4,086 research outputs found

    Through a glass darkly: a case for the study of virtual space

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    This paper begins to examine the similarities and differences between virtual space and real space, as taken from anarchitectural (as opposed to a biological, psychological, geographic, philosophical or information theoretic)standpoint. It continues by introducing a number of criteria, suggested by the authors as being necessary for virtualspace to be used in a manner consistent with our experience of real space. Finally, it concludes by suggesting apedagogical framework for the benefits and associated learning outcomes of the study and examination of thisrelationship. This is accompanied by examples of recent student work, which set out to investigate this relationship

    Through a glass darkly: a case for the study of virtual space

    Get PDF
    This paper begins to examine the similarities and differences between virtual space and real space, as taken from anarchitectural (as opposed to a biological, psychological, geographic, philosophical or information theoretic)standpoint. It continues by introducing a number of criteria, suggested by the authors as being necessary for virtualspace to be used in a manner consistent with our experience of real space. Finally, it concludes by suggesting apedagogical framework for the benefits and associated learning outcomes of the study and examination of thisrelationship. This is accompanied by examples of recent student work, which set out to investigate this relationship

    New Media & Youth Identity. Issues and Research Pathways

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    Media have held a considerable and growing place in the social environment of industrial society in recent decades, transforming the perception that a people have of their place in the world and of their memberships and belonging, creating new paths for social relations, affecting lifestyles, socialization, and communication processes, and the construction of identity itself. The relationship between young people (especially teenagers and adolescents) and new media shows some peculiarities which are worth further reflection to understand the extent and outcomes of these social changes. This article aims to investigate the discourse on youth identity and new media in the social science literature, determining which are the key trends and exploring the more relevant research questions about this theme and the way these topics relate to one another. Titles and abstracts of articles published during the period 2004 \u2013 2013 were selected from the Scopus social sciences database and they were analysed using different content analysis techniques supported by the T-Lab software. The international literature on these topics presents a certain liveliness and heterogeneity in themes and its perspectives on theoretical and empirical research. Nevertheless, it has been possible to identify some key trends, focusing mainly on the idea of active identity construction by new media

    Exploring notions of genre in 'academic literacies' and 'writing across the curriculum': approaches across countries and contexts

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    The SIGET IV panel on genre in Writing Across the Curriculum (WAC) and “academic literacies” (ACLITS) has set rolling a discussion of the similarities and differences in the two traditions, the former originating in the US in the early 1970s, the latter originating in England in the early 1990s. This paper maps out some elements of each in relation to the other and to genre, which we hope will set in motion further discussions and cross-fertilization

    Translations of culture and identity : a study of Internet use in the Haitian community

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Architecture, 2005.Includes bibliographical references (p. 83-95).Despite the reality of the digital divide, over the years many bridges have been built over this chasm; diverse people of diverse backgrounds, cultures and countries utilize computers and their inherent technologies. One of the communities that use the Internet is the Haitian community. A detailed study on what the Haitian community - citizens and those of the Diaspora - finds in the Internet, what they make of this tool and how they relate its possibilities to themselves will reveal a profusion of information about both the Haitian culture and about the Internet. This ethnographic research will shed light on how useful the Internet is to this particular community. These findings may be used to engineer design that is more specific to the needs of this community. This 'culturized' study is presented through the lens of theoretical frameworks that view the user as playing a dominant role in defining the nature, scope and functions of the technology. This research hopes to focus on users and the way in which they shape the Internet media to have meaning in their everyday life and culture. The research examines the way in which the role of the technology is shaped within the domestic environment - how it is manipulated to compliment existing patterns of behavior and routine. The purpose of this research is to ask what domestic Internet users do with their media and how they construct it as meaningful in the existing network of everyday life. A qualitative approach has been adopted, which prioritizes the role of the user.by Johanne A. Blain.S.M

    An Examination of Indonesia's Anti-Terrorism Policy During the Covid 19: the Rise of Digital-Based Terrorism Propaganda Among Youths

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    The epidemic of COVID-19 has caused everyone to adjust and slowed global and national economic activity. The pandemic crisis situation, on the other hand, has not diminished radical terrorism groups; instead, it has been used to expand networks through the digital world and to target millennial youth groups. This article examines the shortcomings of government strategies in combating digital radicalization during the COVID 19 epidemic, notably the Government Regulation (PP) Number 77 of 2019. This policy regulates the strategy to prevent terrorism and deradicalization carried out by the National Counterterrorism Agency (BNPT).Policy execution is complicated by the growth of teenage radicalization through digital media, which has played a significant role in COVID 19 pandemic breakouts around the world

    Intercultural learning on the Web Steps to the “cultures in-between”

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    This article presents a process of creation of a professional learning-community within a project of international cooperation among Turkey, Slovenia and Italy, which main goal was to promote teachers collaboration across frontiers for implementing innovation in class to promote intercultural dialogue. The creation, strategies and use of a virtual working/learning space (VWLS) to promote this process are hereby described. Furthermore, in this article I attempt to show how the VWLS can give support to intercultural dialogue, from motivation to participate and share the own cultural identity,to the process of working and learning together. In fact, the VWLS becomes meaningful, exposing teachers and students to an enlarged cultural context, diverse, but also comprehensive of the own original cultural context, because built semantically bythemselves. This sense making process could impact on a new dimension of intercultural learning in a new place without frontiers, that is represented by “virtual” reality.Questions addressing this explorative and qualitative research work where: can the web spaces become place to promote intercultural learning? How these online spaces should be featured in terms of representation of cultural differences? How can they promoteintercultural dialogue? And the most exciting: how can they allow processes of construction of new culturally hybrid meanings?Questo articolo presenta un processo di creazione di una comunitĂ  di apprendimento informale attraverso un progetto di cooperazione internazionale fra Turchia, Slovenia e Italia, cui scopo principale Ăš stato il promuovere la professionalitĂ  di un gruppo di insegnanti coinvolti in un processo di collaborazione internazionale con impatto sul dialogo interculturale. Vengono quindi descritte la creazione, strategie e uso dello spazio virtuale di apprendimento e collaborazione (VWLS) per supportare il suddetto processo.Inoltre, in questo articolo si tenta di mostrare come l’ambiente virtuale di apprendimento puĂČ dare supporto al dialogo interculturale, dalla motivazione a partecipare e condividerela propria identitĂ  culturale, al processo di collaborazione ed apprendimento congiunto. Inoltre, si tenta di mostrare come il VWLS diventa significativo, in quanto espone gli insegnanti e studenti a un contesto culturale allargato, diverso, ma anche comprensivo del proprio e originale contesto culturale, poichĂ© creato semanticamente dagli utenti. Questo processo di costruzione di senso potrebbe avere impatto su una nuova dimensionedell’apprendimento interculturale in un nuovo spazio “senza frontiere”, rappresentato dalla “realtà” virtuale.Le domande poste inizialmente in questo processo di ricerca esplorativa, di natura qualitativa, sono state: possono gli spazi nel Web diventare un luogo per promuovere l’apprendimento interculturale? Che forma dovrebbero acquisire gli stessi in termini di rappresentazione della differenza culturale ? E l’aspetto piĂč interessante: come potrebbero tali spazi consentire processi di costruzione di nuovo senso, culturalmente ibrido

    Internet Access and the Potential in Facilitating Online Political Communication of Disabled

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    Researchers defined Internet as a medium for overcoming the social exclusion of marginal groups, including the disabled. The increasing of the internet penetration in Indonesia should be an opportunity for the group to build inclusive elections. However, in the Indonesian context, non-disabled still controls virtual political space. This paper identifies the potential of the internet as a means of online political participation of disabled groups. Using the case study method in the context of 2018 Central Java Pilgub, researchers conducted in-depth interviews with the disabled, election organizers and disabled educational institutions in the Semarang city. The findings of the study indicate that certain diffables (physical, deaf and mild disabilities) have access to the internet, however there is no access to the interactive political communication. The internet has not functioned optimally as an Assistive Technology (AT) mainly caused by digital divide; skepticism to the internet and limited internet literacy

    Appropriation of mobile cultural resources for learning

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    Copyright © 2010 IGI Global. This article proposes appropriation as the key for the recognition of mobile devices - as well as the artefacts accessed through, and produced with them - as cultural resources across different cultural practices of use, in everyday life and formal education. The article analyses the interrelationship of users of mobile devices with the structures, agency and practices of, and in relation to what the authors call the "mobile complex". Two examples are presented and some curricular options for the assimilation of mobile devices into settings of formal learning are discussed. Also, a typology of appropriation is presented that serves as an explanatory, analytical frame and starting point for a discussion about attendant issues

    The Dynamics and Frontiers of Video Game Social Research in Communication Studies-A Scientometrics Analysis Based on CiteSpace and VOSviewer

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    In this media-rich era, digital entertainment in the form of video games has a major impact on our social interaction and productivity in a borderless social mode. As a result, in order to comprehend the research progress of video game, CiteSpace and VOSviewer were used for scientometrics and knowledge mapping in this study. It displays the state of development, fundamental structure, and frontier areas of video game social communication. The mapping is based on 448 publications collected through Web of Science core database searches. The findings indicate that (1) video game social research has gained increasing attention over the last 23 years, with a curvilinear growth in annual publications, but a core authorship group has yet to materialize, and the United States institutions dominate the number of publications on this topic. (2) Gaming behaviors, gender studies, media effects, and gaming experiences have emerged as the four main hotspots of research in this field under the keyword co-occurrence and clustering analyses. (3) Research in this area has traditionally concentrated on violent, addictive, and other problematic gaming behaviors. The findings of this study forecast future trends in the study of video game social communication and provide the groundwork for more in-depth research
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