1,414 research outputs found

    The iconographic brain: a critical philosophical inquiry into (the resistance of) the image

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    The brain image plays a central role in contemporary image culture and, in turn, (co)constructs contemporary forms of subjectivity. The central aim of this paper is to probe the unmistakably potent interpellative power of brain images by delving into the power of imaging and the power of the image itself. This is not without relevance for the neurosciences, inasmuch as these do not take place in a vacuum; hence the importance of inquiring into the status of the image within scientific culture and science itself. I will mount a critical philosophical investigation of the brain qua image, focusing on the issue of mapping the mental onto the brain and how, in turn, the brain image plays a pivotal role in processes of subjectivation. Hereto, I draw upon Science & Technology Studies, juxtaposed with culture and ideology critique and theories of image culture. The first section sets out from Althusser's concept of interpellation, linking ideology to subjectivity. Doing so allows to spell out the central question of the paper: what could serve as the basis for a critical approach, or, where can a locus of resistance be found? In the second section, drawing predominantly on Baudrillard, I delve into the dimension of virtuality as this is opened up by brain image culture. This leads to the question of whether the digital brain must be opposed to old analog psychology: is it the psyche which resists? This issue is taken up in the third section which, ultimately, concludes that the psychological is not the requisite locus of resistance. The fourth section proceeds to delineate how the brain image is constructed from what I call the data-gaze (the claim that brain data are always already visual). In the final section, I discuss how an engagement with theories of iconology affords a critical understanding of the interpellative force of the brain image, which culminates in the somewhat unexpected claim that the sought after resistance lies in the very status of the image itself

    Virtuality, reality, community

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    With the popularization of the Internet and the development of technology, virtuality has penetrated into our lives and has taken up an increasing proportion of our time. However, while bringing convenience and benefits, virtuality also brings many problems, such as polarization, radicalization, cyber violence, and social isolation. In the face of these problems caused by virtualization, this thesis studies the importance of the sense of place in a community and uses some virtual technologies to enhance real-world relationships, working to alleviate problems caused by virtualization. At the same time, it explores the role of virtual tools in shaping the sense of place for neighborhood parks and open spaces. The focus of this work is in the Silver Lake neighborhood of Providence, Rhode Island

    Virtuality Supports Reality for e-Health Applications

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    Strictly speaking the word “virtuality” or the expression “virtual reality” refers to an application for things simulated or created by the computer, which not really exist. More and more often such things are becoming equally referred with the adjective “virtual” or “digital” or mentioned with the prefixes “e-” or “cyber-”. So we know, for instance, of virtual or digital or e- or cyber- community, cash, business, greetings, books .. till even pets. The virtuality offers interesting advantages with respect to the “simple” reality, since it can reproduce, augment and even overcome the reality. The reproduction is not intended as it has been so far that a camera films a scenario from a fixed point of view and a player shows it, but today it is possible to reproduce the scene dynamically moving the point of view in practically any directions, and “real” becomes “realistic”. The virtuality can augment the reality in the sense that graphics are pulled out from a television screen (or computer/laptop/palm display) and integrated with the real world environments. In this way useful, and often in somehow essentials, information are added for the user. As an example new apps are now available even for iphone users who can obtain graphical information overlapped on camera played real scene surroundings, so directly reading the height of mountains, names of streets, lined up of satellites .., directly over the real mountains, the real streets, the real sky. But the virtuality can even overcome reality, since it can produce and make visible the hidden or inaccessible or old reality and even provide an alternative not real world. So we can virtually see deeply into the matter till atomic dimensions, realize a virtual tour in a past century or give visibility to hypothetical lands otherwise difficult or impossible to simple describe. These are the fundamental reasons for a naturally growing interest in “producing” virtuality. So here we will discuss about some of the different available methods to “produce” virtuality, in particular pointing out some steps necessary for “crossing” reality “towards” virtuality. But between these two parallel worlds, as the “real” and the “virtual” ones are, interactions can exist and this can lead to some further advantages. We will treat about the “production” and the “interaction” with the aim to focus the attention on how the virtuality can be applied in biomedical fields, since it has been demonstrated that virtual reality can furnish important and relevant benefits in e-health applications. As an example virtual tomography joins together 3D imaging anatomical features from several CT (Computerized axial Tomography) or MRI (Magnetic Resonance Imaging) images overlapped with a computer-generated kinesthetic interface so to obtain a useful tool in diagnosis and healing. With the new endovascular simulation possibilities, a head mounted display superimposes 3D images on the patient’s skin so to furnish a direction for implantable devices inside blood vessels. Among all, we chose to investigate the fields where we believe the virtual applications can furnish the meaningful advantages, i.e. in surgery simulation, in cognitive and neurological rehabilitation, in postural and motor training, in brain computer interface. We will furnish to the reader a necessary partial but at the same time fundamental view on what the virtual reality can do to improve possible medical treatment and so, at the end, resulting a better quality of our life

    New Product Development in Virtual Environment

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    Purpose - The literature on the topic has evolved exponentially since eight years ago. Relaying on a review of studies published in recent years, this article proposes and discusses a framework which incorporates a set of virtual teams involved in a new product development initiative. Design/methodology/approach – A range of academic and practitioner literature related to virtual teams and virtual new product development is reviewed. What is Virtual New Product Development and what determines its development in manufacturing firms? These two questions are answered. Findings - The decision to use a virtual team is often a necessity and not a choice; being ‘virtual’ is in most cases not an alternative but a requirement. Enterprise may benefit from building and maintain the virtual teams in a number of ways such as achieving higher quality, accessing and capturing dispersed knowledge and skills regarding the multifunctional and multi-use components and modules, electronically unite experts in highly specialized fields, collaborating more productivity at a distance, achieving tight schedules and start quickly, reducing travel time and cost, enabling the recruitment of talented employees, builds diverse teams, promoting proactive employment and finally reducing discrimination in enterprises. Originality/value - The results of an academic literature review were employed to the literature so far has not paid adequate attention to the virtual team activities in NPD. The results highlight several avenues which would help managers and policy makers to better foster cyber new product development and designers to better channel of their efforts in the design and manufacturing domain.Keywords - New product Development; Virtual teams; Concurrent Collaboration; Review paper

    The Role of E-collaboration Technologies in the Design of Virtual Organizations: Brazilian Cases

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    The Internet and other integration tools, such as software for supply chain management (SCM), as well as electronic interactions between business players in the product’s value chain, have transformed the economy. This transformation has been described by a variety of names, including innovation economy, knowledge economy, network economy, informational economy. The convergence and interaction between a new technological paradigm and a new organizational logic constitute the historic basis of informational economy. Thus, the present research aims to analyze the role of E-collaboration technologies in the design of virtual organizations. The methodology adopted for this research was case study, performed in two organizations from the manufacturing sector. The study investigated the main variables involved in the company’s process of organizing itself virtually, with direct reflections on its organizational design

    TOWARDS A WITTGENSTEINEAN LADDER FOR THE UNIVERSAL VIRTUAL CLASSROOM (UVC)

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    The aim of this work is to move from the foreign dominated to the self-dominated by encouraging people to draw their own conclusions with the help of own rational consideration. Here a room as an environment that is encouraging innovation, which can be denoted as “Innovation Lab”, and making processes as can be regarded as “Smart Lab” is an essential base. The question related to this generalized self-organizational learning method investigated in our paper is how a UVC, which is a room that connects people from different physical places to one synchronous and virtual perceivable place, which is built on these preconditions, can be operated both resource and learning-efficient for both the course participants and the educational organization. A practical approach of implementing a virtual classroom concept, including informative tutorial-feedback, is developed conceptually that also accounts for and implements the results of reinforcement machine-learning methods in AI applications. The difference that makes the difference is gained by reimplementing the AI tools in an AI instrument, in a “Smart Lab” environment and that in the teaching environment. By means of this, a cascaded feedback-loop system is informally installed, which gains feedback at different levels of abstraction. By this learning on each stage, in a collaborative and together decentralized and sequential fashion takes place, as the selforganizational implementations lead implicitly, also by means of the in the course implemented tools, to increasingly self-control. As such in the course, a tool is implemented, as generalizations by means of reinforcement learnings are to be emergently foreseen by this method, which goes beyond the tools, that have already been implemented before. This AI-enhanced learning coevolution shall then, predictively, as well increase the potential of the course participants as the educational organization according to the Wittgensteinean parable: A ladder leading into a selfly-organized future

    What is Virtual Light?

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    Critical Factors for New Product Developments in SMEs' Virtual Team

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    Small and medium enterprises (SMEs) are considered as an engine for economic growth all over the world and especially for developing countries. During the past decade, new product development (NPD) has increasingly been recognized as a critical factor in ensuring the continued survival of SMEs. On the other hand, the rapid rate of market and technological changes has accelerated in the past decade, so this turbulent environment requires new methods and techniques to bring successful new products to the marketplace. Virtual team can be a solution to answer the requested demand. However, literature have shown no significant differences between traditional NPD and virtual NPD in general, whereas NPD in SME’s virtual team has not been systematically investigated in developing countries. This paper aims to bridge this gap by first reviewing the NPD and its relationship with virtuality and then identifies the critical factors of NPD in virtual teams. The statistical method was utilized to perform the required analysis of data from the survey. The results were achieved through factor analysis at the perspective of NPD in some Malaysian and Iranian manufacturing firms (N = 191). The 20 new product development factors were grouped into five higher level constructs. It gives valuable insight and guidelines, which hopefully will help managers of firms in developing countries to consider the main factors in NPD
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