Results for 'Virtual electron'

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  1.  52
    On Virtual Phonons, Photons, and Electrons.Günter Nimtz - 2009 - Foundations of Physics 39 (12):1346-1355.
    A macroscopic realization of the peculiar virtual particles is presented. The classical Helmholtz and the Schrödinger equations are differential equations of the same mathematical structure. The solutions with an imaginary wave number are called evanescent modes in the case of elastic and electromagnetic fields. In the case of non-relativistic quantum mechanical fields they are called tunneling solutions. The imaginary wave numbers point to strange consequences: The waves are non-local, they are not observable, and they are described as virtual (...)
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  2. The virtual ecosystem as generative electronic art.Alan Dorin - unknown
     
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  3.  12
    Electronic democracy, virtual politics, and local communities.Steven R. Goldzwig & Patricia A. Sullivan - 2000 - In Robert E. Denton (ed.), Political Communication Ethics: An Oxymoron? Praeger. pp. 51.
  4.  26
    Virtual environments and the future of human-computer interfaces: the electronic frontier in social context.Ralph Schnieder - 1995 - Journal of Intelligent Systems 5 (2-4):111-124.
  5. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media.Marie-Laure Ryan - 2003 - Journal of Aesthetics and Art Criticism 61 (2):206-207.
     
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  6.  20
    Using an electronic bulletin board in teaching business ethics: En route to a virtual agora.Laura J. Spence & David Wadsworth - 2002 - Teaching Business Ethics 6 (3):335-354.
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  7. Jogos eletrônicos e aspectos morais: a borda entre o virtual e o atual // Electronic games and moral aspects: the border between virtual and actual.Daniela Karine Ramos - 2013 - Conjectura: Filosofia E Educação 18 (1):105-119.
    Este trabalho tem como objetivo discutir aspectos relacionados à virtualização e à liberdade presentes nos jogos eletrônicos que se configuram como novos espaços de vivências, interação e subjetivação. Para tanto, buscamos captar a singularidade presente na relação que os jogadoresestabelecem com o espaço virtual, utilizando como inspiração metodológica a cartografia. Na pesquisa, cinco jovens foram observados e relataram suas experiências com os jogos eletrônicos. A partir disso, identificamos que os jogos eletrônicos como espaços virtuais permitem lidar com a noção (...)
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  8. Erratum to: On Virtual Phonons, Photons, and Electrons. [REVIEW]Günter Nimtz - 2010 - Foundations of Physics 40 (9-10):1221-1230.
  9. Globalization and Intercultural Communication: A Virtual Exchange Project [Electronic version].J. Enteen & R. Gajjala - forthcoming - Kairos: A Journal of Rhetoric, Technology, and Pedagogy.
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  10.  15
    The virtual embodied: presence/practice/technology.John Wood (ed.) - 1998 - New York: Routledge.
    The Virtual Embodied is intended to inform and provoke. It juxtaposes cutting-edge theories, polemics, and creative practices to uncover ethical, aesthetic and ecological implications of why, how and in particular where, human actions, observations and insights take place. It refuses simply to hold a euphoric view of technology yet equally resists the apocalyptic scorn which surrounds the new. The contributors use a range of interdisciplinary strategies to point to a re-worked aesthetic for embodying knowledge and explore such areas as (...)
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  11. Virtual symposium on virtual mind.Patrick Hayes, Stevan Harnad, Donald Perlis & Ned Block - 1992 - Minds and Machines 2 (3):217-238.
    When certain formal symbol systems (e.g., computer programs) are implemented as dynamic physical symbol systems (e.g., when they are run on a computer) their activity can be interpreted at higher levels (e.g., binary code can be interpreted as LISP, LISP code can be interpreted as English, and English can be interpreted as a meaningful conversation). These higher levels of interpretability are called "virtual" systems. If such a virtual system is interpretable as if it had a mind, is such (...)
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  12. Parables for the Virtual: Movement, Affect, Sensation.Brian Massumi - 2002 - Durham: Duke University Press.
    Although the body has been the focus of much contemporary cultural theory, the models that are typically applied neglect the most salient characteristics of embodied existence—movement, affect, and sensation—in favor of concepts derived from linguistic theory. In _Parables for the Virtual_ Brian Massumi views the body and media such as television, film, and the Internet, as cultural formations that operate on multiple registers of sensation beyond the reach of the reading techniques founded on the standard rhetorical and semiotic models. Renewing (...)
  13.  39
    Virtual Heritage.Jeffrey Jacobson & Lynn Holden - 2007 - Techné: Research in Philosophy and Technology 10 (3):55-61.
    Virtual Heritage is the use of electronic media to recreate or interpret culture and cultural artifacts as they are today or as they might have been in the past. By definition, VH applications employ some kind of three dimensional representation; the means used to display it range from still photos to immersive Virtual Reality. Virtual Heritage is a very active area of research and development in both the academic and the commercial realms.. Most VH applications are intended (...)
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  14.  14
    Virtual Heritage.Jeffrey Jacobson & Lynn Holden - 2007 - Techné: Research in Philosophy and Technology 10 (3):55-61.
    Virtual Heritage (VH) is the use of electronic media to recreate or interpret culture and cultural artifacts as they are today or as they might have been in the past (Moltenbrey, 2001; Roehl, 1997). By definition, VH applications employ some kind of three dimensional representation; the means used to display it range from still photos to immersive Virtual Reality. Virtual Heritage is a very active area of research and development in both the academic and the commercial realms. (...)
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  15.  46
    Virtual Heritage.Lynn Holden - 2007 - Techné: Research in Philosophy and Technology 10 (3):55-61.
    Virtual Heritage (VH) is the use of electronic media to recreate or interpret culture and cultural artifacts as they are today or as they might have been in the past (Moltenbrey, 2001; Roehl, 1997). By definition, VH applications employ some kind of three dimensional representation; the means used to display it range from still photos to immersive Virtual Reality. Virtual Heritage is a very active area of research and development in both the academic and the commercial realms. (...)
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  16.  51
    Electronic institutions for B2B: dynamic normative environments. [REVIEW]Henrique Lopes Cardoso & Eugénio Oliveira - 2008 - Artificial Intelligence and Law 16 (1):107-128.
    The regulation of the activity of multiple autonomous entities represented in a multi-agent system, in environments with no central design (and thus with no cooperative assumption), is gaining much attention in the research community. Approaches to this concern include the use of norms in so-called normative multi-agent systems and the development of electronic institution frameworks. In this paper we describe our approach towards the development of an electronic institution providing an enforceable normative environment. Within this environment, institutional services are provided (...)
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  17.  84
    The nature of virtual communities.Daniel Memmi - 2006 - AI and Society 20 (3):288-300.
    The impressive development of electronic communication techniques has given rise to virtual communities. The nature of these computer-mediated communities has been the subject of much recent debate. Are they ordinary social groups in electronic form, or are they fundamentally different from traditional communities? Understanding virtual communities seems a prerequisite for the design of better communication systems. To clarify this debate, we will resort to the classical sociological distinction between small traditional communities (based on personal relations) and modern social (...)
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  18.  36
    Virtuality and Morality.Lucas D. Introna - 2001 - Philosophy in the Contemporary World 8 (1):31-39.
    This paper critically describes the mediation of social relations by information technology, drawing on the work of Emmanuel Levinas. In the first of three movements, I discuss ethical relations as primordial sociality based in proximity. In the second movement I discuss the how the self encounters the Other, the ethical contact. How can the self make contact with the Other without turning the Other into a theme, a concept or a category? In the third movement, I discuss the electronic mediation (...)
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  19.  81
    Virtual Communities.Andrew Ward - 2010 - Techné: Research in Philosophy and Technology 14 (3):237-251.
    The Internet, as it exists today, is an outgrowth of the late 1960’s Advanced Research Projects Agency Network. During the 1980’s, the National Science Foundation established a high-speed, high-capacity network called NSFnet connecting many universities and government agencies. Finally, with the creation of the World Wide Web and the development and diffusion of inexpensive, reliable and easy to use public Internet access, electronic information technologies connect an increasingly large portion of the population. As a result, the communities with which we (...)
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  20.  17
    Virtual Communities.Andrew Ward - 2010 - Techné: Research in Philosophy and Technology 14 (3):237-251.
    The Internet, as it exists today, is an outgrowth of the late 1960’s Advanced Research Projects Agency Network. During the 1980’s, the National Science Foundation established a high-speed, high-capacity network called NSFnet connecting many universities and government agencies. Finally, with the creation of the World Wide Web and the development and diffusion of inexpensive, reliable and easy to use public Internet access, electronic information technologies connect an increasingly large portion of the population. As a result, the communities with which we (...)
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  21.  7
    How Exergaming with Virtual Reality Enhances Specific Cognitive and Visuo‐Motor Abilities: An Explorative Study.Sidney Grosprêtre, Philémon Marcel-Millet, Pauline Eon & Bettina Wollesen - 2023 - Cognitive Science 47 (4):e13278.
    Virtual reality (VR) is the computer simulation of a three‐dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR chon cognitive functions. Eleven young participants were enrolled in this crossover exploratory study. They had to follow two trainings of 5 consecutive days, 15 min per day, interspaced (...)
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  22. Involving the Virtual Subject.Bakardjieva Maria & Feenberg Andrew - 2000 - Ethics and Information Technology 2 (4):233-240.
    As users of computer networks have become more active in producing their own electronic records, in the form of transcripts of onlinediscussions, ethicists have attempted to interpret this new situation interms of earlier models of personal data protection. But thistransference results in unprecedented problems for researchers. Thispaper examines some of the central dichotomies and paradoxes in thedebate on research ethics online in the context of the concrete study ofa virtual community that we carried out. We argue that alienation, notprivacy, (...)
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  23. The Physics and Electronics of Human Consciousness , Mind and their functions.Varanasi Ramabrahmam - June, 2019 - Cosmos and History 15 (No .2):63 - 110.
    Human consciousness, the result of breathing process as dealt with in the Upanishads, is translated into modern scientific terms and modeled as a mechanical oscillator of infrasonic frequency. The bio-mechanic oscillator is also proposed as the source of psychic energy. This is further advanced to get an insight of human consciousness (the being of mind) and functions of mind (the becoming of mind) in terms of psychic energy and reversible transformation of its virtual reflection. An alternative analytical insight of (...)
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  24. The c-aplpha Non Exclusion Principle and the vastly different internal electron and muon center of charge vacuum fluctuation geometry.Jim Wilson - forthcoming - Physics Essays.
    The electronic and muonic hydrogen energy levels are calculated very accurately [1] in Quantum Electrodynamics (QED) by coupling the Dirac Equation four vector (c ,mc2) current covariantly with the external electromagnetic (EM) field four vector in QED’s Interactive Representation (IR). The c -Non Exclusion Principle(c -NEP) states that, if one accepts c as the electron/muon velocity operator because of the very accurate hydrogen energy levels calculated, the one must also accept the resulting electron/muon internal spatial and time coordinate (...)
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  25.  6
    Jean-Jacques Rousseau: democrazia senza parlamento: volontà generale e trasparenza della coscienza nell'epoca della realtà virtuale.Gabriele Galanti - 2021 - Bologna: Casa editrice Diogene multimedia. Edited by Mario Trombino.
    The book proposes an analysis of Rousseau's political philosophy, in the light of direct democracy proposals of our day. Is the model proposed in the "Social Contract" applicable in the age of virtual reality, the "network" and electronic devices within everyone's reach? It is a strictly technical investigation of the philosophical presuppositions of direct democracy... The volume contains an analytical summary of Rousseau's political works and a dictionary of political and philosophical terms--Translated from publisher's description.
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  26.  6
    Corpo vissuto ed esperienza virtuale. Una prospettiva fenomenologica.Martina Properzi - 2019 - Rivista Internazionale di Filosofia e Psicologia 10 (3):250-264.
    Riassunto: Può la corporalità dirsi ancora una condizione costitutiva dell’esperienza nella presente era digitale? Esistono due fondamentali modi di affrontare la questione, la cui rilevanza è stata di recente sottolineata da ricercatori attivi nei campi dell’ Intelligenza Artificiale Incorporata. Il primo interpreta la questione come incentrata su un’indagine della relazione fra corporalità e digitalizzazione, il processo cioè di digitalizzare dati il quale rende possibile simulare, aumentare e perfino costruire la realtà all’interno di uno spazio di esperienza virtuale, assumendo l’idea tradizionale (...)
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  27.  4
    Ethics of Virtual Reality.Blanca Rodríguez López - 2023 - In Francisco Lara & Jan Deckers (eds.), Ethics of Artificial Intelligence. Springer Nature Switzerland. pp. 109-127.
    Human beings have been spending a lot of time in front of a screen for many years. Through the computer and other electronic devices, we interact with our friends and colleagues, we maintain contact with our relatives, we carry out part of our work, we study and we carry out leisure activities. Despite the many advantages that all this has brought to our lives, ethical and social problems have also arisen. Although these electronic devices have become increasingly immersive and interactive, (...)
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  28.  41
    Dwelling in the Virtual Sonic Environment: A Phenomenological Analysis of Dancers' Learning Processes.Jaana Parviainen - 2011 - The European Legacy 16 (5):633 - 647.
    This article discusses the Embodied Generative Music (EGM) project carried out at the Institute of Electronic Music and Acoustics IEM in Austria. In investigating a new interface that combines motion capture and sound processing software with movement improvisation and performance, I focus on dancers? learning processes of dwelling in the virtual sonic environment. Applying phenomenology and its concepts, I describe how dancers explore reversibility of sound and movement to shape this connection in an artistically expressive manner. The article proposes (...)
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  29.  42
    Changing personalities: towards realistic virtual characters.P. Thagard - unknown
    Computer modelling of personality and behaviour is becoming increasingly important in many fields of computer science and psychology. Personality and emotion-driven Believable Agents are needed in areas like human–machine interfaces, electronic advertising and, most notably, electronic entertainment. Computer models of personality can help explain personality by illustrating its underlying structure and dynamics. This work presents a neural network model of personality and personality change. The goals are to help understand personality and create more realistic and believable characters for interactive video (...)
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  30.  15
    Ethical implications of electronic still cameras and computer digital imaging in the print media.Douglas Parker - 1988 - Journal of Mass Media Ethics 3 (2):47 – 59.
    Imagine you are an editor at a well respected national magazine with a rich history in photojournalism. The magazine is ready for publication but there is a problem with the cover. The photograph chosen for the cover does not quite fit the vertical format of the magazine and no other picture has all the qualities to best illustrate the cover story. No problem! With a computer, an operator simply moves the objects in the photograph closer together to fit the magazine (...)
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  31. Immersive ideals / critical distances : study of the affinity between artistic ideologies in virtual Reality and previous immersive idioms.Joseph Nechvatal (ed.) - 2010 - Berlin: LAP Lambert Academic Publishing AG & Co KG.
    My research into Virtual Reality technology and its central property of immersion has indicated that immersion in Virtual Reality (VR) electronic systems is a significant key to the understanding of contemporary culture as well as considerable aspects of previous culture as detected in the histories of philosophy and the visual arts. The fundamental change in aesthetic perception engendered by immersion, a perception which is connected to the ideal of total-immersion in virtual space, identifies certain shifts in ontology (...)
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  32.  44
    A study of individuals' ethical beliefs and perceptions of electronic mail privacy.James J. Cappel - 1995 - Journal of Business Ethics 14 (10):819 - 827.
    While electronic mail has enjoyed rapid growth in the workplace, many companies have failed to establish clear expectations among employees about their e-mail privacy rights. This has resulted in controversy and even lawsuits against employers where employees later learned that management personnel monitored or read their electronic communications. It has been speculated that most employees underestimate the legal right of their employer to engage in e-mail monitoring activities. However, this issue has been virtually unexplored from a research perspective. Consequently, the (...)
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  33. Los destinos virtuales de la palabra: el futuro del lenguaje y el libro en la era digital.Rodrigo Argüello G. - 2014 - Colombia: NET Educativa Editorial.
     
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  34. Los destinos virtuales de la palabra: el futuro del lenguaje y el libro en la era digital.Rodrigo Argüello G. - 2014 - Colombia: NET Educativa Editorial.
     
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  35. "Hegelian Buddhist Hypertextual Media Inhabitation, or, Criticism in the Age of Electronic Immersion".David Kolb - 2002 - Bucknell Review 46 (2):90--108.
    What can it mean to criticize when you are inside the work itself? In a immersive electronic or digital environment critic is not distanced on a platform based on firm principles. Yet criticism self-awareness and commentary remain possible. This essay examines various techniques for dealing with immersive environments critically.
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  36.  67
    On the Social Organization of Space and the Design of Electronic Landscapes.Andy Crabtree, John A. Hughes, Jon O’Brien & Tom Rodden - 2000 - Techné: Research in Philosophy and Technology 5 (2):56-72.
    This paper reports on-going work in the eSCAPE Project (Esprit Long Term Research Project 25377) directed to the research and development of electronic landscapes for public use. Our concern here is to elucidate a sociologically informed approach towards the design of electronic landscapes or virtual worlds. We suggest — and demonstrate through ethnographic studies of virtual technologies at a multimedia art museum and information technology trade show — that members sense of space is produced through social practices tied (...)
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  37.  28
    How to address group dynamics in virtual worlds.Katerina Nicolopoulou, Mitja Koštomaj & Andre Campos - 2006 - AI and Society 20 (3):351-371.
  38.  6
    Ex-centric Cinema: Machinic Vision in the Powers of Ten and Electronic Cartography.Janet Harbord - 2012 - Body and Society 18 (1):99-119.
    After a century of cinema, accounts of this cultural form see it as divided between documentation and animation (the real and the magical). Yet the challenge that cinema presented in terms of a relocation of perception from the eye to the machine has become occluded. The shock of cinema in its earliest manifestations resided in the body of the spectator, no longer the site of primary perception, but dependent on an other (the camera, the projector) lacking in human qualities. This (...)
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  39.  57
    Spirit of Place and Sense of Place in Virtual Realities.Edward Relph - 2007 - Techné: Research in Philosophy and Technology 10 (3):17-25.
    About forty years ago, when print media were still in their ascendancy, Marshall McLuhan argued that all media are extensions of the senses and that the rational view of the world associated with print is being replaced by a world-view associated with electronic media that stresses feelings and emotions (McLuhan, 1964). In 2003 researchers from the School of Information Management Sciences at Berkeley estimated that five exabytes (five billion gigabytes) of information had been generated in the previous year, equivalent to (...)
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  40.  60
    Spirit of Place and Sense of Place in Virtual Realities.Edward Relph - 2007 - Techné: Research in Philosophy and Technology 10 (3):17-25.
    About forty years ago, when print media were still in their ascendancy, Marshall McLuhan argued that all media are extensions of the senses and that the rational view of the world associated with print is being replaced by a world-view associated with electronic media that stresses feelings and emotions. In 2003 researchers from the School of Information Management Sciences at Berkeley estimated that five exabytes of information had been generated in the previous year, equivalent to 37,000 times the holdings of (...)
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  41.  12
    Concepts and Mechanisms of Negotiation Derived from Experiences in the Electronic Milieu.Sidey Myoo & Adrian Mróz - 2022 - Dialogue and Universalism 32 (2):33-43.
    In this paper, we address the relevance of virtual worlds for negotiation using the example of Second Life and AltspaceVR; we take into account mindset issues and an avatar’s influence on this process. The concept of negotiation is related here to the concept of a networked society to describe actions undertaken between two or more individuals, groups, and/or organizations. The network is a milieu for negotiating with oneself and with others. Negotiating in a networked space can be an opportunity (...)
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  42.  23
    Creating a learning space that is virtual and experiential.Bette E. Schneiderman - 2008 - Journal of Aesthetic Education 42 (2):pp. 38-50.
    In lieu of an abstract, here is a brief excerpt of the content:Creating a Learning Space That Is Virtual and ExperientialBette E. Schneiderman (bio)The final product of the Rembrandt Project will be a Web site that is intended primarily for use by middle and high school teachers and their students. It is a celebration of Rembrandt’s work in the contexts of his time, place, and culture and all that may emanate from them. A special feature of the site is (...)
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  43.  23
    "If" Reality Is the Best Metaphor," It Must Be Virtual".Marguerite R. Waller - 1997 - Diacritics 27 (3):90-104.
    In lieu of an abstract, here is a brief excerpt of the content:If “Reality is the Best Metaphor,” It Must Be VirtualMarguerite R. Waller (bio)What is the search for the next great compelling application but a search for the human identity?—Doug Coupland, Microserfs... we can look forward to a richly textured and complex cyberspace, where we are at all times human, and can become bits of pixel dust flying through a virtual landscape.—3-D, multiuser, interactive, on-line virtual reality producer“Avatars (...)
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  44. Height and damage.Virtual Reality - 2022 - In Jonah Siegel (ed.), Overlooking damage: art, display, and loss in a time of crisis. Stanford, California: Stanford University Press.
     
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  45.  7
    Imagining past and present: a rhetorical strategy in Aeschines 3, Against Ctesiphon.Electronic Antiquity - 2007 - Classical Quarterly 57:490-501.
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  46.  5
    Imago and the Concept of Imagotron.Labinot Kelmendi - 2022 - Synthesis Philosophica 37 (2):415-428.
    This paper explores the relationship between the image and the time in which we live. In the first part, we critically engage with the image as a concept. The second part introduces the concept of imagotron, a conceptual symbiosis that defines the relationship between the image and electronics. This is illustrated by two manifestations of the imagotron: the hypercube and the hologram. The final part recapitulates the significance of the image in relation to technological developments and virtual reality.
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  47.  23
    Mobility, portability, and placelessness.Joseph Kupfer - 2007 - Journal of Aesthetic Education 41 (1):38-50.
    In lieu of an abstract, here is a brief excerpt of the content:Mobility, Portability, and PlacelessnessJoseph Kupfer (bio)Introduction: A Danger of Electronically Mediated ExperienceA few months ago I was sitting in a Chicago airport, waiting to make my connecting flight. Everywhere I looked, people were talking on cell phones, but the man across from me had gone one better. He had a cell phone and a laptop computer. He was talking on a conference call with two people who were at (...)
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  48.  48
    Embodiment and fundamental motor skills in eSports.Ivo van Hilvoorde & Niek Pot - 2016 - Sport, Ethics and Philosophy 10 (1):14-27.
    Electronic sports and other variants of ‘digital sports’ have increased in popularity all over the world and may even come to challenge hegemonic concepts of sport. More relevant than the apparent opposition between ‘physical’ and ‘non-physical’ is the question what kind of embodiment is manifested within virtual environments. In this paper, we argue that eSports do require the learning and performance of motor skills and that embodiment within a virtual environment may be considered playful or even athletic. The (...)
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  49.  89
    Embodiment and fundamental motor skills in eSports.Ivo van Hilvoorde & Niek Pot - 2016 - Sport, Ethics and Philosophy 10 (1):14-27.
    Electronic sports and other variants of ‘digital sports’ have increased in popularity all over the world and may even come to challenge hegemonic concepts of sport. More relevant than the apparent opposition between ‘physical’ and ‘non-physical’ is the question what kind of embodiment is manifested within virtual environments. In this paper, we argue that eSports do require the learning and performance of motor skills and that embodiment within a virtual environment may be considered playful or even athletic. The (...)
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  50. Setting Up LAMP on a Debian Machine A Step-by-Step Guide on Seting Up LAMP on a GCP Compute Engine with a Debian Instance.Fernando Enad - manuscript
    This electronic document serves as a guide on how to get a LAMP stack running on a Google Compute Engine virtual machine instance running Debian.
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