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1.
This essay uses Horkheimer and Adorno's work on the culture industry to analyze virtual worlds and massively multiplayer online role-playing games. While artificial worlds have enormous potential to facilitate communication, transcend spatial boundaries, promote free expression, and protect marginalized groups, the utopian promise of these worlds is undermined by their mirroring of real-world market systems, the exploitation of labor, and blurring the line between entertainment and work. The culture industry thesis provides a useful starting point for theorizing virtual worlds and explaining why these places have become mirrors of real-world economic relations.  相似文献   

2.
Most people agree that murder is wrong. Yet, within computer games virtual murder scarcely raises an eyebrow. In one respect this is hardly surprising, as no one is actually murdered within a computer game. A virtual murder, some might argue, is no more unethical than taking a pawn in a game of chess. However, if no actual children are abused in acts of virtual paedophilia (life-like simulations of the actual practice), does that mean we should disregard these acts with the same abandon we do virtual murder? In this paper I shall outline several arguments which attempt to permit virtual murder, whilst prohibiting virtual paedophilia.  相似文献   

3.
虚拟团队的效能及其构建过程中的关键要素   总被引:13,自引:0,他引:13  
许多研究都试图将传统团队和虚拟团队的绩效加以比较,并试图确定对虚拟团队效能的影响因素。在团队绩效和满意度方面,这些研究取得了各式各样的成果。传统团队的结构、理论与知识在虚拟环境下的应用,表现出一些相似点与不同点。  相似文献   

4.
Spending real money on virtual goods and services has become a popular form of online consumer behavior, particularly among teenagers. This study builds on the Unified Theory of Acceptance and Use of Technology (UTAUT) to examine the role of motivation, social influence, measured with perceived network size as well as user interface and facilitating conditions in predicting the intention to engage in purchasing in social virtual worlds. The research model is tested with data from 1045 users of Habbo Hotel, world's most popular virtual world for teenagers. The results underscore the role of perceived network size and motivational factors in explaining in-world purchase decisions. The study shows that virtual purchasing behavior is substantially influenced by the factors driving usage behavior. Hence, virtual purchasing can be understood as a means to enhance the user experience. For virtual world operators, reinforcing the sense of presence of user's social network offers a means to promote virtual purchasing.  相似文献   

5.
In this article I examine a recent development in online communication, the immersive virtual worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). I argue that these environments provide a distinct form of online experience from the experience available through earlier generation forms of online communication such as newsgroups, chat rooms, email and instant messaging. The experience available to participants in MMORPGs is founded on shared activity, while the experience of earlier generation online communication is largely if not wholly dependent on the communication itself. This difference, I argue, makes interaction in immersive virtual worlds such as MMORPGs relevantly similar to interaction in the physical world, and distinguishes both physical world and immersive virtual world interaction from other forms of online communication. I argue that to the extent that shared activity is a core element in the formation of friendships, friendships can form in immersive virtual worlds as they do in the physical world, and that this possibility was unavailable in earlier forms of online interaction. I do, however, note that earlier forms of online interaction are capable of sustaining friendships formed through either physical or immersive virtual world interaction. I conclude that we cannot any longer make a sharp distinction between the physical and the virtual world, as the characteristics of friendship are able to be developed in each.  相似文献   

6.
Consider the multi-user virtual worlds of online games such as EVE and World of Warcraft, or the multi-user virtual world of Second Life. Suppose a player performs an action in one of these worlds, via his or her virtual character, which would be wrong, if the virtual world were real. What is the moral status of this virtual action? In this paper I consider arguments for and against the Asymmetry Thesis: the thesis that such virtual actions are never wrong. I also explain how the truth of the Asymmetry Thesis is closely aligned with the possibility of what Edward Castronova has called closed synthetic worlds. With some qualifications, the ultimate conclusion is that the Asymmetry Thesis is false and that these closed worlds are impossible.  相似文献   

7.
虚拟现实技术(VR)是一种新的使用计算机的方式。虚拟现实消除了传统的用户与机器的分离,提供了更直接、更直观的信息交互。通过佩戴头戴式音频/视频显示器、位置和方位传感器以及触觉接口设备,人们可以积极地投入沉浸式计算机生成的环境中。一个人可以创建虚拟世界,并进入其中去看、听、触和修改它们。当前的虚拟现实系统为感知扩展、创造性构建和独特的社交互动提供了新的能力。该文主要探讨了中高职计算机基础教学中虚拟现实技术的应用,以供广大学者和读者朋友参考。  相似文献   

8.
网络虚拟物品消费动机的测量   总被引:2,自引:0,他引:2  
本文以我国网络虚拟物品消费者为实证研究对象,运用探索性因子分析与验证性因子分析,系统地分析了消费者进行网络虚拟物品购买的动机因素,创新性地得出网络虚拟物品消费的五大动机即"性与攀比"、"成就"、"领导"、"实用与便利"以及"沉溺".通过实证分析设计出网络虚拟物品消费动机的测量量表.最后讨论了结论的营销应用与研究局限性.  相似文献   

9.
虚拟R&D组织的基本模式研究   总被引:21,自引:1,他引:21  
在日益激烈的市场竞争中 ,企业的研究开发能力已成为获取竞争优势和市场成功的关键因素之一。为了克服跨国经营导致的研发资源的分散 ,以及单个企业研发能力的不足 ,虚拟R&D组织就成为网络经济时代研发组织的必然选择。本文在对虚拟R&D组织的基本含义和特点作出简要分析的基础上 ,着重探讨了虚拟R&D组织的基本模式及其内容 ,以期加深对现代研发组织的理解。  相似文献   

10.
11.
The Metaverse is not a radical departure. It is an incremental evolution. Previous virtual worlds, like Second Life, have laid the groundwork for the development of the Metaverse by providing valuable insights into virtual environments and social interactions. Studies of these earlier platforms contribute to a more nuanced understanding of what the Metaverse is, and what it is not. Based on studies of virtual worlds and by applying inductive processes of reflection and abstraction, we propose a framework that supports the identification of attributes that help differentiate the Metaverse from previous virtual worlds from a user experience perspective. We demonstrate the value of the framework by comparing the Metaverse to Second Life. Our framework and comparative analysis ground the current discussions about the Metaverse deeper in the established discourse on virtual worlds. They also shed light on the potential impact of the Metaverse, the special role of its immersiveness and help us to identify lessons learned that can inform the Metaverse's further development.  相似文献   

12.
虚拟水——中国水资源安全战略的新思路   总被引:212,自引:0,他引:212       下载免费PDF全文
虚拟水是指生产商品和服务所需要的水资源数量,虚拟水战略是指贫水国家或地区通过贸易的方式从富水国家或地区购买水密集型农产品(粮食)来获得本地区水和粮食的安全.文章引入虚拟水的概念,将水资源管理分为供给管理、需求管理、内部结构性管理和社会化管理四个层次,从理论角度分析了水资源社会化管理与水资源恢复重建的关系;以我国西北干旱地区为例,初步计算了2000年西北各省(区)虚拟水消费量,表明虚拟水是不可忽视的水资源形式;探讨了虚拟水战略的政策含义,提出了实施虚拟水战略对策建议.  相似文献   

13.
This article is an assessment of virtual organization, a new paradigm of organization and management. Like most new ideas, virtual organization is not entirely new—some of its components are recognizable from earlier concepts of organization. However, the integration of all the components does signal something new and revolutionary. Its revolutionary character stems from the principle of switching (i.e., shifting between different means for satisfying a need), which calls upon management to maintain a logical separation between abstract requirements and the concrete means for their satisfaction. Advanced information technology makes it possible to realize virtual organization in practice, and the paradigm is clearly manifest in the operations of some innovative firms. The economic and social significance of virtual organization in the future is likely to be comparable to that of the factory in an earlier period. Properly implemented, virtual organization may deliver increases in efficiency and effectiveness on an unprecedented scale. At the same time, it may stimulate social changes at least as far‐reaching as those associated with the industrial revolution. This article provides a precise definition of virtual organization and undertakes to justify these claims about the new paradigm.  相似文献   

14.
虚拟团队类型及其对领导效能的影响机制   总被引:1,自引:0,他引:1  
韦雪艳  王重鸣 《软科学》2007,21(1):80-83
区分了虚拟团队与传统团队,探讨了区别不同类型的虚拟团队的关键特征。考虑到任务复杂性的关键角色决定了虚拟团队的内在特征及不同类型的团队承担的领导力的挑战,对有效管理虚拟团队的领导效能也进行了探讨。  相似文献   

15.
孙才志  张梦飞 《资源科学》2018,40(9):1843-1854
本文提出“海洋等效虚拟水”概念,以陆海统筹思想为指导,采取陆海同功能产品或服务可等效转换的思路,从食物、废水净化、发电三个角度分别提出“海洋食物等效虚拟水”、“海洋环境等效虚拟水”和“海洋能源等效虚拟水”。以中国沿海地区为研究区域,探究在海洋开发与利用过程中海洋产品或服务对陆地淡水资源的等效替代能力。研究结果显示,中国海洋等效虚拟水总量呈U型变化趋势,从2006年的182.05亿m3,先下降到2011年的145.03亿m3,又上升到2014年的165.68亿m3。研究期间海洋等效虚拟水含量占用水量的比例达6.4%,未来海水养殖等效虚拟水和海上风电等效虚拟水的显著增加将促进海洋等效虚拟水含量进一步升高。此外,本文根据中国海洋等效虚拟水结构性特征提出优化方向,并根据各省市海洋等效虚拟水结构性特征提出具体的优化设计,为中国沿海地区海洋等效虚拟水的发展提供借鉴。海洋等效虚拟水的稳定供给必须在海洋资源、环境可持续发展的前提下实现,合理利用海洋实现陆地水资源补充是解决沿海地区未来水资源难题的重要途径。  相似文献   

16.
This is a follow-up article toPhilip Brey's ``The ethics of representation andaction in Virtual Reality' (published in thisjournal in January 1999). Brey's call for moreanalysis of ethical issues of virtual reality(VR) is continued by further analyzing issuesin a specialized domain of VR – namelymulti-user environments. Several elements ofBrey's article are critiqued in order to givemore context and a framework for discussion.Issues surrounding representations ofcharacters in multi-user virtual realities aresurveyed in order to focus attention on theimportance of additional discussion andanalysis of specialized aspects of VR.  相似文献   

17.
In 2009 Dutch judges convicted several minors for theft of virtual items in the virtual worlds of online multiplayer computer games. From a legal point of view these convictions gave rise to the question whether virtual items should count as “objects” that can be “stolen” under criminal law. This legal question has both an ontological and a moral component. The question whether or not virtual items count as “objects” that can be “stolen” is an ontological question. The question whether or not they should count as such under criminal law is of a moral nature. The purpose of this paper is to answer both the ontological question and the moral question underlying the legal question.  相似文献   

18.
我国数字遗产继承现状研究   总被引:1,自引:0,他引:1  
数字遗产包括账号、密码、文字、声音、图片、影像、虚拟货币、游戏装备等。这些投入了大量的时间、精力,甚至金钱的虚拟财产在拥有者死后会不会像现实中的财产一样由亲人继承,目前还没有一个明确的答案。文章分析了数字遗产的概念,讨论了数字遗产在我国的继承现状及法学界的不同看法。  相似文献   

19.
虚拟科技企业孵化器以其在服务范围、服务效率等方面的独特优势,得到了越来越广泛的重视。作为一种新事物,其与创投的合作也遇到了新问题,需要新模式来解决。以公司治理学中的外部治理理论为基础,分析了虚拟科技企业孵化器与创业风险投资的合作基础即合作平台,总结了双方的三种合作模式,即基本模式、自由选择模式和信息平台模式,概括了各自的内涵、特点及运行机制,最后针对双方的特点,对合作策略进行了研究。  相似文献   

20.
吉鸿荣 《现代情报》2010,30(7):16-19,23
组织间信任对组织间知识转移的正向影响非常显著。文章从信任对虚拟企业组织间知识转移的影响分析入手,探讨虚拟企业组织间知识转移信任机制的构建:建立了虚拟企业组织间信任——知识转移的得益矩阵;将虚拟企业的组织间信任分为初始信任阶段、信任发展阶段、信任维护阶段、信任再发展阶段等4个阶段,并建立了虚拟企业组织间知识转移的信任机制模型。  相似文献   

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