Results for 'Minecraft'

8 found
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  1.  59
    Games and the Good Life.Michael Ridge - 2021 - Journal of Ethics and Social Philosophy 19 (1).
    It is widely agreed that play and games contribute to the good life. One might naturally wonder how games in particular so contribute? Granted, games can be very good, what exactly is so good about them when they are good? Although a natural starting point, this question is perhaps naive. Games come in all shapes and sizes, and different games are often good in very different ways. Chess, Bridge, Bingo, Chutes and Ladders, Football, Spin the Bottle, Dungeons & Dragons, Pac-Man, (...)
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  2.  10
    Postdigital aesthetics: art, computation and design.David M. Berry & Michael Dieter (eds.) - 2015 - New York, NY: Palgrave-Macmillan.
    David Berry and Michael Dieter: Introduction -- Florian Cramer: What is post-digital? -- Malcolm Levy and Christine Paul: Genealogies of the new aesthetic -- David Berry: The post-digital constellation -- Lukacs Mirocha: Communication models, aesthetics and ontology of the computational age revealed -- Katja Kwastek: How to be theorized: a f*** academic essay on the new aesthetic -- Daniel Pinkas: A hyperbolic new aesthetic -- Stamatia Portanova: The genius and the algorithm: reflections on the new aesthetic as a computer's vision (...)
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  3.  14
    Content Moderation in the Metaverse Could Be a New Frontier to Attack Freedom of Expression.Emmie Hine - 2023 - Philosophy and Technology 36 (3):1-10.
    This commentary examines the challenges faced by metaverse platforms in cross-border content moderation, focusing on the implications for freedom of expression and nondiscrimination. It highlights the difficulties in determining what to remove for which users as well as how to do so, which has serious implications for freedom of expression and our shared sense of reality. Proto-metaverse platforms such as Roblox and Minecraft face similar questions, but have not yet encountered major cross-jurisdictional issues because, as looking at traditional social (...)
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  4.  26
    What to Save and Why: Authenticity, Identity, and the Ethics of Conservation.Erich Hatala Matthes - 2024 - New York: Oxford University Press USA.
    What does a sanctuary for Hawaiian crows have in common with a troop of robots programmed to perform the Maori haka, or recreations of World Heritage Sites built in Minecraft? They are all attempts to save things from loss, disappearance, or destruction. Every one of us is confronted by questions about what to save, whether we're considering old keepsakes, a family tradition, or a local park. What should we save and why? How and from what? By whom and for (...)
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  5.  2
    The phenomenon of digitalization of the drama theater: digital as the latest experience of the Tovstonogov BDT.Roman Raifovich Batarshin - forthcoming - Philosophy and Culture (Russian Journal).
    The development of the vital potential of the drama theater is in a continuous search for new forms of expression. Today, in an attempt to establish itself on the territory of a multicultural environment, as well as in an attempt to gain a unique method of communication with society, the theater as an art sphere expands the boundaries of its purpose. Going beyond the stage space turns out to be an important subject of research from the point of view of (...)
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  6.  9
    Uso de la Realidad Virtual y Los Videojuegos Para El Aprendizaje de Las Civilizaciones Griega, Egipcia y Vikinga En El Aula.Abraham González-Lara & Emilio J. Delgado-Algarra - 2022 - Clío: History and History Teaching 48:182-204.
    En el presente artículo se presenta una propuesta didáctica para tercer ciclo de educación primaria que se construye a partir de un Trabajo de Fin de Grado y que ha sido llevada a la práctica. La propuesta está relacionada con el aprendizaje de diferentes aspectos de las culturas griega, vikinga y egipcia. El objetivo central de este artículo es presentar una planificación didáctica para el aprendizaje de estas civilizaciones desde una perspectiva lúdica e innovadora en la cual se hace uso (...)
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  7. Chapter 10: Preserving Authenticity in Virtual Heritage, Virtual Heritage: A Guide.Erik M. Champion - 2021 - In Erik Malcolm Champion (ed.), Virtual Heritage: A Guide. London:
    Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. -/- Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; (...)
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  8.  36
    The Phenomenology of Real and Virtual Places.Erik Champion (ed.) - 2018 - UK: Routledge.
    Routledge is running a monograph sale through June 11th. Readers can now access The Phenomenology of Real and Virtual Places free-of-charge for seven days then the eBook can be purchased for £10/$15. Go to the online tfstore kortext com and look for the book using: the-phenomenology-of-real-and-virtual-places-384647 (EPUB version) the-phenomenology-of-real-and-virtual-places-390649 (PDF version) or check attached hyperlinks below. ABSTRACT: This collection of essays explores the history, implications, and usefulness of phenomenology for the study of real and virtual places. While the influence of (...)
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