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现实社会和“虚拟世界”中的主体性探析
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作者 李高君 《社会科学家》 CSSCI 2008年第7期136-139,共4页
现实社会中人的主体性是人性中最集中地体现人的本质的部分,人的成熟的主体性就是人对自身认识以及实践行为、能力的自由把握和驾驭,是对自身发展以及社会发展的超越,是人性发展的最高境界。"虚拟世界"认识系统极大地增强了... 现实社会中人的主体性是人性中最集中地体现人的本质的部分,人的成熟的主体性就是人对自身认识以及实践行为、能力的自由把握和驾驭,是对自身发展以及社会发展的超越,是人性发展的最高境界。"虚拟世界"认识系统极大地增强了人作为主体的力量,提高了人的认识活动效率,扩大了人的认识范围,增长了人的知识创新能力,促进了人的思想观念乃至认识方式和思维方式的变革,拓宽了人的交往范围和扩展了人的交往能力等等。网络积极主体是"有涨落前途的种子",他们的移情能量才能产生"蝴蝶效应",他们在文化上的创造能同化、融合主流文化与网络文化的差异,传播并发展主流文化的核心价值观。 展开更多
关键词 现实社会 “虚拟世界” 主体性 “蝴蝶效应”
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“虚拟世界”果真是“虚”的吗——Virtual意义虚实辨 被引量:3
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作者 陈宁 李玲 《四川外语学院学报》 2002年第4期116-118,121,共4页
目前在中国 (包括香港和台湾 )的译文中 ,“virtually”都被译为“实际上” ,而其借以派生的形容词“virtual”却多被误解误译成“虚”或“虚拟”。其实 ,“virtual”意义的本质是实 ,虽无名 ,但有其实 ,而不是虚。多数情况下 ,它与“r... 目前在中国 (包括香港和台湾 )的译文中 ,“virtually”都被译为“实际上” ,而其借以派生的形容词“virtual”却多被误解误译成“虚”或“虚拟”。其实 ,“virtual”意义的本质是实 ,虽无名 ,但有其实 ,而不是虚。多数情况下 ,它与“real”的关系并非反义 ,而是同义。科技及计算机领域中的“virtual” ,大多不可译为“虚”或“虚拟” ,而应视情况处理为“如真”、“等效”、“网上”等。 展开更多
关键词 “虚拟世界” VIRTUAL 如真 误译
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从“虚拟世界”到“虚拟学习”
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作者 孙福万 《中国远程教育》 北大核心 2005年第04X期74-74,共1页
和纸上的世界、电视电影中的世界不同,互联网上的世界又是另外一幅场景.在这个被人称作"虚拟世界(Virtual Reality,又译虚拟现实、虚拟实境等)"的地方,文本和视听媒体的功能被成功地"冶于一炉",人类的内外感官由此... 和纸上的世界、电视电影中的世界不同,互联网上的世界又是另外一幅场景.在这个被人称作"虚拟世界(Virtual Reality,又译虚拟现实、虚拟实境等)"的地方,文本和视听媒体的功能被成功地"冶于一炉",人类的内外感官由此延伸到了更加遥远的区域.在著名的<数字化生存>一书中,尼葛洛庞帝曾说:"虚拟现实背后的构想是,通过让眼睛接收到在真实情境中才能接收到的信息,使人产生‘身临其境'的感觉."而除了视觉以外,虚拟技术其实还能将计算机处理的数据转化成人的听觉、味觉、触觉等等,并以适当的方式将其直接输送到人的相应感官中去--真实与虚幻、心与身、精神与物质、机器与人之间的界限由此打开了一个通道. 展开更多
关键词 “虚拟世界” 虚拟学习 《数字化生存》 虚拟现实 尼葛洛庞帝 电视电影 视听媒体 接收
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我虚拟,所以我存在 被引量:1
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作者 洪治纲 《人民论坛》 2002年第4期61-62,共2页
随着网络逐渐成为人们生活中的热点,人们对于网络的认识也是见仁见智,《我虚拟,所以我存在》仅是一家之言,大家共同的理想是网络造福人类。
关键词 网络 计算机 “虚拟世界” 社会生活 行为方式
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网络环境中大学生思想政治教育 被引量:1
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作者 郑宏宇 肖枫 《山东省农业管理干部学院学报》 2006年第3期181-182,共2页
随着互联网的迅速普及,在给人们带来极大的便利的同时,其潜在的弊端也是不可忽视的。网络引发了大学生的一系列的问题,为此我们必须充分加强网络这一“虚拟世界”在大学生思想政治教育中的作用,趋利避害,增强大学生的思想道德素质。
关键词 网络环境 大学生 思想政治教育 互联网 “虚拟世界”
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构建有序的真实网络——专访互联网新闻研究中心主任刘正荣
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作者 王雪 韩志国 《中国传媒科技》 2005年第10期13-14,共2页
"虚拟世界"似乎已成为互联网的一个代名词,当人们高谈阔论互联网是如何虚拟,自由开放,不受任何约束,甚至可以为所欲为之时,互联网新闻研究中心主任刘正荣却为我们带来了另一种声音:网络世界是真实的,所有网上行为都应该是负... "虚拟世界"似乎已成为互联网的一个代名词,当人们高谈阔论互联网是如何虚拟,自由开放,不受任何约束,甚至可以为所欲为之时,互联网新闻研究中心主任刘正荣却为我们带来了另一种声音:网络世界是真实的,所有网上行为都应该是负有责任的. 展开更多
关键词 互联网新闻 研究中心 网络世界 刘正 主任 真实 “虚拟世界” 有序 网上行为 代名词
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Recommending Friends Instantly in Location-based Mobile Social Networks 被引量:4
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作者 QIAO Xiuquan SU Jianchong +4 位作者 ZHANG Jinsong XU Wangli WU Budan XUE Sida CHEN Junliang 《China Communications》 SCIE CSCD 2014年第2期109-127,共19页
Differently from the general online social network(OSN),locationbased mobile social network(LMSN),which seamlessly integrates mobile computing and social computing technologies,has unique characteristics of temporal,s... Differently from the general online social network(OSN),locationbased mobile social network(LMSN),which seamlessly integrates mobile computing and social computing technologies,has unique characteristics of temporal,spatial and social correlation.Recommending friends instantly based on current location of users in the real world has become increasingly popular in LMSN.However,the existing friend recommendation methods based on topological structures of a social network or non-topological information such as similar user profiles cannot well address the instant making friends in the real world.In this article,we analyze users' check-in behavior in a real LMSN site named Gowalla.According to this analysis,we present an approach of recommending friends instantly for LMSN users by considering the real-time physical location proximity,offline behavior similarity and friendship network information in the virtual community simultaneously.This approach effectively bridges the gap between the offline behavior of users in the real world and online friendship network information in the virtual community.Finally,we use the real user check-in dataset of Gowalla to verify the effectiveness of our approach. 展开更多
关键词 mobile social network service friend recommendation location-basedservice location proximity user behaviorsimilarity singular value decomposition
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Precise perception of virtual object position in real world 被引量:1
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作者 林理平 《High Technology Letters》 EI CAS 2009年第3期255-260,共6页
There is a deviation between actual and theoretical perceived positions of virtual object in stereoscop-ic display.Therefore,methods for precise position perception in real world are proposed in this paper.The causes ... There is a deviation between actual and theoretical perceived positions of virtual object in stereoscop-ic display.Therefore,methods for precise position perception in real world are proposed in this paper.The causes for the deviation are analyzed on the basis of geometrical optics .Then deviation correctionsare performed by error compensation with mathematic method and by remodeling virtual viewpoint dynami-cally with the movement of physical viewpoint.Experimental results show that these methods can reducethe position deviation to less than 10 millimeter,meeting the requirements for direct manipulation in mul-ti-sensory virtual environment. 展开更多
关键词 virtual reality position perception stereoscopic display head tracking
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From Sex Objects to Heroines A Tough Road for Female Characters in Video Games
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作者 Adam Flamma 《Journal of Literature and Art Studies》 2014年第5期409-417,共9页
Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman i... Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman in virtual world were (and sometimes still are) a point of discussion about characters sexualisation and role of female sex in virtual industry. The main aim of this paper is to present analysis of female representation in video games and how in last 30 years it has changed. In other words, how female characters were ennobled from sex object to main protagonist status. In presented research, there were used mostly the examples of popular video games with extended plot and world which can be explored by protagonists. Video game historiography, textual analysis (which helped to treat video game character as a protagonist), and thematic analysis of video games were used as a main research method. The main conclusion of this paper is that female characters can overcome all gender or sexual stereotypes and even eventually became an icon of popular culture 展开更多
关键词 video games female characters women in video games sex object Lara Croft
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The Power of Social Capital in Massive Multiplayer Online Games" Cooperation and Cronyism in World of Warcraft
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作者 Mark C. Meachem 《Journalism and Mass Communication》 2012年第4期539-550,共12页
The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and... The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and qualitative data, focused on whether users of the most popular MMOG, World of Warcraft (WOW), exhibited behaviors of social capital in their online gaming activity and whether there was any correlation to offiine social capital. The findings indicated that cooperation provided the best indicator to make a correlation about a gamer's offiine social capital behaviors. One conclusion, stemming from this is that, in virtual worlds, the added social capital can lead to cronyism and help those in power maintain the status quo. 展开更多
关键词 Massive Multiplayer Online Games (MMOGs) social capital World of Warcraft (WOW) online games
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The Links between Attachment and Cyberaddiction
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作者 Leila Menif Faten Medini +1 位作者 Sana Derouiche Wahid Melki 《Journal of Pharmacy and Pharmacology》 2016年第8期394-397,共4页
The growing importance of the new technologies raises the question of the relationship between the individual and the digital world. One of the main motivations of internet usage is social communication. Among the few... The growing importance of the new technologies raises the question of the relationship between the individual and the digital world. One of the main motivations of internet usage is social communication. Among the few studies concerning internet usage and the attachment, most suggest a predisposition of insecure people to the excessive internet usage. All participants completed two self-administered questionnaires: RSQ (relationship scale questionnaire) and 1AT (internet addiction test). The self-administered questionnaires were put online: The link to the form was distributed by emails and social networks. Our results show a link between attachment anxiety and problematic internet usage. Internet could provide people having an attachment anxiety style a more reassuring environment to interact with others. The attachment preoccupation is a factor related to the problematic Intemet usage. A management that takes into account the motivations related to attachment may reduce recourse to the virtual world. 展开更多
关键词 Attachment insecurity ADDICTION problematic intemet usage social interaction.
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A probe into social media users- Based on the "Actual Man" theory of Marxism
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作者 Zhai Yue 《International English Education Research》 2015年第4期30-32,共3页
Social media users attracted the attention of scholars at home and abroad.This paper conducted a detailed literature review and prposed an analytical framework to define and conceptualize social media users on the "A... Social media users attracted the attention of scholars at home and abroad.This paper conducted a detailed literature review and prposed an analytical framework to define and conceptualize social media users on the "Actual Man" theory of Marxism.Furthermore, the paper generalizes three research levels, including the individual level,the gruop level and the materialism level.This study can improve understanding of the users' behavior in the social media virtue world as well as provide references for advanced researehe~ 展开更多
关键词 Social media Individual factors Collective wisdom
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新经济名词串串烧
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作者 何京玉 《中关村》 2003年第1期61-61,共1页
转型:2002年很多高科技企业谈及转型。其实这是一个旧话题几年前郭士纳带领IBM成功向电子商务转型,我们每一个人仍然记忆犹新,以至于这位传奇人物去年离开IBM时还引起了媒体的关注。时隔多年,不仅IBM依然对转型痴心不改,这个普通的词汇... 转型:2002年很多高科技企业谈及转型。其实这是一个旧话题几年前郭士纳带领IBM成功向电子商务转型,我们每一个人仍然记忆犹新,以至于这位传奇人物去年离开IBM时还引起了媒体的关注。时隔多年,不仅IBM依然对转型痴心不改,这个普通的词汇已经成为许多希望改变自身形象的公司的最常用话题。眼下转型的意义在于大家如何用非常规的方式走出所谓IT的冬天。不过很多人怀疑转型只不过是一种宣传方式,以前企业之间打招呼时常问:“你上市了么?”现在是:“你转型了么?” 展开更多
关键词 名词 释义 “转型” “增值服务” “无线互联” “电子政务” “虚拟世界” “风险投资” 汉语
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An image-based approach to the reconstruction of ancient architectures by extracting and arranging 3D spatial components 被引量:2
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作者 Divya Udayan J Hyung Seok KIM Jee-In KIM 《Frontiers of Information Technology & Electronic Engineering》 SCIE EI CSCD 2015年第1期12-27,共16页
The objective of this research is the rapid reconstruction of ancient buildings of historical importance using a single image. The key idea of our approach is to reduce the infinite solutions that might otherwise aris... The objective of this research is the rapid reconstruction of ancient buildings of historical importance using a single image. The key idea of our approach is to reduce the infinite solutions that might otherwise arise when recovering a 3D geometry from 2D photographs. The main outcome of our research shows that the proposed methodology can be used to reconstruct ancient monuments for use as proxies for digital effects in applications such as tourism, games, and entertainment, which do not require very accurate modeling. In this article, we consider the reconstruction of ancient Mughal architecture including the Taj Mahal. We propose a modeling pipeline that makes an easy reconstruction possible using a single photograph taken from a single view, without the need to create complex point clouds from multiple images or the use of laser scanners. First, an initial model is automatically reconstructed using locally fitted planar primitives along with their boundary polygons and the adjacency relation among parts of the polygons. This approach is faster and more accurate than creating a model from scratch because the initial reconstruction phase provides a set of structural information together with the adjacency relation, which makes it possible to estimate the approximate depth of the entire structural monument. Next, we use manual extrapolation and editing techniques with modeling software to assemble and adjust different 3D components of the model. Thus, this research opens up the opportunity for the present generation to experience remote sites of architectural and cultural importance through virtual worlds and real-time mobile applications. Variations of a recreated 3D monument to represent an amalgam of various cultures are targeted for future work. 展开更多
关键词 Digital reconstruction 3D virtual world 3D spatial components Vision and scene understanding
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