other modalities (TV, radio, cinema, print formats), and is multidimensional, a kind of “modus in modus”. The thesis on the priority of the modeling approach to the creation of immersive mass-media content over the simulative one and the necessity of observing the balance between modeling and simulation in immersive journalism are discussed. The specifics of conventional conditions of interpretation of simulacra signs in virtual space, which depend on the degree of their identity to the signs of real reality and the “rules of the virtual game”, set by the authors, are outlined. The directions of increasing the pragmatic efficiency of virtual narrative through the variability of its affords, the use of emphases, haptics (tactile experience) and other means of VR are outlined.
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Caldera-Serrano, Jorge, and José-Antonio León-Moreno. "Augmented Reality as an ontological tool to access televised audiovisual information: Value for the journalist and for the viewer." Cuadernos de Documentación Multimedia 31 (September 17, 2020): e71516. http://dx.doi.org/10.5209/cdmu.71516.

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A theoretical development is presented of the access to audiovisual content for both journalists and viewers through the Web. This access is possible through virtual platforms using an ontological tool that displays the content through Augmented Reality in such a way that the relationships between and accesses to different ontological levels are carried out using visual elements, determining their value prior to download. Ontological relationships are established between traditional elements indexed in the audiovisual departments of television channels: persons, topics, and places, as well as other elements deriving from them. A brief description is given of the ontologies and their relationship with what is audiovisual, as well as experiences on television with Augmented Reality. The originality of the paper lies in the absence of previously proposed or developed experiences by any of the mass media
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Bernhardt, Jase, Jackson Snellings, Alexander Smiros, Ivan Bermejo, Angela Rienzo, and Carys Swan. "Communicating Hurricane Risk with Virtual Reality: A Pilot Project." Bulletin of the American Meteorological Society 100, no. 10 (October 2019): 1897–902. http://dx.doi.org/10.1175/bams-d-17-0326.1.

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AbstractLandfalling hurricanes in the United States can inflict extreme damage and loss of life. The latter, particularly, can be caused by a host of socioeconomic factors, including insufficient understanding of risk by individuals expected to be impacted by the storm. Thus, we test the use of an emerging technology, virtual reality (VR), to enhance the communication of real-time risk from a hurricane forecast to make landfall. In this pilot study, individuals are presented with a hypothetical scenario where a major hurricane is forecast to impact their community within 48–72 h. The survey includes two different types of warning products related to the hypothetical hurricane: static text and maps emulating those traditionally used by media outlets and local officials to communicate risk, and a VR video simulating a hurricane landfall in a residential neighborhood. We survey two groups of equal size (each n = 62), one viewing both the VR simulation and traditional products, and the other only the latter. Each group was then asked a series of Likert-scale and open-ended questions to assess the effectiveness of both products. We determine that participants viewing both the VR and traditional products are significantly more likely to take action in preparation for the hypothetical landfall than those being exposed to just the traditional products. These results demonstrate that VR can be a useful component of hurricane warning products, and further work can be done to improve the effectiveness of such products and assess how broader segments of the population can access this information.
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Karlitasari, Lita, Boldson Herdianto Situmorang, Agung Prajuhana Putra, Amalia Sabrina, and Diva Randika. "Virtual Tour Campus Sebagai Media Promosi di Masa Pandemik Covid-19." Komputasi: Jurnal Ilmiah Ilmu Komputer dan Matematika 19, no. 1 (July 15, 2022): 16–24. http://dx.doi.org/10.33751/komputasi.v19i1.4438.

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The use of Virtual Tours is now widely used to introduce infrastructure facilities owned by a campus. For almost a year, the COVID-19 pandemic has made prospective students and college students hesitant to continue their studies. This raises concerns if you come directly to campus to see all the facilities in it. The purpose of this research is to create a virtual campus tour application as an alternative media promotion during the COVID-19 pandemic. This study uses the Multimedia Development Life Cycle (MDLC) method using augmented reality. The result of this research is an application in the form of a virtual game, where before exploring the study programs, the user will be asked to have the appropriate character, then with the help of controlling the joystick from the keyboard, the user can enter the rooms and the information in it, either in the form of direct templates. or use the barcode to go directly to the information in it. Thus, in addition to users becoming more familiar with the Computer Science Study Program environment and the infrastructure in it, it is also an inspirational tool, that to study or create applications it can be done if you enter as a student.
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Fortunatov, Anton N. "Axiology of Imitative Communication: Formulation of the Problem." Humanitarian Vector 17, no. 4 (December 2022): 32–38. http://dx.doi.org/10.21209/1996-7853-2022-17-4-32-38.

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The article explores the hypothesis that modern communication is taking on a special form today. It can be called imitative communication, in which information processing technologies play a very important role. The author derives the origin of this communication from the commercial, consumer status of social information, which in the early stages of the emergence of media reality contributed to the development of market relations. Thanks to the development of technology, the quality of imitation of reality becomes an independent factor infl uencing the deconstruction of a person in the information process. In these conclusions, the author relies on his own long-term studies of the history of television. It was this mass media that laid the foundations of imitative reality, tearing off the perception of reality from its real development and laying the foundations for technological identifi cation of a person to the detriment of traditional personal efforts. Imitative reality has a connection with the phenomenon of the game. The author carries out a phenomenological rethinking of the game in comparison with its classical defi nitions. The game appears as a form of detection of ontological boundaries in which the personality is located. However, with today’s development of technology, the game is turning into a way to replace reality, losing its original status as an identifi er of social meanings. With this interpretation, many currently unresolved problems, for example, the problem of computer addiction, acquire the features of distinct social deviations that have specifi c ways of treatment. As a perspective for the development of the existing situation, the author calls the reditization (return) of the individual to reality, while virtual reality should acquire the status of another utopia in the history of mankind.
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Farhana, Hafilah, and Muhammad Imron Rosadi. "Aplikasi Virtual Tour Reality 360° Profil Lingkungan Kantor Kecamatan Pandaan Berbasis Android." Journal of Computer Science and Visual Communication Design 6, no. 2 (December 17, 2021): 84–93. http://dx.doi.org/10.55732/jikdiskomvis.v6i2.459.

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Pelayanan publik sangat penting untuk masyarakat di berbagai negara. Dalam hal tersebut dapat ditingkatkan untuk mencapai tujuan yang lebih baik lagi. Di kantor Kecamatan Pandaan masyarakat kurang tahu profil dan lokasi gedung kantor-kantor yang ada di lingkungan kantor Kecamatan Pandaan. Tujuan dari penelitian ini untuk membuat aplikasi memperkenalkan profil kantor Kecamatan Pandaan serta tata letak kantor yang ada di lingkungan kantor Kecamatan pandaan. Aplikasi ini menggunakan teknologi Virtual Tour Reality untuk membuat profil beberapa kantor yang ada dilingkungan kantor Kecamatan Pandaan. Aplikasi ini dibangun menggunakan software Unity 3D dan foto panorama 360 derajat dengan menggunakan kamera 360 derajat. Terdapat link pada aplikasi ini yaitu link website, maps, dan whatsapp untuk informasi pelayanan. Metode yang digunakan adalah metode penelitian studi kasus untuk meneliti dengan detail disuatu tempat dan menggunakan metode pengembangan MDLC (Multimedia Development Life Cycle) untuk media gabungan. Berdasarkan pengujian blackbocx testing aplikasi ini berjalan mempunyai hasil yang baik dan untuk aplikasi ini mendapatkan persentase kelayakan sebesar 89,5%.
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FABELO, TONY. "Whatever is Next After the Prison-Building Boom will be Next in Texas." Prison Journal 76, no. 4 (December 1996): 475–83. http://dx.doi.org/10.1177/0032855596076004008.

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The mass media have made crime a virtual reality in our lives, affecting our perceptions of safety and thereby fueling dramatic increases in incarceration rates. However, the public safety returns for each incarceration dollar spent eventually become marginal because social and economic forces that affect crime limit the effectiveness of incarceration as a crime control strategy. At this point, we can expect support for financing further expansion of prison systems to dwindle. As information-age policies replace industrial-age policies in corrections, technology, such as geographic location systems, may be able to reduce the costs of incarceration. One consequence of this development may be isolationist policies that “zone” economically marginal criminal populations into particular areas.
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Ravochkin, Nikita. "Media representations of social ideas in the digital age." Artificial societies 17, no. 1 (2022): 0. http://dx.doi.org/10.18254/s207751800018380-7.

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The article discusses ways of implementing media representations of social ideas in the realities of the digital age. The features of the digital model of society as one of the versions of post-industrial transit are presented. The urgency of revising the problematic of media representations of ideas in the context of modern world development due to the unprecedented pluralism of tools for the practical implementation of intellectual constructs in the coordinates of social life is substantiated. The article analyzes and identifies tendencies of a qualitatively different sense-formation of the content of ideas through visualization methods and economic technologies rooted in consumer and performance societies. It is proved that in addition to the directly perceived reality, virtual reality and the world of simulacra have formed in the digital world. A high degree of possible distortion of the meanings originally embedded in social ideas during their perception and interpretation by target audiences is noted. The high role of new mass media has been demonstrated, which also allows powerful actors to form discourses and formulate an urgent agenda in national spaces. The possibilities of social networks and blogs in the construction of society and the implementation of ideological transformations are highlighted. The concept of «media representation» is proposed as one of the strategies of powerful actors used for the cognitive-discursive construction of the world. The emphasis is made on the ambivalent role of media representation technologies of ideas in those empirical contexts that are not yet in the «digital» belt of social opinion. In conclusion, generalizations are presented that constitute the theoretical and methodological basis for the subsequent study of media representations of social ideas in the digital age.
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Santoso, Benedicta Alodia, and Michael Bezaleel. "Perancangan Komik 360 sebagai Media Informasi tentang Pelecehan Seksual Cat Calling." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 4, no. 01 (February 27, 2018): 14–24. http://dx.doi.org/10.33633/andharupa.v4i01.1544.

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AbstrakPerancangan komik 360 sebagai media informasi tentang pelecehan seksual “cat calling” bertujuan untuk menyampaikan informasi kepada masyarakat tentang isu pelecehan seksual secara verbal berupa cat calling serta bertujuan untuk meningkatkan kepekaan masyarakat tentang kejadian yang dihadapi oleh perempuan di jalanan serta tempat umum berkaitan dengan isu ini. Adapun yang menjadi latar belakang tulisan ini adalah karena tingginya tingkat pelecehan seksual secara verbal yang dialami oleh perempuan, sehingga dibutuhkan sebuah media informasi yang dapat memberi informasi dan gambaran tentang isu ini sehingga kesadaran masyarakat dapat meningkat. Komik 360 pada penelitian ini menggabungkan teknologi virtual reality dengan format video 360 dan gaya gambar komik, sehingga dapat menjadi media informasi yang menarik untuk menyajikan realitas yang dihadapi oleh perempuan dalam kesehariannya menggunakan fasilitas umum. Perancangan ini diharapkan dapat meningkatkan kepekaan masyarakat berkaitan dengan isu ini sehingga di masa depan perempuan dapat merasa lebih aman dan terhindar dari pelecehan seksual cat calling di jalan maupun fasilitas umum. Hasil dari penelitian ini menunjukan bahwa hasil perancangan dapat dijadikan sebagai salah satu media informasi tentang pelecehan seksual cat calling. Kata Kunci: cat calling, komik 360, seksual AbstractThe aims of 360 Comic as a medium of information for cat calling sexual harassment are to convey information to the public about verbal sexual abuse issue and increasing public sensitivity about the incidents that happens to women in streets and public places. The background of this study is due to the high level of verbal sexual abuse that is experienced by women. There should be a media that can provide information about this issue to increase public awareness. 360 Comic in this research combined 360 virtual reality video format and comic images style. This research can be an interesting media to present the reality that women faced in their daily activities at public facilities. This research is expected to increase the public awareness and women safety in street and public space. Result of the research shows that the comic 360 is able to become an information media about cat calling. Keywords: cat calling, 360 comic, sexual
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Pańkowska, Ewa. "S.N.U.F.F.: człowiek w pułapce symulakrów (postmodernistyczna koncepcja Wiktora Pielewina)." Acta Neophilologica 2, no. XXI (December 1, 2019): 201–16. http://dx.doi.org/10.31648/an.4756.

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Victor Pelevin is one of the most prominent exponents of Russian literary postmodernism. His novel S.N.U.F.F. (2011) is analyzed in this paper. Pelevin’s novel is set in the future (but the book contains many allusions and references to contempo-rary reality). As the aftermath of the collapse of the old world (after apocalyptic events) the earth has been divided into two countries (two nations): Byzantion (Big Byz) with advanced technology (where 3D simulations have almost completely replaced real life) and Urkaine whose inhabitants are called Orks and who are technologically backward. To keep the people of Byzantion entertained, the news companies periodically start wars which are filmed by CINEWS INC. Pelevin focuses our attention on mass media manip-ulation methods and techniques. The writer demonstrates that television manipulates information and produces its “own” versions of events – its “own” version of the war. This self-creation of television (“hyperreality”) has no reference to what is authentic. The aim of this article is to present and discuss relations and connections between “real reality” and “hyperreality” (virtual reality), between real emotions and their simulacra, between a “real” man and a “sura” (a surrogate woman, a human-like doll).
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Widyaningsih, Maura, and Wina Wulandari. "Edukasi Tata Surya Menggunakan Teknologi Augmented Reality." Jurnal Sains Komputer dan Teknologi Informasi 2, no. 1 (November 4, 2019): 29–39. http://dx.doi.org/10.33084/jsakti.v2i1.1161.

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Augmented Reality (AR) adalah teknologi yang menggabungkan objek dunia virtual atau dunia maya dengan dunia nyata. Teknologi ini pada umumnya dikembangkan pada PC dekstop seiring kemajuan teknologi banyak aplikasi yang mengadopsi teknologi ini kedalam sebuah aplikasi smartphone. Penerapan teknologi ini dapat membantu memfasilitasi dalam pembelajaran dengan menampilkan objek 3D dan animasi yang diharapkan membuat lebih memahami materi mengenai tata surya. Media AR ini juga merupakan alat bantu ajar untuk melengkapi metode pembelajaran yang sudah ada sebelumnya agar lebih menunjang program pembelajaran dalam membantu penyampaian materi tentang tata surya. Dalam membangun aplikasi AR menggunakan Unity 3D dan Vuforia untuk membangun aplikasi AR Tata Surya dari tahap awal sampai tahap akhir pembuatan aplikasi, yang mana beberapa tahap tersebut terdiri dari: concept, design, material collecting, assembly, testing, dan distribution. Karakter planet yang dibangun dalam aplikasi ada 9 planet terdiri dari Matahari, Merkurius, Venus, Bumi, Mars, Yupiter, Saturnus, Uranus, Neptunus. Aplikasi tata surya memiliki 2 marker yaitu marker planet dan marker tata surya sebagai penanda untuk menampilkan objek 3D. Aplikasi Augmented Reality ini mendukung pembelajaran pengenalan tata surya berbasis Android, minimal versi 5. Karakter dan navigasi menggunakan layar sentuh untuk memunculkan obyek planet dan penjelasannya
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Arif, Mohamad, Rudi Hartono, Satti Wagistina, and Dicky Arinta. "PENGEMBANGAN LABORATORIUM VIRTUAL GEOGRAFI UNTUK KULIAH KERJA LAPANGAN DI ERA PANDEMI COVID-19." VOX EDUKASI: Jurnal Ilmiah Ilmu Pendidikan 12, no. 2 (November 17, 2021): 284–94. http://dx.doi.org/10.31932/ve.v12i2.1359.

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ABSTRAKLaboratorium geografi Fakultas Ilmu Sosial Universitas Negeri Malang di masa pandemi covid-19 tidak bisa beroperasi seperti hari normal biasa, karena mahasiswa diwajibkan untuk belajar dari rumah. Berdasarkan surat edaran rektor Universitas Negeri Malang Nomor 17.12.70/UN32.IlSEl2020 tentang penyelenggaraan pembelajaran pada semester genap tahun akademik 2020-2021 di masa pandetni Covid-19. Laboratorium virtual bisa menjadi solusi praktikum kuliah lapangan di tengah wabah pandemi covid-19. Salah satu teknologi modern yang dapat digunakan untuk di implementasikan pada kasus ini adalah melalui video virtual 360/virtual reality yang mengacu pada konsep dimana semua objek seakan dapat dijelajahi seperti dunia aslinya. Video virtual 360 derajat menjadi solusi pengganti kuliah lapangan karena dapat memperlihatkan teknik pengukuran di lapangan dengan kondisi yang nyata. Tujuan uji coba adalah untuk uji efektifitas pengembangan laboratorium virtual video 360 derajat. Metodologi penelitian model Dick & Carrey, dengan di sederhanakan menjadi tujuh prosedur pengembangan. Subjek uji coba adalah mahasiswa Jurusan Geografi FIS UM.. Dan ditinjau dari rata rata total validasi ahli media dan materi video virtual 360 berbasis multimedia interaktif dinilai hasil validasi ahli desain diperoleh nilai kevalidan mencapai 78,5% hal tersebut masuk dalam kriteria (71% - 85%) dan masuk dalam kriteria valid dan layak digunakan untuk pembelajaran di kelas tidak perlu revisi.Kata Kunci: Pengembangan, Laboratorium Virtual, Video Virtual 360 derajatABSTRACTThe geography laboratory of the Faculty of Social Sciences, State University of Malang during the COVID-19 pandemic cannot operate as normal, because students are required to study from home. Based on the circular letter of the Chancellor of the State University of Malang Number 17.12.70/UN32.IlSEl2020 regarding the implementation of learning in the even semester of the 2020-2021 academic year during the Covid-19 pandetni period. Virtual laboratories can be a practical solution for field lectures in the midst of the COVID-19 pandemic. One of the modern technologies that can be used to implement in this case is through virtual video 360/virtual reality which refers to the concept where all objects can be explored like the real world. 360-degree virtual video is a solution to replace field lectures because it can show measurement techniques in the field with real conditions. The purpose of the trial is to test the effectiveness of developing a 360-degree video virtual laboratory. The research methodology of the Dick & Carrey model is simplified into seven development procedures. The test subjects were students of the Department of Geography, FIS UM. And in terms of the average total validation of media experts and interactive multimedia-based 360 virtual video materials, the validation results of design experts obtained a validity value of 78.5%, it was included in the criteria (71% - 85%) and is included in the valid criteria and is suitable for use in classroom learning, no revision is needed.Keywords: Development, Virtual Lab, 360 degree Virtual Video
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Feldman, P. Y., and N. S. Zavalishin. "Virtual network communications and the political polarization of society (on the example of the United States)." Communicology 9, no. 2 (July 18, 2021): 98–109. http://dx.doi.org/10.21453/2311-3065-2021-9-2-98-109.

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The article is devoted to assessing the degree of influence of virtual network communications on the level of ideological polarization of society. The theoretical basis of the research was the works of foreign authors devoted to the problems of the network society and network communication, and the empirical basis was the results of observation of the information and communication processes that accompanied the US presidential campaign in 2020. The use of communication and network approaches allowed to trace the correlation between the mass use of popular Internet services and the political radicalization of citizens. The authors conclude that virtual network communication has a high potential for conflict. It ensures cooperation between groups of like-minded political activists, but exacerbates the political polarization of the society. The algorithms of new media are designed to stimulate ideological confrontation. The principle of maximum personalization of content immerses ordinary users in «information cocoons» (echo chambers), where they are isolated from alternative views of the surrounding reality. By constantly provoking the audience of social networks to emotional reactions, political actors and the media deliberately exacerbate the contradictions existing in society. They fill the virtual environment with resonant statements, mutual insults and fake news.The sense of permissiveness experienced by individuals using social networks contributes to the radicalization of the new media discourse. The key problem is that this state of affairs satisfies IT-corporations and meets the particular interests of the subjects of political struggle. From the point of view of the authors of the article, it is objectively necessary to introduce strict political and managerial mechanisms that can ensure the ordering of communication processes in the virtual environment. There are prerequisites for the ideological polarization of society in modern Russia, as in the United States. There is a great danger that during the fateful election campaigns at the federal level the ideological confrontation in social networks may develop into the violent struggle. To prevent the implementation of this negative scenario, a qualitative modernization of the existing regulatory framework in the field of regulation of network communications is required.
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Tishkina, Natalya I. "Features of promotion of confectionery brands in new media." Neophilology, no. 4 (2022): 832–39. http://dx.doi.org/10.20310/2587-6953-2022-8-4-832-839.

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We consider new media, their characteristics and different approaches to the definition of the concept of “new media”. We present ways to promote confectionery on the example of brands: “Nutella”, “Oreo”, “Snickers”, “Kinder”, “Babaevsky” and “Mega Drive”. We describe in detail the tools that brands use in new media. The emotional marketing of the “Oreo” brand and the success of its promotion in social networks: a solar eclipse, “Oreo-style photos”, “you can dip in the dark” are some of the brand’s most successful advertising campaigns. We also consider the following cases: computer code for 7 million cans of “Nutella” – the brand’s experience in product customization for the mass consumer in Italy; advergaming mechanism in the “Snickers” advertising campaign; experience in creating and using the Hungerithm application to adjust the price of a candy bar depending on the anger of users on social networks; advergaming with augmented reality elements of “Kinder” and “Oreo” brands; experience of the “Kinder” brand on the example of the Applaydu application and integration with the voice assistant “Alice”. “Big Oreo Searches” – the brand’s experience in creating an application for finding virtual cookies in an offline environment. We present the experience of promoting the brands “Babaevsky” and “Mega Drive” in e-sports on the example of the competition between “Fathers” and “Children”. We also consider the essence of the omnichannel concept and its effectiveness in promoting confectionery brands.
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Syzonov, Dmytro. "STYLISTICS OF PHRASEOLOGY IN MULTIMEDIA COMMUNICATION: A NEW SEARCH." Bulletin of Taras Shevchenko National University of Kyiv. Literary Studies. Linguistics. Folklore Studies, no. 32 (2022): 72–75. http://dx.doi.org/10.17721/1728-2659.2022.32.14.

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The article expands the concept of phraseology in accordance with the reorientation of linguistics to functional. Emphasis is placed on neolinguistic ideas that are dominant in the 21th century. We analyzed the stylistic potential of traditional, semantically modified and new phraseology. The focus is on innovative media and multimedia communication, which are popular in the modern world. Research material – multi-format media genres (screen media and social networks, genres of virtual communication, etc.). The article uses phraseology from tsn.ua; zn.ua; unian.ua sites, their TV analogues and Internet clones (in messengers, social media, citylights). Research methodology – new mediastylistic methods, in particular media screening and media monitoring, which helped to objectify the presented results. It is proved that the emergence of phraseology of new media is influenced by extralinguistic factors, including the process of globalization, information modifications and total digitalization. The concept of Digital Age has been expanded from the stylistic point of view, which objectifies the entry of new phraseology into the information flow, which opens new opportunities for the manipulative possibilities of the language resource in the new media reality. New approaches to mediastylistic interpretation of phraseology in accordance with the syncretism of innovative media have been proposed, in particular in (a) social networks, (b) new information media resources; (c) creolized internet communication; (d) advertising and PR. It is concluded that the new context creates new opportunities for phraseology: the resource of phraseology in the media allows to achieve key functions in mass communication – to inform and persuade the recipient, influence his emotions, entertain and educate.
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Cochrane, Thomas. "Mobile VR in Education." International Journal of Mobile and Blended Learning 8, no. 4 (October 2016): 44–60. http://dx.doi.org/10.4018/ijmbl.2016100104.

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This paper explores the development of virtual reality (VR) use in education and the emergence of mobile VR based content creation and sharing as a platform for enabling learner-generated content and learner-generated contexts. The author argues that an ecology of resources that maps the user content creation and sharing affordances of mobile devices, social media, mobile head mounted displays and mobile VR cameras, provides an opportunity to design authentic VR learning experiences. The design of these VR learning experiences are informed by networked student-centred pedagogies. Based upon this background the paper provides a conceptual framework for implementing student-generated mobile VR embedded within a design based research methodology across three discipline contexts: paramedicine, journalism, and new media production.
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Kalanzhiy, Yulia. "Allusion as one of the key components of the headlines of publicistic mediatexts." Cuadernos Iberoamericanos, no. 4 (December 28, 2018): 81–85. http://dx.doi.org/10.46272/2409-3416-2018-4-81-85.

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The periodical press reflects modern reality, and the newspaper text becomes that integral element of modern society, which influences on social behavior, forms mass consciousness creates some myths and deconstructs the others. With the development of the Internet and the means of communication, the publicist text began to develop a new “environment”, gradually assimilating in the virtual space, creating a new phenomenon, a media text, which is of special interest for researchers.The headline in the publicist media text serves as an attraction that makes the recipient pay attention to the proposed publication, go over the hyperlink and create a motivation to get acquainted with the main material of the article. In this vein, special attention is paid to the use of artistic means-irony, language games, metaphors, allusions, etc., since in the context of publicist discourse they become the main style-building components and attractive triggers. In our study, we consider allusion as one of the key components of the headline of publicist media text, as it reflects the culture layer that is common to the addressee and the recipient, thereby marking a certain cultural paradigm that dominates the given society.Thus, the aim of our research is to analyze and systematize the basic principles of functioning of allusion in the headlines of publicist texts from the positions of media linguistics.
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Greve, Werner, and Stefan Krankenhagen. "Authentische Fiktionen. Selbst-Darstellung und Identitätskonstruktion bei William F. Cody und Karl May." Kulturwissenschaftliche Zeitschrift 2, no. 1 (December 20, 2017): 25–37. http://dx.doi.org/10.2478/kwg-2017-0002.

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Abstract This article deals with the cultural-historical change of public self-presentation and construction of identity at the end of the 19th century with the examples of William F. Cody (“Buffalo Bill”) and Karl May. The impact of the various public, both real and virtual, stages, the change of selfrepresentation as response to public reaction, and the interaction of public and private self-perception will be examined in particular with regard to the question how authenticity and illusion are negotiated individually and socially (within the media and publicly). The importance of physical presentation (as a sign of authenticity) and the increasing necessity to claim and proof (and thus to simulate) “reality” are particular objects of study. Both sample cases, within the specific cultural-historical context of their time, demonstrate change and diversification of public self-presentations which already display in their increasing virtuosity and plurality important aspects of modern mass mediality.
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Ariszki, Fatkul Ikrom, and Nurhayati Nurhayati. "APPLICATION OF INFORMATION RETRIEVAL ROOM IN BUILDING A8 FACULTY OF ENGINEERING SURABAYA STATE UNIVERSITY WEB-BASED AND VIRTUAL REALITY." INAJEEE Indonesian Journal of Electrical and Eletronics Engineering 3, no. 2 (February 6, 2021): 32. http://dx.doi.org/10.26740/inajeee.v3n2.p32-40.

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Technology plays an important role in human life today, the ease of accessing the internet makes information technology a tool to help humans in their daily lives, one of which is a tool that can find new locations. The high use of search engines makes search engines the choice that is often used in finding information. This research was conducted to implement the Information Retrieval system to find rooms in the Engineering Faculty, Surabaya State University. The system will perform keyword indexing (query) to documents that are already stored in the MySQL database. This IR system is loaded on a Web page, equipped with general information about the room, the room's location point (Maps), and a Virtual Reality display that can provide users with a room browsing experience. The results of the study were a room search system website equipped with VR which was rated well by users with an average rating of 78%. From the results of this research, the IR web system is suitable for use as a medium to provide information and instructions for rooms in building A8, Faculty of Engineering, State University of Surabaya. In the management of information media, it is necessary to improve the quality of information and services, to support the needs of users so that information technology media can be used by users who are not familiar with the Surabaya State University environment.
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Guzman, Jaybie Agullo de, Aruna Seneviratne, and Kanchana Thilakarathna. "Unravelling Spatial Privacy Risks of Mobile Mixed Reality Data." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 5, no. 1 (March 19, 2021): 1–26. http://dx.doi.org/10.1145/3448103.

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Previously, 3D data---particularly, spatial data---have primarily been utilized in the field of geo-spatial analyses, or robot navigation (e.g. self-automated cars) as 3D representations of geographical or terrain data (usually extracted from lidar). Now, with the increasing user adoption of augmented, mixed, and virtual reality (AR/MR/VR; we collectively refer to as MR) technology on user mobile devices, spatial data has become more ubiquitous. However, this ubiquity also opens up a new threat vector for adversaries: aside from the traditional forms of mobile media such as images and video, spatial data poses additional and, potentially, latent risks to users of AR/MR/VR. Thus, in this work, we analyse MR spatial data using various spatial complexity metrics---including a cosine similarity-based, and a Euclidean distance-based metric---as heuristic or empirical measures that can signify the inference risk a captured space has. To demonstrate the risk, we utilise 3D shape recognition and classification algorithms for spatial inference attacks over various 3D spatial data captured using mobile MR platforms: i.e. Microsoft HoloLens, and Android with Google ARCore. Our experimental evaluation and investigation shows that the cosine similarity-based metric is a good spatial complexity measure of captured 3D spatial maps and can be utilised as an indicator of spatial inference risk.
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Lin, Rongyi. "Affective Orientations: Space, Temporality, and Virtuality in Queering the Map." tba: Journal of Art, Media, and Visual Culture 3, no. 1 (November 30, 2021): 197–210. http://dx.doi.org/10.5206/tba.v3i1.13912.

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Launched in 2017, the website Queering the Map has since become what Ann Cvetkovich calls “an archive of feelings”. Using a Google Maps interface, the website invites its users to record their queer moments and experiences enclosed in black pins on the pink map. Navigating through this landscape of queer memories conjures up a powerful feeling of presence enabled by the anonymous bodies which inhabited a particular corner of the world in nondescript time. As such, Queering the Map assembles a “virtual” archive both in the sense that it is hosted on a digital network, and that it is a product of and at the same time produces queer time. Using “virtuality” as a conceptual point of connection, this paper looks at the ways in which Queering the Map brings together discussions of spatial production, networked affect, and queer temporality. Specifically, I see virtuality not as a characteristic of a technological apparatus itself, but rather as a set of emergent possibilities that lie with the affective experiences of its users. While the term “virtual” is frequently associated with digital media (as in “virtual reality”), scholars including Oliver Grau and Anne Friedberg have pointed towards longer lineages of artistic practices that can be thought of as virtual. In a similar effort to expand the concept of the virtual, Thomas Elsaesser has suggested that virtuality be understood as the conditional and the contingent, a modality not exclusive to digital media. Along these lines of thinking, I am interested in how the “virtuality” of Queering the Map connects seemingly disparate discourses on mapping, cyberspace, and queer affect. By examining conceptualizations of the virtual as a set of emergent potentials in these theoretical contexts, I show that new media do not so much produce virtuality as they reveal it. Following Sara Ahmed who poses the orientation in “sexual orientation” as a phenomenological question about how bodies are situated in space and grapple towards certain objects, I suggest that users’ navigation of a digital network like Queering the Map is intimately connected with their subjective orientation in the queer archive. This way, the virtual serves as a conceptual bridge between (new) media studies and queer theory, bringing together on the one hand, how presence is mediated across space and time, and on the other, the affective potentials opened up by this newfound closeness to queer places, times, and bodies.
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Wu, Szu-Hsien, Ying-Ying Yang, Chia-Chang Huang, Chih-Wei Liu, Ling-Yu Yang, Chen-Huan Chen, Shou-Yen Kao, and Fa-Yauh Lee. "Virtual reality simulation increases Chinese physicians’ and lab technicians’ familiarity and confidence regarding proper clinical wastes segregation/disposal: a 2-year pilot study." BMJ Simulation and Technology Enhanced Learning 7, no. 1 (May 19, 2020): 38–40. http://dx.doi.org/10.1136/bmjstel-2019-000554.

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Although they receive regular training, the survey we administered to our junior physicians and lab technicians revealed that they lack familiarity and confidence regarding the proper segregation/disposal of clinical wastes. In this pilot prospective study, carried out between September 2017 and September 2019, we developed a virtual reality (VR) simulation and integrated it into the steps of Gangen’s training flow. Next, we analysed objective performance, recorded by the App in the VR system as well as the subjective self-assessments of 96 junior physicians and lab technicians after two practices of VR games. Before receiving training, lab technicians' self-assessed familiarity and confidence regarding proper clinical wastes segregation/disposal were higher than among physicians. Compared with the first VR game, we noted greater improvement in accuracy as well as a higher percentage of shortened time to complete 10 actions of segregation/disposal of VR clinical wastes, among junior physicians/male trainees, that of junior lab technicians/female trainees in the second VR game. Most of the trainees (81%–88%) reported that they found the VR game-based training to be useful, in contrast to poster-mass media-based training. Our initial positive results indicated the possibility of applying this VR game-based simulation system to regular institution-wide staff education in future.
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Parwoto, Boby Dimas, Adella Gloria Harjanto, and Elmira Peja. "DAMPAK KOMUNIKASI GENERASI MILENIAL TERHADAP PERILAKU NOMADIC TOURISM." Kepariwisataan: Jurnal Ilmiah 14, no. 01 (January 31, 2020): 45–52. http://dx.doi.org/10.47256/kepariwisataan.v14i01.18.

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The purpose of this research is to analyze the impact of the application of the concept of nomadic tourism to travel patterns and use descriptive methods with quantitative and qualitative approaches through social media-based surveys on tourist attractions in the Orchid Forest Cikole, Bandung. The pattern of traveling in this 4.0 era, for the most respondents mixed of generations Y and Z, are able to travel twice a year and prefer to travel in low sessions (71.3%). In financial planning, they do not need to save money, because with minimal funds they can take a vacation on an impromptu basis, seeing the review as their main consideration for a vacation. However, the presence of virtual reality or augmental reality facilities will have a negative impact on income for nomadic destinations / attractions. The concept of nomadic tourism, applied in the Orchid Forest Cikole attraction, Bandung has not been very effective, because most tourists who come feel more secure and comfortable using the concept of non-nomadic tourism. And in terms of digital tourism, these attractions can already be accessed through google maps and have been instagramable, as well as reviews of these attractions can already be accessed via Social Media or YouTube. Keywords: Nomadic Tourism, Industrial Revolution 4.0, Impact and Transformation
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Peregudina, Viktoriya A. "Experience in researching the identity of active internet users." Vestnik of Samara State Technical University Psychological and Pedagogical Sciences 18, no. 3 (October 21, 2021): 127–44. http://dx.doi.org/10.17673/vsgtu-pps.2021.3.9.

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The paper reflects the results of a study aimed at studying the features of the identity of the personality of active users of network mass media of young age. The research is based on the idea of modern authors that identity on the Internet is one of the aspects of real identity that arises due to the projection of stable, significant personal characteristics into the virtual world, the use of the possibilities of information and communication technologies to construct new ones, as well as the transformation of existing aspects of personal identity. To compare the aspects of the identity of the personality of active Internet users (I-virtual, I-ideal and I-real), the criteria of differentiation of existing images, the multiplicity of created Self-images, as well as the degree of fullness and development of specific aspects of identity are used. The degree of differentiation of the types of identity real and virtual-was diagnosed based on the analysis of the results of Osgoods semantic differential; the indicator of the multiplicity of Self-images presented in reality, as well as in virtual space, was measured using the Kuhn-McPartland test Who I am? and its modification Who I am online?; the variability of real personality traits in the aspect of virtual self-presentation was diagnosed by comparing the results of the individual typological questionnaire (ITO) and the method of diagnosing interpersonal relations (DMO) by L. N. Sobchik. As a result of the analysis using theoretical and empirical research methods, as well as data processing methods (descriptive statistics, graphical analysis and calculation of criteria for differences and correlation), it is proved that the identity of the personality of active Internet users is characterized by a greater multiplicity of Self-images, less differentiation of the Self-concept (the image of the virtual Self merges with the image of the real Self), as well as a pronounced tendency to variability of personal characteristics due to an increase in the severity of socially desirable personality traits and a tendency to aggravity of existing ones.
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Budagyan, Regina R., and Marina L. Zaytseva. "Digital Technologies in the Modern Music Space." Observatory of Culture 17, no. 4 (September 8, 2020): 368–78. http://dx.doi.org/10.25281/2072-3156-2020-17-4-368-378.

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At the turn of the 20th—21st centuries, musical culture transformation processes have been actively actualized, which is manifested in the use of digital and visual technologies by musicians, direc tors, producers, visual designers. The stages of transformation of modern musical culture have become relevant precisely for the reason that at the turn of the 20th—21st centuries, mass communication media have begun a process of transition to new digital technologies of implementation and delivery of audiovisual information to modern listeners. Modern specialists, by their activity’s results and its great popularity, prove the relationship bet ween the artistic idea of the work they create and the technical and technological means of its implementation. Thus, in the musical culture of the turn of the 20th—21st centuries, virtual anime characters and Vocaloid performers, whose functioning is actively connected with the use of digital technologies, are particularly relevant and popular. In particular, the creative activities of British musician D. Gahan, Vocaloid anime performers — H. Miku, Kaito, K/DA group, are based on the use of such digitization elements as projection on a translucent screen, expansion of one, often two screens, creation of two- and three-dimensional projection, etc. Animation technologies used in the process of creating modern video clips contribute to the implementation of a wide range of creative and experimental opportunities for directors, in particular, such a technique for creating and broadcasting concert performances as virtual reality has been actualized. Digital technologies also provide opportunities to significantly expand the scope of the range and timbre arsenal of virtual performers, and satisfy a variety of aesthetic tastes of the public.
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Adli, Muhammad, Mulia Sulistiyono, Tahajudin Sudibyo, and Bernadhed Bernadhed. "Analisis Dan Pengembangan Media Pembelajaran Tentang Pengenalan Benda Disekitar Sekolah Berbasis Augmented Reality Menggunakan Unity Di Paud Labiba Maulida Boyolali." Respati 17, no. 2 (July 10, 2022): 30. http://dx.doi.org/10.35842/jtir.v17i2.455.

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INTISARISalah satu upaya untuk mewujudkan masyarakat yang berkualitas adalah melalui pendidikan. Pendidikan dapat dilakukan sejak usia dini, dimana periode usia dini mulai dari lahir sampai usia empat tahun merupakan masa dimana anak peka dan peka untuk menerima berbagai rangsangan. Salah satu jalur pendidikan adalah Program Pendidikan Anak Usia Dini (PAUD). Pendidikan anak usia dini merupakan bentuk pendidikan yang mengutamakan pertumbuhan dan perkembangan. PAUD LABIBA MAULIDA yang berlokasi di Boyolali merupakan salah satu PAUD yang dalam pembelajarannya masih menggunakan ilustrasi statis khususnya untuk media pembelajaran pengenalan benda-benda di sekitar sekolah. Sehingga anak kurang mampu menangkap pelajaran dengan baik.Augmented Reality adalah teknologi yang menggabungkan dunia nyata dengan dunia maya. Teknologi yang berkembang pesat memungkinkan untuk diterapkan di berbagai bidang serta sarana promosi atau informasi. Perkembangan ini didukung karena teknologi Augmented Reality mampu memberikan tampilan visual berupa objek 2D dan 3D. Aplikasi dengan teknologi Augmented Reality ini akan digunakan pada smartphone berbasis Android. Aplikasi ini dibuat untuk menampilkan visual 3D dan menyampaikan informasi tentang benda-benda di sekitar sekolah. Aplikasi ini membutuhkan kamera pada smartphone yang berguna untuk memindai objek tertentu, yang nantinya akan dimunculkan gambar visual 3D.Hasil penelitian ini menunjukkan bahwa augmented reality yang diimplementasikan dengan objek 3D mengenai pengenalan objek di sekitar seolah-olah mampu meningkatkan semangat belajar siswa dan proses pembelajaran berjalan lebih efektif.Kata kunci— Liveshoot, Motion graphic, Iklan Layanan Masyarakat. ABSTRACTOne effort to realize quality society is through education. Education can be done from an early age, where the early age period starting from birth until the age of four years is a time when children are sensitive and sensitive to receive various stimuli. One of the lines of education is Early Childhood Education Programs. Early childhood education is a form of education that prioritizes growth and development. PAUD LABIBA MAULIDA which is located in Boyolali is one of the Early Childhood Education which in its learning still uses static illustrations especially for learning media introduction to objects around the school. So that children are less able to catch lessons well.Augmented Reality is a technology that combines the real world with the virtual world. Rapidly developing technology allows it to be applied in various fields as well as promotional or information facilities. This development is supported because Augmented Reality technology is able to provide visual displays in the form of 2D and 3D objects. This application with Augmented Reality technology will be used on Android-based smartphones. This application was created to display 3D visuals and convey information about objects around the school. This application requires a camera on a smartphone that is useful for scanning certain objects, which will later be raised a 3D visual image.The results of this study indicate that augmented reality which is implemented with 3D objects regarding the introduction of objects around as if able to increase student enthusiasm for learning and the learning process runs more effectively.Keywords: Education, Media, Augmented Reality, Unity, 3D, Technology
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