This Virtual Life

This Virtual Life PDF Author: Andrew Evans
Publisher: Fusion Press
ISBN:
Category : Computers
Languages : en
Pages : 300

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Book Description
As the media becomes more sophisticated and lifelike, we spend more and moreime in front of television screens. Distinguished psychologist Andrew Evansxamines this warping of reality, and asks where such a path will lead us.;he 21st century presents serious challenges to us all. However, our childrenre growing up thinking the world can be saved by super-heroes, crashedlanes start again at the flick of a switch and people come back to life forhe next round. The author looks at the effects of this distortion of reality.aybe our need to escape the boredom and routine of every day life is beingxploited by the companies who make money by selling us fantasy andimulation. From humour and comedy, to science fiction and computer games,vans examines the variety of distractions available to take our minds offhe daily grind. But how does this new media affect today's children? Whatill be their future tomorrow? And have we become so reliant on escapistantasy that reality can no longer be faced?

This Virtual Life

This Virtual Life PDF Author: Andrew Evans
Publisher: Fusion Press
ISBN:
Category : Computers
Languages : en
Pages : 300

Get Book Here

Book Description
As the media becomes more sophisticated and lifelike, we spend more and moreime in front of television screens. Distinguished psychologist Andrew Evansxamines this warping of reality, and asks where such a path will lead us.;he 21st century presents serious challenges to us all. However, our childrenre growing up thinking the world can be saved by super-heroes, crashedlanes start again at the flick of a switch and people come back to life forhe next round. The author looks at the effects of this distortion of reality.aybe our need to escape the boredom and routine of every day life is beingxploited by the companies who make money by selling us fantasy andimulation. From humour and comedy, to science fiction and computer games,vans examines the variety of distractions available to take our minds offhe daily grind. But how does this new media affect today's children? Whatill be their future tomorrow? And have we become so reliant on escapistantasy that reality can no longer be faced?

Resisting the Virtual Life

Resisting the Virtual Life PDF Author: James Brook
Publisher: City Lights Books
ISBN:
Category : Computers
Languages : en
Pages : 300

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Book Description
A variety of contributors gauge the impact of the new video, computer, and networked communications on the ways of life in a restructured world, exposing relations of power and dependence and offering strategies of resistance.

The Virtual Life of Film

The Virtual Life of Film PDF Author: D. N. RODOWICK
Publisher: Harvard University Press
ISBN: 0674042832
Category : Performing Arts
Languages : en
Pages : 208

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Book Description
As almost every aspect of making and viewing movies is replaced by digital technologies, even the notion of "watching a film" is fast becoming an anachronism. With the likely disappearance of celluloid film stock as a medium, and the emergence of new media, what will happen to cinema--and to cinema studies? In the first of two books exploring this question, Rodowick considers the fate of film and its role in the aesthetics and culture of the twenty-first century.

My Tiny Life

My Tiny Life PDF Author: Julian Dibbell
Publisher: Julian Dibbell
ISBN: 9780805036268
Category : Computers
Languages : en
Pages : 356

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Book Description
This novelistic rendering of a true account tells of a celebrated rape case which took place in an electronic "salon", where Internet junkies have created their own interactive fantasy realm.

Making Virtual Worlds

Making Virtual Worlds PDF Author: Thomas Malaby
Publisher: Cornell University Press
ISBN: 0801457750
Category : Social Science
Languages : en
Pages : 179

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Book Description
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"—as the Linden Lab employees call themselves—found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.

Reality+: Virtual Worlds and the Problems of Philosophy

Reality+: Virtual Worlds and the Problems of Philosophy PDF Author: David J. Chalmers
Publisher: W. W. Norton & Company
ISBN: 0393635813
Category : Philosophy
Languages : en
Pages : 544

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Book Description
A leading philosopher takes a mind-bending journey through virtual worlds, illuminating the nature of reality and our place within it. Virtual reality is genuine reality; that’s the central thesis of Reality+. In a highly original work of “technophilosophy,” David J. Chalmers gives a compelling analysis of our technological future. He argues that virtual worlds are not second-class worlds, and that we can live a meaningful life in virtual reality. We may even be in a virtual world already. Along the way, Chalmers conducts a grand tour of big ideas in philosophy and science. He uses virtual reality technology to offer a new perspective on long-established philosophical questions. How do we know that there’s an external world? Is there a god? What is the nature of reality? What’s the relation between mind and body? How can we lead a good life? All of these questions are illuminated or transformed by Chalmers’ mind-bending analysis. Studded with illustrations that bring philosophical issues to life, Reality+ is a major statement that will shape discussion of philosophy, science, and technology for years to come.

PC Mag

PC Mag PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 94

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Book Description
PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.

The World Perceived

The World Perceived PDF Author: A J MacDonald Jr
Publisher: A. J. MacDonald, Jr.
ISBN: 1440462143
Category : Religion
Languages : en
Pages : 277

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Book Description
How are we to make sense of the Bible in the context of the modern world? In this book, you will discover a new way of perceiving the world; a way in which the biblical view of the world can be seen as just as true-for-us as the modern scientific view of the world. The World Perceived explores how we think about the world, how we perceive the world, and how we choose to live our lives in-the-world. Using phenomenology as a philosophical framework for the construction of a biblical theology of appearances, the author illustrates how the biblical description of reality is of far greater relevance to us than are the descriptions of reality given to us by modern science and popular science writers. By exploring the epistemological bases of both science and theology as a forms of knowledge along with the assumptions implicit within both worldviews, The World Perceived invites the reader upon an intellectual journey into the world of phenomenal reality. The author makes a strong case for the validity of the biblical description of the world and reality by demonstrating how the modern scientific description of the world and reality are in no way superior to the biblical description. Using three examples of conflicting scientific and biblical descriptions of the world (i.e., the geocentric versus the heliocentric conception of the universe, creation versus evolution, and absolute time versus relative time) The World Perceived demonstrates the Bible's relevancy to the modern world, which is often hostile to both religion and the Bible, like no other book on the market today.

Playing with Reality

Playing with Reality PDF Author: Alex Humphreys
Publisher: Renard Press Ltd
ISBN: 191372493X
Category : Games & Activities
Languages : en
Pages : 360

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Book Description
What was it that got you through the Covid-19 pandemic? For some it was long walks; others turned to home baking. For millions it was video games, a booming industry which exploded in popularity over the pandemic years. Confined to our homes and with the lines of reality becoming blurred as everyday life shifted to screens, perhaps it was no wonder that so many of us were desperate to be transported to different worlds. In Playing with Reality: Gaming in a Pandemic, journalist and presenter Alex Humphreys, a passionate gamer herself, investigates this extraordinary boom in the gaming industry. Charting its rise, Alex interviews players and developers, sharing a glimpse of what was going on behind closed doors as studios closed and games were finished from home. Playing with Reality explores exactly what it was that made gaming a lifeline for so many, and what the future holds as we look to the metaverse. Alexandra brilliantly chronicles the boundless creativity of an industry persevering through unprecedented times. Aaryn Flynn

Digital Media Effects

Digital Media Effects PDF Author: W. James Potter
Publisher: Rowman & Littlefield
ISBN: 1538140020
Category : Social Science
Languages : en
Pages : 265

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Book Description
People have always depended on the mass media for information and entertainment. With mobile devices and easy access to the internet, people are now in constant connection with an ever growing source of information and entertainment and they contribute their own content to those sources through social media. As their media usage shifts towards digital media with their immediacy, interactivity, and intrusiveness, the way media affects people has fundamentally changed. Digital Media Effects focuses on those changes in media effects. While the author acknowledges the findings from the very large literature of effects from exposure to traditional media. Expanding from traditional media effects studies, this book focuses attention on the kinds of effects that have arisen in the new digital age.