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虚境:走向新建筑 被引量:2
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作者 张宇星 《新建筑》 2018年第1期10-15,共6页
人类文明的发展进程,将从"工业-资本"文明进化到"虚拟-智能"文明,而"虚境"则是未来"虚拟-智能"文明的主要"生产-消费"对象。虚境是一种未来商品,同时也是一种具有灵性的"类生命... 人类文明的发展进程,将从"工业-资本"文明进化到"虚拟-智能"文明,而"虚境"则是未来"虚拟-智能"文明的主要"生产-消费"对象。虚境是一种未来商品,同时也是一种具有灵性的"类生命体"。虚境世界的主要原理,是将虚拟现实(VR/AR/MR)与人工智能(AI)相结合,使虚拟的可视化幻像获得某种生命特征。虚境与真实世界的物质形态相互交融和重叠,形成拼贴的未来空间场景。虚境的生产和消费,将会彻底影响未来城市和建筑空间的建构逻辑和呈现形态。虚境建筑已依稀表现出一系列未来性特征,诸如:宅、茧、泡、点、线、面、体、屏、膜、晶、管、舱等,以及微空穴、空腔壁、纤维丛、生长体、移动体、感应体、降解体等。虚境美学或将成为一种新的建筑美学标准,由此,未来的一连串"新建筑"革命,也将由此展开。 展开更多
关键词 世界 拟-智能”文明 境生产 境建筑
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宇宙的智慧在哪里——宇宙告诉了我们什么之二 被引量:1
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作者 陈正荣 陈蕾 《西藏科技》 2014年第4期19-21,29,共4页
文章从宇宙有无智慧,宇宙智慧的形成机制以及宇宙的智慧在哪里等三个层次进行了探讨和分析,供大家参考。
关键词 宇宙智慧 虚世界 十二维世界
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大众传播与文化自觉 被引量:1
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作者 李虹飞 周光辉 《天津职业院校联合学报》 2006年第4期106-108,共3页
大众传播环境下,当代人更容易被媒介所制造的“虚性世界”左右,人们对纷繁复杂的世界的了解,更多地依仗传媒的介绍。而大众传媒在对这一“虚性世界”构成中,对于假相负有责任。“文化自觉”首先应从传媒做起。
关键词 大众传播 世界 社会责任 文化自觉
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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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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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