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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Tikrovė ir simuliakras postmodernybės kultūroje (Jeanas Baudrillard'as) / The reality and simulacrum in postmodern culture (Jean Baudrillard)

Stanevičiūtė, Dovilė 04 August 2008 (has links)
Šiame darbe pristatoma viena aktualiausių šių dienų filosofijos temų – tikrovės ir simuliakrų santykis postmodernioje kultūroje, remiantis Jeano Baudrillard‘o filosofija. Šiandieninėje kultūroje tikrovės ir iliuzijos perskyra praranda savo reikšmę, nes dėl simuliakrų įsigalėjimo nebelieka tikrovės objektyvumo kriterijų. Dėl to Baudrillard‘as pasiūlo „hipertikrovės“ terminą, kurio pagalba yra konstruojamas naujas tikrovės modelis, nereikalaujantis objektyvaus realumo pagrindimo. Pirmojoje darbo dalyje yra apžvelgiamos Platono ir Friedricho Nietzsches tikrovės sampratos. Platono tikrovė tai – nekintamas idėjų pasaulis, tikrojo pažinimo objektas, nieko bendra neturintis su empirine tikrove ir jos suvokimu. Platonizmui priešinga pozicija būtų Nietzsches pozicija, kuomet tikrovė aiškiausiai iškyla meno kūrinyje, ir pasaulis suvokiamas per estetinį reiškinį. Pereinant prie Baudrillard‘o „simuliakro“ teorijos nagrinėjimo trumpai pristatoma Gilles‘o Deleuze‘o filosofijoje pasirodanti „simuliakro“ sąvoka, apjungianti Platono ir Nietzsches pozicijas. Antrojoje darbo dalyje analizuojama Baudrillard‘o „simuliakro“ samprata. Baudrillard‘ui simuliacija ir simuliakras nėra nei kopija, nei modelis, nei reprodukcija. Šiame darbe per simuliakro sampratą nusakomas kultūros ir visuomenės santykis su jos objektais, panaikinus prasmingo ženklo kaip originalo galimybę. Trečiojoje darbo dalyje atkreipiamas dėmesys į šiuolaikinį istorijos supratimą ir individo situaciją simuliacijų valdomojoje... [toliau žr. visą tekstą] / This study deals with one of the topical problem of contemporary philosophy - the problem of reality in post-modern culture, as it is represented in terms of „simulacrum“, and „hiperreality“, in philosophy of Jean Baudrillard. In contemporary culture, the opposition between reality and illusion has lost its significance, since because of the dominance of simulacra, there are no criteria left of objective reality. This is why the term „hiperreality“, proposed by Baudrillard, becomes important as used for construction of the new model of reality, which does not need objective justification. In the first part of the thesis, Plato and Friedrich Nietzsche‘s conceptions of reality are surveyed. These two philosophers are chosen as representing different ontological conceptions, both relevant to contemporary consideration of reality. While Plato’s reality is the ideal non-empirical word, the object of true knowledge, for Nietzsche reality is truly conceived in the work of art. Also the term „simulacrum“, introduced into post-modern philosophy by Gilles Deleuze, makes its appearance. The second part of the thesis analyses the main notion of „simulacrum“ in philosophy of Jean Baudrillard. In the third part, the status of history and person in the non-referential reality is analysed. History has been always considered an objective science. Today history needs objective justification once again. Finally, in the fourth part of the thesis, an attempt is made to explain the terms of... [to full text]
32

Kelias nuo „Ego“ iki mediatizuoto socialinio pasaulio. Demokratijos nykimo apraiškos / The path leading from "Ego" to mediatized social world. Manifestations of the democratic decay

Marčiulionis, Vytis 12 June 2013 (has links)
Šis magistrinis rašto darbas yra mediatizuoto socialinio pasaulio analizė nuo pirminių individo socialinės raiškos požymių iki jo įtakos visam socialiai veiksniam pasauliui bei vyraujančios valdymo formos - demokratijos. Kryptingai sekant nuosekliais žingsniais, visų pirma, yra aptariamos subjekto kaip „Ego“ pažinimo ribos siekiant ištrūkti iš solipsistinės subjekto pozicijos į socialiai veiksnų pasaulį. Pasitelkiant literatūros analizę yra nustatoma subjekto galimybė pažinti Kitą ne tik kaip objektą, bet ir kaip subjektą, taip įvykdant pirmąją sąlygą ir įtraukiant jį į socialinį pasaulį. Antram etape yra pristatomas bendravimas per medijas, problemos kylančios stengiantis Kitą pažinti per mediumą bei skirtumai tarp tiesioginės ir netiesioginės Kito patirties. Nuosekliai sekant toliau subjektas yra įvedamas į mediatizuotą (virtualų) socialinį pasaulį ir aptariamos bendros, bet esminės krizės kylančios globalizacijos, fragmentuotos visuomenės ir konformizmo atvejais, kurios yra pajuntamos įsitraukiant į socialiai veiksnų virtualų pasaulį. Pasitelkus kiekybinę duomenų analizę ir įžvalgas yra nustatomos vienos pagrindinių virtualaus socialinio pasaulio problemos – narcisizmo – apraiškos ir jo įveikimo galimybės. Taip pat, aptariama kokiu būdu šie vartotojai gali įtakoti informacijos sklaidą per medijas ir pačių vartotojų informacijos įsisavinimo bei turinio kūrimo tikslai ir bruožai. Aptariama tų pačių narcisistinių apraiškų pasireiškimas politiniame pasaulyje ir jų santykis su... [toliau žr. visą tekstą] / This master’s thesis is an analysis of mediatized social world from the very first display of individual‘s social indication to his influence on whole socially active world and the dominating form of rule – democracy. Following direct steps, at first, subjects boundaries as an „Ego“ trying to break through the solipsistic position of the subject to socially active world are discussed. Using analysis of literature subject’s ability to recognize the Other not as an object but as a subject is ascertained, thus bringing him into the social world. On the second stage communicating through media, problems which arise while trying to comprehend the Other through medium and distinctions between direct and indirect experience of the Other are introduced. While being consistent, subject is lead in to the mediatized (virtual) social world where common and crucial crises which arise because of the globalization, fragmentation of society and conformism, in the cases of involving thyself in the socially active virtual, world are discussed. With the help of quantitative data analysis and insight one of the main problems of virtual social world – narcissism – manifestation and possibilities of overcoming are defined. Also, capability of consumers influencing the flow of information through media as well as aims and traits of consumers themselves creating and consuming the information are discussed. Furthermore, manifestation of the mentioned narcissistic phenomena in political world and its... [to full text]
33

Dos prazeres narcísicos à cena voyeur: performances eróticas e enlace de corpos virtualizados no site Cam4

Araujo Júnior, José Raimundo 08 July 2013 (has links)
Submitted by Carlos Augusto Rolim da Silva Junior (carlos_jrolim@hotmail.com) on 2015-11-19T17:36:30Z No. of bitstreams: 1 arquivototal.pdf: 1748758 bytes, checksum: 3bcca9948256af9553d2d5ade3509e9b (MD5) / Made available in DSpace on 2015-11-19T17:36:30Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 1748758 bytes, checksum: 3bcca9948256af9553d2d5ade3509e9b (MD5) Previous issue date: 2013-07-08 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / In this dissertation we analyse how different gender configurations are activated to build video performances on a webcams integration site. To understand the manufacturing processes of the body-sexed on these virtual interactions, we describe a set of views coloured by a sharped erotic appeal, indicating how certain forms of collective representations emanate strategic view of the body as well as the statements of the audience that dialogues through an instant messaging system. We show that the construction of the performances is related to classification tables that ensure intelligibility to the interactions between different agents, giving rise to symbolic constructs associated with sexual preferences and identity configurations assumed by users. Such processes are analysed from a relationship between gender studies and anthropology of performance, in order to reflect on the collective representations embodied by the body in the universe's spectacular staging erotic, especially regarded to the manufacturing process of symbolic sex from the coercive action of the genre. / Neste trabalho analisamos o modo como diferentes configurações de gênero são acionadas na construção de performances em um site de integração de webcams. Ambicionando compreender os processos de fabricação do corpo-sexuado no palco dessas interações virtuais, descrevemos um conjunto de exibições matizadas por acentuado apelo erótico, sinalizando como determinadas representações coletivas emanam de formas estratégicas de exibição do corpo, bem como dos enunciados da audiência, que dialoga através de um sistema de mensagens instantâneas. Evidenciamos que a construção das performances guarda relação com quadros de classificação que garantem inteligibilidade às interações entre distintos agentes, fazendo emergir construtos simbólicos associados às preferências sexuais e configurações identitárias assumidas pelos usuários. Tais processos são analisados a partir de uma articulação entre os estudos de gênero e a antropologia da performance, com vistas à reflexão sobre as representações coletivas materializadas pelo corpo no universo espetacular da encenação erótica, sobretudo no que diz respeito ao processo de fabricação simbólica do sexo a partir da ação coerciva do gênero.
34

The virtual education fractality: nature and organization / La fractalidad de la educación virtual: naturaleza y estructura

Turpo Gebera, Osbaldo 10 April 2018 (has links)
The potential generated by ICT in education raises reflect on the underlying frameworks. In this sense, the fractal is an opportunity to explain how it organizes and manages virtual education.This approach recognizes that educational dynamics are recursive and iterative processes instituted as progressive sequences, by way of fractals. This understanding enables becoming as mediated and articulated successive levels. In each dimension are embodied own activities and in turn, involves the recurrence of subsequent levels as possible solving of problem situations. Thus, the knowledge built in response to a collaborative action, participation in networks, ranging from autonomous to the cultural level or conversely. / La aplicación de las TIC en la educación suscita reflexionar sobre los marcos estructurales que la fundamentan. En ese sentido, la fractalidad constituye una aproximación a cómo se organiza y gestiona la educación virtual.Este abordaje reconoce que en la dinámica educativa existen procesos recursivos e iterativos instituidos como secuencias progresivas, a modo de los fractales. Su devenir posibilita su comprensión como un sistema mediado por niveles sucesivos y articulados. En cada dimensión se plasman actividades propias, y a su vez, involucra la recurrencia a los subsiguientes niveles, como posibilidad resolutiva de las situaciones problemáticas. Así, el conocimiento construido responde a una acción colaborativa, de participación en red, desde el nivel autónomo hasta el cultural o viceversa.
35

Habitar híbrido: interatividade e experiência na era da cibercultura / Hybrid habitation: interactivity and experience in the cyberculture era

Carlos Augusto Joly Requena 07 December 2007 (has links)
A pesquisa \"Habitar híbrido: interatividade e experiência na era da cibercultura\" buscou estudar as transformações ocorridas na família contemporânea e em seus modos de vida, verificando os impactos das novas tecnologias de informação e comunicação no cotidiano doméstico e social do habitar híbrido e interativo advindo da virtualidade, analisando a concepção projetual de arquitetura, sua produção e o resultado espacial alcançado em projetos de habitação, fornecendo critérios que possam auxiliar na reflexão sobre o design e a domesticidade. / The research \"Hybrid habitation: interactivity and experience in the cyberculture era\" aims to study the transformations occurred in contemporary family and their way of life, verifying the impacts of new information and communication technologies at hybrid dwelling, in the social and domestic quotidian, succeeded by virtuality; analyzing architectures project conception, its production and its spatial result in habitation projects, supplying criteria that can be helpful for designing and domesticity reflections.
36

A virtualidade na mediação simbólica e na linguagem sob o ponto de vista docente na aprendizagem / The virtuality in symbolic mediation and language from the teaching point of view in learning.

Carlos Eduardo Damian Leite 31 May 2011 (has links)
Na concepção docente, o virtual possui apenas uma face, reconhecível por meio do que é visto, elaborado e/ou modificado nas telas dos computadores e demais recursos digitais de tecnologia. Esta pesquisa teve como objeto a virtualidade em suas duas instâncias: a humana, que se faz presente nas projeções que integram o processo de imaginação e criação, em potência e ato; e a sua vertente nas novas tecnologias, em um ambiente digital, denominado virtual, por permitir a visualização e interação com as diversas possibilidades criativas do indivíduo. Teve como objetivos analisar a concepção contemporânea sobre o virtual, principalmente do ponto de vista docente, pesquisar sobre as duas formas pelas quais o virtual se faz presente nas realizações humanas e ,ainda, analisar, por meio de um estudo de caso, quais são as ideias que o professor possui em relação ao virtual e em seu uso em âmbito pedagógico. A hipótese deste trabalho se constitui na afirmação de que o virtual possui duas vertentes, ambas relevantes ao desenvolvimento humano a inerente às capacidades mentais do homem e a que se manifesta por meio das tecnologias digitais. Como metodologia de pesquisa, realizou-se um estudo de caso, com abordagens quantitativa e qualitativa, cujos propósitos foram pesquisar conceitos específicos sobre o tema e realizar uma análise sobre o ponto de vista docente para com o virtual, em um determinado contexto: a Escola Municipal Governador Mário Covas Júnior, em Ubatuba, cidade localizada no litoral norte de São Paulo. Foram utilizados na coleta de dados um questionário quantitativo, para sondagem do uso docente das novas tecnologias, e outro com questões abertas, para que fossem coletadas as concepções dos professores da instituição sobre o virtual nas atividades escolares. Constatou-se que a ênfase do professor ainda está voltada para a presença do virtual em sua segunda instância, a das novas tecnologias. Por meio de uma explanação, que constituiu a intervenção do pesquisador no estudo de caso, outras concepções do virtual foram transmitidas, concluindo-se que a partir destas, pode ser inicialmente estimulada a compreensão do professor para com a virtualidade humana. / In teaching concept, the virtual has only one face, recognizable by what is seen, written and / or modified on the screens of computers and other digital resources of technology. This research had as its object the virtuality in two instances: the human, which is present in the projections that cover the process of imagination and creation in power and act, and his part in the new technologies in a digital environment, called virtual allow for the visualization and interaction with various creative possibilities of the individual. Aimed to analyze the contemporary concept of the virtual, especially from the standpoint of teaching, research about the two ways in which the virtual is present in human achievement and also examine, through a case study, what are the ideas that the teacher has over the virtual connection and its use in teaching. The hypothesis of this thesis is the claim that the virtual is twofold, both relevant to human development - the inherent mental capacities of man and that manifests itself by means of digital technologies. As a research methodology, there was a case study with quantitative and qualitative approaches, whose purpose was to investigate specific concepts on the subject and do an analysis on the point of view toward virtual teacher in a certain context: the School Municipal Governor Mario Covas Junior in Ubatuba, Sao Paulo. Were used to collect the data, a quantitative questionnaire to survey the use of new teaching technologies, and other open questions, that would be collected from teachers\' conceptions of the institution on the virtual school activities. It was found that the emphasis of the teacher is still focused on the virtual presence in your second instance, the new technologies. Through an explanation, which was the researcher\'s intervention in the case study, other concepts were transmitted from the virtual, concluding that from these may be initially stimulated understanding of the teacher toward the virtual human.
37

As interfaces virtuais do social - imersão e extensão em ambientes virtuais: Second Life e BarCamp / As interfaces virtuais do social - imersão e extensão em ambientes virtuais: Second Life e BarCamp

Marcella Schneider Faria 24 November 2008 (has links)
Considerando as tecnologias digitais de comunicação como parte condicionante do ambiente social contemporâneo, esta pesquisa teve como objetivo realizar um estudo exploratório sobre a sociabilidade no e do ambiente virtual, através do cruzamento entre a experiência narrada e vivida pela pesquisadora nesses ambientes e diferentes teorias sociais. Através da imersão em dois tipos distintos de agrupamento virtual, Second Life e BarCamp, buscou-se encontrar elementos que possibilitassem um diálogo entre a concepção de situação social e como ela se apresenta em ambientes virtuais. Para tanto, procurou-se considerar a discussão acerca da dualidade entre conceitos de real e virtual, que muitas vezes pode invalidar a importância de novos tipos de relações sociais, simplificando sua complexidade e impedindo melhor análise de suas especificidades. / Considering digital technology for communication as a conditioning factor of contemporary social environment, this research is seeking to perform an exploring study about sociability within and from virtual environment, through the intersection between the experiences narrated and lived by the researcher and different social theories. Elements which could enable a dialog between the conception of social situation and how it is displayed in virtual environments were examined through immersion in two distinct types of virtual groups, Second Life and BarCamp. In that direction, the discussion concerning duality of concepts about real and virtual was considered, although that might invalidate the importance of new types of social relationship, oversimplifying its complexity and obstructing better analysis of its specificity.
38

Videogame é droga? Controvérsias em torno da dependência de jogos eletrônicos / Is videogame a drug? Controversies surrounding the electronic games addiction

Guilherme Pinho Meneses 15 December 2014 (has links)
O objetivo geral deste trabalho é cartografar as práticas e experiências que ancoram os discursos dos diversos actantes em torno da questão da dependência de videogames. O intuito é simular, ainda que de forma provisória, um parlamento das coisas (LATOUR, 1994) acerca dos debates sobre o assunto. Por meio de uma investigação das práticas e discursos de atores humanos e não-humanos, desfazendo as fronteiras entre os chamados mundos reais e virtuais, pretende-se, então, descrever as suas relações em rede. Neste sentido, aqui há uma inversão em relação à maioria dos estudos sobre o tema: o vício não é entendido como uma explicação, mas exatamente o que precisa ser explicado. / The effort to be undertaken in this research will be mapping the practices of the various agents around the issue of video game addiction by investigating the manner in which the rhetoric of drug addiction works in the social regulation of the use of electronic games. In this sense, well map the varied semantics of notions, categories or concepts of dependence and addiction, such as enunciated and practiced by the various individuals involved in the controversy: the players themselves (in its multiple gaming environments such as home, school or work), parents or people close to these players, the games industry professionals, scientists from different fields (psychiatry, psychotherapy, education, game studies), politicians, laws and news. Through the analysis of practices and discourses of the actors, articulating the dimensions of the so-called \"real\" world and the virtual worlds, without, however, falling into an asymmetrical dichotomy between true and false, we intend to understand the meanings of their relationships with videogames.
39

A Study of the Relationship between Employee Virtuality and Technology Deviance as Mediated by Leadership and Employee Perceptions

Salas, Silvia 14 July 2009 (has links)
Recent studies found that organizations have been investing significant capital in developing teams and employees in geographic areas where labor and resources are considerably cheaper. Furthermore, organizations are moving core operational activities such as research and development and back-office processes to globally distributed teams. However, several factors that are inherent to these virtual teams can have a negative impact on employee perceptions and engagement; specifically, the physical and temporal differences between employees and their supervisors, the lack of meaningful social interaction intrinsic to working relationships, and cultural biases that can be fostered when close, daily interactions is not there to help bridge the dissimilarity. When strategies are not in place to mitigate these deficiencies, it can cause virtual employees to disengage emotionally and intellectually from the organization, or lead them to feel justified in working against the best interest of the company. Past research indicates that although deviant behavior in the workplace is not new, transgressions committed by employees have been increasing significantly every year. Beyond the focus of why employees are motivated to act against the organization, to what extent do the recent changes to the organization’s structure influence this type of behavior through their actions at the macro (organizational) and micro level (leadership). In addition, there is a related phenomenon that has aided the transformation of the workplace – namely, the ubiquity of technology. In the context of workplace deviance, established research has documented an increasing trend of employees utilizing company technology as a medium and amplifier when harming the organization. It is important to understand whether technology has facilitated or hindered workplace deviance by virtue of the technology itself (as a means), and as part of the new employee roles created by the evolving technology (i.e, virtual employees). Therefore, it is important to identify how individual attitudes and behaviors can be affected by an employee’s degree of virtuality. This study will add to the understanding of how social interaction and physical proximity, leadership and other perception factors contribute to the changes organizations are experiencing as their structure evolves and adapts to compete in the new global environment.
40

Realita a virtualita / Reality and virtuality

Bardová, Helena January 2009 (has links)
This thesis is dealing with explanations of reality, virtuality, their various definitions, examples and possible points of view for their understanding. These terms are set into the context of present era that is so strongly influenced by virtuality and its technologies. There is also a chapter which is describing the problem of real and virtual identity. On two in detail explained examples of on-line shopping and teleworking are shown the contrasts of their positives and negatives. Part of this thesis is also considering the influence of virtuality on a human life including so called computer diseases. Support of this work represents the part about internet statistics -- time spent in virtuality, negative effects, their foreknowledge and prevention. Historical development of technics that brought us virtuality (Internet, mobile phones and TV) is also included. The text is based on opinions of reputable authors from the fields of sociology, philosophy and informatics. I interlaced the text with my own reflections and in conclusion there is a part about expected future development of the technics used for virtuality.

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