273,029 research outputs found
Historical geography III: hope persists
The final report in this series focuses on the emerging intersections between historical geography, archaeology
and the law. Whilst staying attuned to the darkest of geographies emerging from the sub-field, this
report turns its attention to the creative and critical ways in which the dead are being used to reveal past lives
and worlds that have been destroyed and forgotten. Using soil and the archaeological imagination as a pivot,
this report centres on the interweaving themes of fragile environments, resurfacing and legal worlds in order
to suggest the emerging possibilities for a hopeful excavation of new historical geographies
We need to talk about silence: Re-examining silence in International Relations theory
The critique of silence in International Relations theory has been long-standing and sustained. However, despite the lasting popularity of the term, little effort has been made to unpack the implications of existing definitions and their uses, and of attempts to rid the worlds of theory and practice of silences. This article seeks to fill this vacuum by conducting a twofold exercise: a review and revision of the conceptualisation of silence current in the literature; and a review of the implications of attempts to eliminate silence from the worlds of theory and practice. Through the discussion, the article suggests that we deepen and broaden our understanding of silence while simultaneously accepting that a degree of silence will be a permanent feature of theory and practice in international politics. Finally, the conclusion illustrates the possibilities for analysis and theory opened by these arguments through an exploration of how they may be used to interpret and address recent events in Yemen
Why be Moral in a Virtual World
This article considers two related and fundamental issues about morality in a virtual world. The first is whether the anonymity that is a feature of virtual worlds can shed light upon whether people are moral when they can act with impunity. The second issue is whether there are any moral obligations in a virtual world and if so what they might be.
Our reasons for being good are fundamental to understanding what it is that makes us moral or indeed whether any of us truly are moral. Plato grapples with this problem in book two of The Republic where Socrates is challenged by his brothers Adeimantus and Glaucon. They argue that people are moral only because of the costs to them of being immoral; the external constraints of morality.
Glaucon asks us to imagine a magical ring that enables its wearers to become invisible and capable of acting anonymously. The ring is in some respects analogous to the possibilities created by online virtual worlds such as Second Life, so the dialogue is our entry point into considering morality within these worlds. These worlds are three dimensional user created environments where people control avatars and live virtual lives. As well as being an important social phenomenon, virtual worlds and what people chose to do in them can shed light on what people will do when they can act without fear of normal sanction.
This paper begins by explaining the traditional challenge to morality posed by Plato, relating this to conduct in virtual worlds. Then the paper will consider the following skeptical objection. A precondition of all moral requirements is the ability to act. There are no moral requirements in virtual worlds because they are virtual and it is impossible to act in a virtual world. Because avatars do not have real bodies and the persons controlling avatars are not truly embodied, it is impossible for people to truly act in a virtual world. We will show that it is possible to perform some actions and suggest a number of moral requirements that might plausibly be thought to result. Because avatars cannot feel physical pain or pleasure these moral requirements are interestingly different from those of real life. Hume’s arguments for why we should be moral apply to virtual worlds and we conclude by considering how this explains why morality exists in these environments
Connecting Students by Integrating the 3D Virtual and Real Worlds: We Need 3D Open Source Spaces to Keep Socialization, Communication and Collaboration Alive
Picture a world where imagination is the only limit; a world that stimulates students to learn, communicate, play and grow. The emergence of 3D Virtual Worlds has made this a virtual reality. Until recently this virtual experience has been separated from the real world by the limitations of software (proprietary systems), and constraints of hardware and networks (stationary consoles and network connections). Such separation limits the pedagogical utility that 3D Spaces can offer students. This article peeks around the corner of innovation by exploring a number of emergent open source developments that integrate the 3D Virtual and Real Worlds into a seamless reality, one that enhances pedagogical opportunities by integrating the practical and vocational actuality of the real world with the technical and imaginable possibilities of the Virtual Worlds. These possibilities are explored with reference to recent developments, pedagogical theory, and case studies in various open source 3D Virtual Worlds
Kanyon reconstructed
Construction is a temporary action that exists for a while and transforms itself into another product at the end. On the other hand, reconstruction is the representational interpretation of the “once constructed” substance and it never turns out to be the replica of the original, since components and techniques that are used are not the same anymore. This modification points to a certain level of metamorphosis that carries the potential to lead to an “opinion” that may create new worlds. This text focuses on the possibilities of using digital imaging techniques to “construct” new micro/macrocosms from existing structures
Is there a second life for librarians?
The purpose of this paper is to explore the roles of libraries within Second Life from the
viewpoint of the librarians experienced in experimenting within virtual worlds. Exploration of currently available literature was undertaken to
determine the important issues affecting libraries and librarians within virtual worlds. To explore
these issues further, ten Second Life librarians were interviewed in order to distinguish which were
most important and why. There is considerable diversity in the opinions of Second Life librarians, but all
interviewees shared the belief that their efforts within Second Life had helped others and improved
their own professional development. There was a strong consensus that it was important for librarians
to embrace Second Life now, in order to be prepared for a future when virtual worlds, although
perhaps not Second Life itself, were commonplace. Virtual worlds are growing in popularity, particularly with younger
generations. If they are to be accepted as part of a multidimensional information space, the possibilities
available within the virtual space need to be appreciated and understood by the information
community. Librarians have a responsibility to aid their users in understanding the complexity and
possibilities of information provision and delivery offered by virtual worlds. This can only occur by
accepting and supporting experiments in environments like Second Life. This paper illustrates to the library community how Second Life is currently
being used to provide information services, and to further an understanding of how the entire
information community can benefit from embracing the possibility of exploring virtual worlds
Making Common Causes: Crises, Conflict, Creation, Conversations: Offerings from the Biennial ALECC Conference Queen’s University, Kingston 2016
At ALECC’s biennial gathering at Queen’s University in June 2016, participants came together to explore the possibilities of “making common causes” from a host of angles, yet all were anchored in an acknowledgement of the diverse more-than-human relationships that make up our common worlds. The following collection of short essays, authored by some of the gathering’s keynote speakers, explores specific aspects of making common causes. In this special section of The Goose, we deliberately invoke the plural of conversation. We understand the effort to make common causes as a process, rather than a “one and done” act. It is multifaceted and messy; it invites imagination and critique. Most importantly, it needs to cultivate the common ground whereupon these difficult conversations can be engaged
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Persuasive technology and digital design for behaviour change
Copyright @ 2012 Social Science Research NetworkThe convergence of the 'digital' and 'real' worlds has been rapid and transformative of everyday life, as well as design practice - to the extent that talking about 'digital design' and 'the digital context' seems anachronistic and redundant. Nevertheless, the arrival of digital technology, the Internet and social media has, from a design perspective, created a new field of a ffordances, constraints, information flows and possibilities. This paper reviews some of the ways in which digital architecture infl uences behaviour, and what the implications could be for designers seeking to infl uence behaviour for social and environmental bene fit. Topics covered include Persuasive Technology, gami fication, Lessig's 'Code is Law' perspective, digital rights management and Zittrain's concept of generativity
Archaeological possibilities for feminist theories of transition and transformation
Archaeology takes up material fragments from distant andrecent pasts to create narratives of personal and collective identity. It is, therefore, a powerful voice shaping our current and future social worlds. Feminist theory has to date made little reference to archaeology and its projects, in part because archaeologists have primarily chosen to work with normative forms of gender theory rather than forge new theory informed by archaeological insights. This paper argues that archaeology has considerably more potential for feminist theorizing than has so far been recognized. In particular it is uniquely placed to build theory for understanding change, transition and transformationover extended time periods, a potential explored through anarchaeological case study of Pacific Northwest Coast people. Inconclusion, some possibilities for expanding this case study into a wider comparative perspective are sketched ou
Analyses of a Virtual World
We present an overview of a series of results obtained from the analysis of
human behavior in a virtual environment. We focus on the massive multiplayer
online game (MMOG) Pardus which has a worldwide participant base of more than
400,000 registered players. We provide evidence for striking statistical
similarities between social structures and human-action dynamics in the real
and virtual worlds. In this sense MMOGs provide an extraordinary way for
accurate and falsifiable studies of social phenomena. We further discuss
possibilities to apply methods and concepts developed in the course of these
studies to analyse oral and written narratives.Comment: 16 pages, 7 figures. To appear in: "Maths Meets Myths:
Complexity-science approaches to folktales, myths, sagas, and histories."
Editors: R. Kenna, M. Mac Carron, P. Mac Carron. (Springer, 2016
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