scholarly journals The Role of Computer Games Industry and Open Source Philosophy in the Creation of Affordable Virtual Heritage Solutions

Author(s):  
Andrea Bottino ◽  
Andrea Marti
Author(s):  
Mark Grimshaw-Aagaard

Mark Grimshaw-Aagaard addresses the role of sound in the creation of presence in virtual and actual worlds. He argues that imagination is a central part of the generation and selection of perceptual hypotheses—models of the world in which we can act—that emerge from what Grimshaw-Aagaard calls the “exo-environment” (the sensory input) and the “endo-environment” (the cognitive input). Grimshaw-Aagaard further divides the exo-environment into a primarily auditory and a primarily visual dimension and he deals with the actual world of his own apartment and the virtual world of first-person-shooter computer games in order to exemplify how we perceptually construct an environment that allows for the creation of presence.


2019 ◽  
Vol 16 (31) ◽  
Author(s):  
Christian Lenemark

Through three case studies, the article explores how digital media have been used in recent years to depict and comprehend experiences of cancer. It first investigates the illness blog, specifically Swedish journalist and musician Kristian Gidlund’s immensely popular blog In My Body, in which he, from 2011 to 2013, shared the narrative of his struggle with an aggressive, incurable, and ultimately deadly stomach cancer. It continues by discussing Italian engineer, artist, and hacker Salvatore Iaconesi’s digital open-source project La Cura – The Cure (2012), which has great relevance from both the digital and the medical humanities perspectives in the way Iaconesi uses his personal narrative of brain cancer to encourage people to join his struggle to find a cure. Finally, it analyzes the American couple Ryan and Amy Green’s videogame That Dragon, Cancer (2016). A game differing significantly from video and computer games in general and from other games taking cancer as their subject by letting the player enter the role of caregiver to a small child dying of cancer. Expanding on Lisa Diedrich’s theoretical concept of “doing illness”, the article emphasizes the performative dimension of narrating illness in digital media, considering how these authors and creators negotiate with narrative, cultural, and medial scripts when portraying their cancer experiences. It highlights the interactive and participatory dimension of doing illness in digital media, by exploring how the blog, open-source project, and videogame both invite and limit the audience’s opportunities to interact and participate with the illness narrative conveyed.


2019 ◽  
Vol 16 (31) ◽  
Author(s):  
Christian Lenemark

Through three case studies, thearticleexploreshow digital media have been used in recentyears to depict and comprehend experiences of cancer.Itfirstinvestigatesthe illness blog,specificallySwedish journalist and musician Kristian Gidlund’s immensely popular blogInMy Body, in which he,from 2011 to2013,shared the narrativeofhis struggle with anaggressive,incurable,andultimatelydeadly stomach cancer. ItcontinuesbydiscussingItalianengineer, artist, and hackerSalvatore Iaconesi’sdigital open-source projectLa Cura–TheCure(2012),whichhasgreat relevancefromboththedigital andthemedical humanitiesperspectivesin the way Iaconesi useshispersonal narrative ofbraincancerto encouragepeople tojoinhis struggletofind a cure.Finally,it analyzesthe American coupleRyanandAmyGreen’svideogameThat Dragon, Cancer(2016).Agamedifferingsignificantlyfromvideo and computer games in general andfrom othergames taking cancer as their subjectbyletting the player enter the role of caregiver to a small child dyingofcancer.Expanding onLisa Diedrich’s theoretical concept of “doing illness”, thearticleemphasizes theperformativedimension ofnarratingillnessin digital media, consideringhowtheseauthorsandcreatorsnegotiatewith narrative, cultural,and medialscripts when portrayingtheircancerexperiences.Ithighlights the interactive and participatory dimension of doing illnessin digitalmedia, by exploring howthe blog,open-source project, and videogamebothinviteand limittheaudience’s opportunitiesto interact and participatewith the illness narrativeconveyed.


2020 ◽  
Vol 43 ◽  
Author(s):  
Stefen Beeler-Duden ◽  
Meltem Yucel ◽  
Amrisha Vaish

Abstract Tomasello offers a compelling account of the emergence of humans’ sense of obligation. We suggest that more needs to be said about the role of affect in the creation of obligations. We also argue that positive emotions such as gratitude evolved to encourage individuals to fulfill cooperative obligations without the negative quality that Tomasello proposes is inherent in obligations.


2019 ◽  
Vol 1 (1) ◽  
pp. 21-31 ◽  
Author(s):  
Louis Brunet

This article proposes a model of individual violent radicalisation leading to acts of terrorism. After reviewing the role of group regression and the creation of group psychic apparatus, the article will examine how violent radicalisation, by the reversal of the importance of the superego and the ideal ego, serves to compensate the narcissistic identity suffering by “lone wolf” terrorists.


2019 ◽  
Vol 1 (1) ◽  
pp. 64-83
Author(s):  
Margaret Cameron

The essence of artefacts is typically taken to be their function: they are defined in terms of the goals or aims of the artisans that make them. In this paper, an alternative theory is proposed that emphasizes, via a reconstruction of Aristotle's various comments about the nature of artefacts, the role of the moving, or efficient, cause of artefacts. This account shifts the emphasis to the role played by the investment of expertise into the creation (and subsequent being) of artefacts. It turns out that expertise is prior in being and prior in explanation to the function of artefacts, and thus plays the most fundamental role in the explanation of the ontology of artefacts.


2020 ◽  
pp. 97-110
Author(s):  
E. N. Mikhailova ◽  
V. A. Telegina

The article is devoted to the study of evaluative tools used in modern French media in order to form the media image of a representative of the political elite. The techniques used in the creation of a memorial media portrait of Jacques Chirac (1932—2019), President of France from 1995 to 2007 are considered. The research material was the most prestigious French print media of various political orientations, published in late September — early October 2019 in connection with the death of the ex-President of the French Republic. The relevance of the research topic is dictated by the close attention of modern linguistics to axiological phenomena, differently presented in different types of discursive practices. The novelty of the study is due to the appeal to the analysis of the complex of evaluation tools used in the French print media when characterizing the former leader of the state during the nation’s farewell period. The estimated potential of the title of the article and its influence on the formation of the estimated vector of the entire text of the publication are shown. A systematic analysis of the assessment expression means, reflected in the memorial media portrait of the politician, is given. The factors that influenced the peculiarities of their use in this type of media portrait are revealed.


2020 ◽  
Vol 1 (3) ◽  
pp. 206-210
Author(s):  
Ra`no Ergashova ◽  
◽  
Nilufar Yuldosheva

The creation, regulation, lexical and grammatical research and interpretation of the system of terms in the field of aviation in the world linguistics terminology system are one of the specific directions of terminology. Research on specific features is an important factor in ensuring the development of the industry. This article discusses morphological structure of aviation terms. The purpose of the article is to analyze the role of aviation terms in the morphology of the Uzbek language and its definition.


2020 ◽  
Vol 11 (1) ◽  
pp. 144-148
Author(s):  
Liuba Zlatkova ◽  

The report describes the steps for creating a musical tale by children in the art studios of „Art Workshop“, Shumen. These studios are led by students volunteers related to the arts from pedagogical department of Shumen University, and are realized in time for optional activities in the school where the child studies. The stages of creating a complete product with the help of different arts are traced – from the birth of the idea; the creation of a fairy tale plot by the children; the characterization of the fairy-tale characters; dressing them in movement, song and speech; creating sets and costumes and creating a finished product to present on stage. The role of parents as a link and a necessary helper for children and leaders is also considered, as well as the positive psychological effects that this cooperation creates.


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