Results for 'digital video'

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Bibliography: Digital Video in Aesthetics
  1.  36
    Digital video as research practice: Methodology for the millennium.Wesley Shrum, Ricardo Duque & Timothy Brown - 2005 - Journal of Research Practice 1 (1):Article M4.
    This essay has its origin in a project on the globalization of science that rediscovered the wisdom of past research practices through the technology of the future. The main argument of this essay is that a convergence of digital video technologies with practices of social surveillance portends a methodological shift towards a new variety of qualitative methodology. Digital video is changing the way that students of the social world practice their craft, offering not just new ways (...)
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  2. Digital Video and Writing Composition: Gauging the Promise of a Low-Maintenance High-Reward Relationship.Heather Ross - 2003 - Kairos: A Journal of Rhetoric, Technology, and Pedagogy 8.
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  3.  22
    Every picture tells a story: Digital video and photography issues in business ethics classrooms.Jo Ann Oravec - 1999 - Teaching Business Ethics 3 (3):269-282.
    Digital video and photography are becoming aspects of everyday business activities, allowing for the quick modification and distribution of images. From development of websites to the editing of a single photograph on a desktop PC, people are using digital images in many business contexts. However, important business ethics issues are emerging concerning the malleability and veracity of digital images as well as their rapid dissemination on the Internet. Activities with digital video and photography in (...)
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  4. A Review of Digital Video Production in Post-Secondary English Classrooms at Three Universities. [REVIEW]Melissa Meeks & Alex Ilyasova - 2003 - Kairos (misc) 8 (2).
     
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  5.  15
    Every thing thinks: Sub-representative differences in digital video codecs.Adrian Mackenzie - 2010 - In Casper Bruun Jensen & Kjetil Rødje (eds.), Deleuzian intersections: science, technology, anthropology. New York: Berghahn Books. pp. 139--162.
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  6.  9
    A Preliminary Compilation of a Digital Video Library on Triggering Autonomous Sensory Meridian Response : A Trial Among 807 Chinese College Students.Mengjie Liu & Qiang Zhou - 2019 - Frontiers in Psychology 10.
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  7. Re-Articulating the Mission and Work of the Writing Program with Digital Video.Drew Kopp & Sharon McKenzie Stevens - 2010 - Kairos: A Journal of Rhetoric, Technology, and Pedagogy 15 (1):n1.
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  8.  81
    The “digital animal intuition:” the ethics of violence against animals in video games.Simon Coghlan & Lucy Sparrow - 2020 - Ethics and Information Technology 23 (3):215-224.
    Video game players sometimes give voice to an “intuition” that violently harming nonhuman animals in video games is particularly ethically troubling. However, the moral issue of violence against nonhuman animals in video games has received scant philosophical attention, especially compared to the ethics of violence against humans in video games. This paper argues that the seemingly counterintuitive belief that digital animal violence is in general more ethically problematic than digital human violence is likely to (...)
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  9.  7
    Digital Slr Video and Filmmaking for Dummies.John Carucci - 2013 - For Dummies.
    Step-by-step guide for using your digital SLR to make quality video With digital SLR cameras becoming more and more popular as replacements for standalone video cameras, this book helps photographers become better videographers and shows videographers how to incorporate DSLRs into their work. The book includes an overview of the DSLR video tools and process and shows how to establish camera settings for effective capture, light a scene, get sound, and achieve the film look. The (...)
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  10.  15
    Digital/commercial (in)visibility: The politics of DAESH recruitment videos.Anna Leander - 2017 - European Journal of Social Theory 20 (3):348-372.
    This article explores one aspect of digital politics, the politics of videos and more specifically of DAESH recruitment videos. It proposes a practice theoretical approach to the politics of DAESH recruitment videos focused on the re-production of regimes of (in)visibility. The article develops an argument demonstrating specifically how digital and commercial logics characterize the aesthetic, circulatory, and infrastructuring practices re-producing the regime of (in)visibility. It shows that digital/commercial logics are at the heart of the combinatorial marketing of (...)
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  11.  36
    Digital Dinosaurs and Artificial Life: Exploring the Culture of Nature in Computer and Video Games.John Wills - 2002 - Cultural Values 6 (4):395-417.
    Over the last 30 years, the computer and videogame has emerged as a popular recreational pastime. While often associated with the artificial and alien, it is my contention that the modern videogame informs on the subject of “nature” and what we consider to be natural. This article delineates some of the “natures” posited in computer game design. It provides a valuable overview of gaming culture and might serve as an introduction to further research on specific game genres. It argues that (...)
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  12.  13
    Revocable Anonymisation in Video Surveillance: A ‘Digital Cloak of Invisibility’.Feiten Linus, Sebastian Sester, Christian Zimmermann, Sebastian Weydner-Volkmann, Laura Wehle & Bernd Becker - 2016 - In Feiten Linus, Sebastian Sester, Christian Zimmermann, Sebastian Weydner-Volkmann, Laura Wehle & Bernd Becker (eds.), Technology and Intimacy: Choice or Coercion. HCC 2016. IFIP Advances in Information and Communication Technology, vol 474. Cham.: pp. 314-327.
    Video surveillance is an omnipresent phenomenon in today’s metropolitan life. Mainly intended to solve crimes, to prevent them by realtime-monitoring or simply as a deterrent, video surveillance has also become interesting in economical contexts; e.g. to create customer profiles and analyse patterns of their shopping behaviour. The extensive use of video surveillance is challenged by legal claims and societal norms like not putting everybody under generalised suspicion or not recording people without their consent. In this work we (...)
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  13. Euthanasia in Video Games – Exemplifying the Importance of Moral Experience in Digital Gameworlds.Luka Perušić - 2022 - Pannoniana 6 (1):53-98.
    The paper classifies euthanasia and discusses its typological presence in storytelling video games. It aims to illustrate the importance of experiencing simulated moral challenges in the context of gameworlds as a significantly influential, exponentially growing form of interactive media. In contrast to older works of art and media, such as film and literature, the difference should be emphasized in light of the player’s ability to make choices in video games. Although the influence of gameworld content depends on the (...)
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  14.  11
    Between film, video, and the digital: hybrid moving images in the post-media age.Jihoon Kim - 2016 - New York: Bloomsbury Academic.
    A wide-ranging theoretical and aesthetic exploration of hybrid moving images based on the intersection of film, video, and digital technology.
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  15.  9
    Photo Fusion: A Wedding Photographers Guide to Mixing Digital Photography and Video.Jennifer Bebb - 2010 - Wiley.
    A full-color reference-and-DVD package covers shooting and editing a successful multimedia project With the introduction of dSLRs with high definition video functionality, a new world of multimedia capture has been opened to digital photographers. This book shows you how to embrace the exciting new option of photo fusion, by incorporating digital video content with your photography. The author duo guides you through creating seamless multimedia presentations that maximize both still-frame and video photography functions on your (...)
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  16.  6
    The aesthetics of stealth: digital culture, video games, and the politics of perception.Toni Pape - 2024 - Cambridge, Massachusetts: The MIT Press.
    The Aesthetics of Stealth proposes a cultural analysis as well as a political theory of stealth in its various aesthetic articulations.
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  17.  18
    Protocomputing Architecture over a Digital Medium Aiming at Real-Time Video Processing.Aoi Tanibata, Alexandre Schmid, Shinya Takamaeda-Yamazaki, Masayuki Ikebe, Masato Motomura & Tetsuya Asai - 2018 - Complexity 2018:1-11.
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  18.  21
    Video ethics in educational research involving children: Literature review and critical discussion.Michael A. Peters, E. Jayne White, Tina Besley, Kirsten Locke, Bridgette Redder, Rene Novak, Andrew Gibbons, John O’Neill, Marek Tesar & Sean Sturm - 2021 - Educational Philosophy and Theory 53 (9):863-880.
    Video ethics in educational research involving children is a recent topic that has arisen since the increase in the use of visual mediums in research especially with the development of new and ubiquitous internet technologies and social media. This paper emerged as an expressed concerned by a group of scholars associated with the new Video Journal of Education and Pedagogy that was established in 2016. The paper is the result of a collective writing process over a period of (...)
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  19.  18
    Video ethics in educational research involving children: Literature review and critical discussion.Michael A. Peters, E. Jayne White, Tina Besley, Kirsten Locke, Bridgette Redder, Rene Novak, Andrew Gibbons, John O’Neill, Marek Tesar & Sean Sturm - 2021 - Educational Philosophy and Theory 53 (9):863-880.
    Video ethics in educational research involving children is a recent topic that has arisen since the increase in the use of visual mediums in research (such as photovoice and video) especially with the development of new and ubiquitous internet technologies and social media. This paper emerged as an expressed concerned by a group of scholars associated with the new Video Journal of Education and Pedagogy (Brill) that was established in 2016. The paper is the result of a (...)
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  20.  18
    Commercial Video Games in School Teaching: Two Mixed Methods Case Studies on Students’ Reflection Processes.Marco Rüth & Kai Kaspar - 2021 - Frontiers in Psychology 11.
    Commercial video games are popular entertainment media and part of students’ media reality. While commercial video games’ main purpose is not learning, they nonetheless could and should serve as objects of reflection in formal educational settings. Teachers could guide student learning and reflection as well as motivate students with commercial video games, but more evidence from formal educational settings is required. We conducted two mixed methods case studies to investigate students’ reflection processes using commercial video games (...)
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  21.  10
    Video games and spatiality in Amercian studies.Dietmar Meinel (ed.) - 2022 - Boston: De Gruyter Oldenbourg.
    While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use (...)
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  22. Video games and the transhuman inclination.Robert M. Geraci - 2012 - Zygon 47 (4):735-756.
    Video games and virtual worlds play substantial roles in contemporary transhumanism. Many transhumanists appreciate the freedom and power that accompany these digital landscapes and recognize that they can promote transhumanist ways of thinking beyond the borders of explicitly transhumanist groups. Video games and virtual worlds enable transcendence through their design and contribute to transhumanism through the options they enable and the influence they have. Because of their significant place in transhumanism, video games and virtual worlds are (...)
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  23.  20
    A video mnemonic: Consciousness research through creative practice.Pam Payne - 2013 - Technoetic Arts 11 (2):163-172.
    This article describes an artwork in progress; a digital video of synchronized visual patterns based in part on rhythmic practices that are said to reliably lead to a shifted state of consciousness. The artwork is being developed to further understand the correlation of rhythm and consciousness. The investigation is based on a comparative study of the following practices: ‘The Art of Memory’ and Raymon Llull’s thirteenth-century diagrammatic mnemonics, the Lucid Dreaming exercises developed at Stanford University and the African (...)
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  24.  31
    Appropriating Video Surveillance for Art and Environmental Awareness: Experiences from ARTiVIS.Mónica Mendes, Pedro Ângelo, Nuno Correia & Valentina Nisi - 2018 - Science and Engineering Ethics 24 (3):947-970.
    Arts, Real-Time Video and Interactivity for Sustainability is an ongoing collaborative research project investigating how real-time video, DIY surveillance technologies and sensor data can be used as a tool for environmental awareness, activism and artistic explorations. The project consists of a series of digital contexts for aesthetic contemplation of nature and civic engagement, aiming to foster awareness and empowerment of local populations through DIY surveillance. At the core of the ARTIVIS efforts are a series of interactive installations, (...)
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  25.  45
    Digitalizing historical consciousness.Claudio Fogu - 2009 - History and Theory 48 (2):103-121.
    What is a “historical” video game, let alone a successful one? It is difficult to answer this question because all our definitions of history have been constructed in a linear-narrative cultural context that is currently being challenged and in large part displaced by digital media, especially video games. I therefore consider this question from the point of view of historical semantics and in relation to the impact of digital technology on all aspects of the historiographical operation, (...)
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  26.  6
    Video in Social Science Research: Functions and Forms.Kaye Haw & Mark Hadfield - 2011 - Routledge.
    In this digital age the use of video in social science research has become commonplace. As sophistication has increased along with usability, as spiralling staff costs push out direct observation, the researchers training today are grasping video as a means of coming to terms with the continued pressure to produce accessible research. However, the ‘fit’ of technology with research is far from simple. Ideally placed to offer guidance to developing researchers, this new text draws together the theoretical, (...)
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  27.  26
    Digital tools in the informed consent process: a systematic review.Francesco Gesualdo, Margherita Daverio, Laura Palazzani, Dimitris Dimitriou, Javier Diez-Domingo, Jaime Fons-Martinez, Sally Jackson, Pascal Vignally, Caterina Rizzo & Alberto Eugenio Tozzi - 2021 - BMC Medical Ethics 22 (1):1-10.
    Background Providing understandable information to patients is necessary to achieve the aims of the Informed Consent process: respecting and promoting patients’ autonomy and protecting patients from harm. In recent decades, new, primarily digital technologies have been used to apply and test innovative formats of Informed Consent. We conducted a systematic review to explore the impact of using digital tools for Informed Consent in both clinical research and in clinical practice. Understanding, satisfaction and participation were compared for digital (...)
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  28.  6
    Video and Dynamic Query Capability in Schools: Implications for Learning in a Networked Community.Gary Marchionini, Victor Nolet & Ernestine Enomoto - 1998 - Bulletin of Science, Technology and Society 18 (6):432-440.
    Funded by the U.S. Department of Education, the Baltimore Learning Community (BLC) project established a networked electronic learning community through the use of high-quality digital science and social studies resources and high-speed networking. The project will enable science and social studies teachers to access images, text, Web sites, and full motion video via high-speed connections to the Internet. Extending such multimedia configurations into urban schools has facilitated a rethinking of teaching and learning in content classes as well as (...)
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  29.  19
    In this article, the authors address the problem of the correlation of laughing culture and religious experience. The complex dialectics of the relationship between religion and cultural laughter originates in the ritual activity of early forms of religions. The authors, tracing the main stages of the development of the laughing culture, dwell in detail on the current stage of socio-cultural development associated with the design of the digital space. The main methodological approach in the analysis of religious experience in cyberspace is the hermeneutical-phenomenological method of M. Eliade, implying that every person has religious feelings. The empirical basis of the study was the results of a sociological study of the dynamics of the value consciousness of young people, conducted from 2006 to 2019, as well as the information content of websites, groups in social networks, messenger channels and video hosting. В As a result of the study, the authors conclude that a special laughing. [REVIEW]Marina Fedorova & Mira Borisovna Rotanova - 2022 - Философия И Культура 3:23-37.
    Religion and Laughter in a Digital Society.
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  30.  34
    The Digital and Electronic Revolution in Social Work: Rethinking the Meaning of Ethical Practice.Frederic G. Reamer - 2013 - Ethics and Social Welfare 7 (1):2-19.
    The recent and dramatic emergence of digital and other electronic technology in social work?such as online counseling, video counseling, avatar therapy, and e-mail therapy?has tested and challenged the profession's longstanding and widely accepted perspectives on the nature of both clinical relationships and core ethics concepts. These developments have transformed key elements of social work practice and require critical examination of the meaning and application of relevant ethical concepts in diverse cultures. This article explores pertinent ethical implications related to (...)
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  31.  27
    Digital hermeneutics for the new age of cinema.Stacey O. Irwin - 2023 - AI and Society 38 (6):2207-2215.
    Philosophical and technoculture studies surrounding the existential understanding of the human–technology–world experience have seen a slow but steady increase that makes a turn to material hermeneutics in the second decade of the twenty-first century (Ihde in Postphenomenology: essays in the postmodern context. Northwestern University Press, Evanston, 1993; Capurro in AI Soc 25(1):35–42, 2010; Romele in Digital hermeneutics: philosophical investigations in new media and technologies. Routledge, Abingdon, 2020; among others). This renewed focus makes sense because human–technology–world experiences need to be (...)
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  32.  4
    Digital Photography Just the Steps for Dummies.Frederic H. Jones - 2005 - For Dummies.
    Digital photography is sweeping the country, and it’s easy to see why. You can take pictures of anything, do it quickly, see instantly what you got, save only the stuff you like, and share your pictures as prints, on the Web, as a slideshow, or even on things like mugs and mousepads. A digital camera and the appropriate software let you Take wide-angle or closeup shots, indoors or out Know immediately whether you got what you wanted Delete shots (...)
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  33.  14
    Student-generated video creation for assessment: can it transform assessment within Higher Education?Cate Allen & Ruth Hawley - 2018 - International Journal for Transformative Research 5 (1):1-11.
    Student-generated video creation assessments are an innovative and emerging form of assessment in higher education. Academic staff may be understandably reluctant to transform assessment practices without robust evidence of the benefits and rationale for doing so and some guidance regarding how to do so successfully. A systematic approach to searching the literature was conducted to identify relevant resources, which generated key documents, authors and internet sources which were thematically analysed. This comprehensive critical synthesis of literature is presented here under (...)
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  34.  46
    Digital Photography and Picture Sharing: Redefining the Public/Private Divide.Amparo Lasén & Edgar Gómez-Cruz - 2009 - Knowledge, Technology & Policy 22 (3):205-215.
    Digital photography is contributing to the renegotiation of the public and private divide and to the transformation of privacy and intimacy, especially with the convergence of digital cameras, mobile phones, and web sites. This convergence contributes to the redefinition of public and private and to the transformation of their boundaries, which have always been subject to historical and geographical change. Taking pictures or filming videos of strangers in public places and showing them in webs like Flickr or YouTube, (...)
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  35.  70
    Musical Ecologies in Video Games.Michiel Kamp - 2014 - Philosophy and Technology 27 (2):235-249.
    What makes video games unique as an audiovisual medium is not just that they are interactive, but that this interactivity is rule bound and goal oriented. This means that player experience, including experience of the music, is somehow shaped or structured by these characteristics. Because of its emphasis on action in perception, James Gibson’s ecological approach to psychology—particularly his concept of affordances—is well suited to theorise the role of music in player experience. In a game, players perceive the environment (...)
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  36.  4
    Investigating the digital media engagements of very young children at home: Reflecting on methodology and ethics.Julia Gillen & Helena Sandberg - 2021 - Communications 46 (3):332-351.
    In the media and communications field, research investigating the digital media engagements of very young children at home has largely been restricted to survey methods relying on parental self-reports. Recognizing that qualitative approaches can provide insights in families’ practices, values, and attitudes, we argue for the fruitfulness of an ethnographic perspective, drawing on three cases from the project “A Day in the Digital Lives of children 0–3;” two in Sweden and one in England. Using the concept of methodological (...)
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  37.  44
    A Digital Companion to C.S. Peirce.Mats Bergman, Sami Paavola & João Queiroz - 2014 - The Commens Working Papers: Preprints, Research Reports and Scientific Communications.
    The Commens Papers (http://www.commens.org/papers) publishes preprints, reports, and communications that deal with the philosophy, scientific contributions, and life of C. S. Peirce. The Commens Papers are primarily meant for scholarly products that lack other means of publication, but which the author wishes to bring to the attention of the research community. The papers must meet editorial approval, but they are not fully peer reviewed. -/- The Commens Papers accepts a broad variety of intellectual products in various formats, including: Conference papers, (...)
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  38.  15
    Digital Approaches to Music-Making for People With Dementia in Response to the COVID-19 Pandemic: Current Practice and Recommendations.Becky Dowson, Rebecca Atkinson, Julie Barnes, Clare Barone, Nick Cutts, Eleanor Donnebaum, Ming Hung Hsu, Irene Lo Coco, Gareth John, Grace Meadows, Angela O'Neill, Douglas Noble, Gabrielle Norman, Farai Pfende, Paul Quinn, Angela Warren, Catherine Watkins & Justine Schneider - 2021 - Frontiers in Psychology 12.
    Before COVID-19, dementia singing groups and choirs flourished, providing activity, cognitive stimulation, and social support for thousands of people with dementia in the UK. Interactive music provides one of the most effective psychosocial interventions for people with dementia; it can allay agitation and promote wellbeing. Since COVID-19 has halted the delivery of in-person musical activities, it is important for the welfare of people with dementia and their carers to investigate what alternatives to live music making exist, how these alternatives are (...)
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  39. Skepticism and the Digital Information Environment.Matthew Carlson - 2021 - SATS 22 (2):149-167.
    Deepfakes are audio, video, or still-image digital artifacts created by the use of artificial intelligence technology, as opposed to traditional means of recording. Because deepfakes can look and sound much like genuine digital recordings, they have entered the popular imagination as sources of serious epistemic problems for us, as we attempt to navigate the increasingly treacherous digital information environment of the internet. In this paper, I attempt to clarify what epistemic problems deepfakes pose and why they (...)
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  40. Orbital Contour: Videos by Craig Dongoski.Paul Boshears - 2011 - Continent 1 (2):125-128.
    continent. 1.2 (2011): 125-128. What is the nature of sound? What is the nature of volume? William James, in attempting to address these simple questions wrote, “ The voluminousness of the feeling seems to bear very little relation to the size of the ocean that yields it . The ear and eye are comparatively minute organs, yet they give us feelings of great volume” (203-­4, itals. original). This subtle extensivity of sensation finds its peer in the subtle yet significant influence (...)
     
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  41.  17
    Multimodality, Digitalization and Cognitivity in Communication and Pedagogy.Natalya Vitalyevna Sukhova, Tatiana Dubrovskaya & Yulia Anatolyevna Lobina (eds.) - 2021 - Springer Verlag.
    This book positions itself at the intersection of the key areas of the modern humanities. Different authors from a variety of countries take innovative approaches to investigating multimodal communication, adapting pedagogical design to digital environments and enhancing cognitive skills through transformations in teaching and learning practices. The eclectic forms under study require eclectic approaches and methodologies, and the authors cross disciplinary boundaries drawing on philosophy, linguistics, semiotics, computational linguistics, mathematics, cognitive studies and neuroaesthetics. Part I presents methods of analysing (...)
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  42.  1
    Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse.E. S. Sokolov - 2020 - Sociology of Power 32 (3):165-188.
    The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault’s power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of “normal” pedagogy. The paper problematizes the mythologization of violence in (...)
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  43.  20
    Lotman’s semiotics of culture in the age of AI: analyzing the cultural dynamics of AI-generated video art in the semiosphere.Daria Arkhipova & Auli Viidalepp - 2023 - Semiotica 2023 (255):149-160.
    The use of AI-generated videos centered on the face raises various concerns among professionals and audiences due to the difficulty of providing coherent descriptive tools of their cultural significance. At the same time, the focus of artists and their audiences shifts from the art as a text to the collaboration process between artificial intelligence (AI) and the involved social actors. This raises significant concerns between policymakers and other social actors looking for guidelines for the appropriate use of AI as a (...)
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  44.  20
    The Invisible Hand in Virtual Worlds: The Economic Order of Video Games.Matthew McCaffrey (ed.) - 2022 - Cambridge University Press.
    Video games aren't merely casual entertainment: they are the heart of one of the fastest-growing media industries in the world, and a cultural phenomenon in their own right. Gaming has evolved from a niche pastime into a global business that rivals film and television, creating, in the process, new art forms and social arenas and have become the subject of endless public debate. This book shows that games also provide a unique space in which to study economic behavior. Games, (...)
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  45.  9
    Digital Detectives: Websleuthing Reduces Eyewitness Identification Accuracy in Police Lineups.Camilla Elphick, Richard Philpot, Min Zhang, Avelie Stuart, Graham Pike, Ailsa Strathie, Catriona Havard, Zoe Walkington, Lara A. Frumkin, Mark Levine, Blaine A. Price, Arosha K. Bandara & Bashar Nuseibeh - 2021 - Frontiers in Psychology 12.
    Eyewitnesses to crimes sometimes search for a culprit on social media before viewing a police lineup, but it is not known whether this affects subsequent lineup identification accuracy. The present online study was conducted to address this. Two hundred and eighty-five participants viewed a mock crime video, and after a 15–20 min delay either viewed a mock social media site including the culprit, viewed a mock social media site including a lookalike, or completed a filler task. A week later, (...)
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  46.  25
    Digital Sigil Magick: The relevance of sigil magick in contemporary art and culture.Pam Payne - 2013 - Technoetic Arts 11 (3):297-305.
    Many areas of contemporary art and culture in the United States and Europe can be shown to have a direct lineage to the rich history of the Western Mystery Traditions, rooted in ancient esoteric and magical philosophies of Greece and Egypt. Video mash-ups and audio sampling have inherited the cut-up methods of Beat poets and artists, who in turn were influenced by the Surrealists and their contemporaries. Early twentieth-century artists such as Austin O. Spare drew upon magickal practices derived (...)
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  47. Deepfakes, Fake Barns, and Knowledge from Videos.Taylor Matthews - 2023 - Synthese 201 (2):1-18.
    Recent develops in AI technology have led to increasingly sophisticated forms of video manipulation. One such form has been the advent of deepfakes. Deepfakes are AI-generated videos that typically depict people doing and saying things they never did. In this paper, I demonstrate that there is a close structural relationship between deepfakes and more traditional fake barn cases in epistemology. Specifically, I argue that deepfakes generate an analogous degree of epistemic risk to that which is found in traditional cases. (...)
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  48.  94
    Beyond Porn and Discreditation: Epistemic Promises and Perils of Deepfake Technology in Digital Lifeworlds.Mathias Risse & Catherine Kerner - 2021 - Moral Philosophy and Politics 8 (1):81-108.
    Deepfakes are a new form of synthetic media that broke upon the world in 2017. Bringing photoshopping to video, deepfakes replace people in existing videos with someone else’s likeness. Currently most of their reach is limited to pornography, and they are also used to discredit people. However, deepfake technology has many epistemic promises and perils, which concern how we fare as knowers. Our goal is to help set an agenda around these matters, to make sure this technology can help (...)
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  49.  7
    Parables of the posthuman: digital realities, gaming, and the player experience.Jonathan Boulter - 2015 - Detroit, Michigan: Wayne State University Press.
    Approaches the direct experience of gaming by asking: what does it mean for the player to enter the machinic "world" of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays?
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    ‘We are Sorry This Video Is Not Available in Your Country’: An Ethical Analysis of Geo-blocking Audio-Visual Online Content.Pavel Zahrádka & Reinold Schmücker - 2021 - Journal of Media Ethics 37 (1):2-17.
    This article provides an ethical analysis of the moral conflict over access to premium audio-visual online content, which is currently regulated by geo-blocking in the domain of digital film distri...
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