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This article offers an analysis of intentionality for virtual objects and explores some of the ethical implications of this analysis. The main example which serves as a motivation for the article is the case of a Chinese gamer who, in 2005, committed murder in retaliation for the theft of a virtual object, the theft of his virtual dragon sabre. The intentional analysis reveals that the way in which we experience virtual objects shares a structural similarity with the way in which we experience physical objects. Both virtual and physical objects are accessible through action and intersubjectively available. The final part of the article introduces three ethical points based on the intentional analysis. First, virtual objects can have the same ethical significance as physical objects. Second, it will be important to consider empirical results on the factors which influence one’s subjective level of immersion in the virtual world. Finally, the intentional analysis of virtual objects suggests specific questions for future research.  相似文献   

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It has become commonplace to hold the view that virtual surrogates for the things that are good in life are inferior to their actual, authentic counterparts, including virtual education, virtual skill-demanding activities and virtual acts of creativity. Virtual friendship has also been argued to be inferior to traditional, embodied forms of friendship. Coupled with the view that virtual friendships threaten to replace actual ones, the conclusion is often made that we ought to concentrate our efforts on actual friendships rather than settle for virtual replacements. The purpose of this paper is to offer a balanced and empirically grounded analysis of the relative prudential value of actual and virtual friendship. That is, do actual and virtual friendships differ when it comes to enhancing our subjective well-being? In doing so, I will discuss a number of presuppositions that lie behind common criticisms of virtual friendship. This will include, among other considerations, their potential for replacing actual friendship, as well as the possibility for self-disclosure, trust, sharing and dynamic spread of happiness in virtual worlds. The purpose is not to arrive at a firm, normative conclusion, but rather to introduce a number of considerations that we should take into account in our individual deliberations over which role virtual friendships ought to have in our unique life situations.  相似文献   

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Whilst some philosophical progress has been made on the ethical evaluation of playing video games, the exact subject matter of this enquiry remains surprisingly opaque. ‘Virtual murder’, simulation, representation and more are found in a literature yet to settle into a tested and cohesive terminology. Querying the language of the virtual in particular, I suggest that it is at once inexplicit and laden with presuppositions potentially liable to hinder anyone aiming to construct general philosophical claims about an ethics of gameplay, for whom assumptions about the existence of ‘virtual’ counterparts to morally salient phenomena may prove untrustworthy. Ambiguously straddling the pictorial and the performative aspects of video gaming, the virtual leaves obscure the ways in which we become involved in gameplay, and particularly the natures of our intentions and attitudes whilst grappling with a game; furthermore, it remains unclear how we are to generalise across encounters with the virtual. I conclude by briefly noting one potential avenue of further enquiry into our modes of participation in games: into the differences which a moral examination of playfulness might make to ethical evaluation.  相似文献   

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This study investigates the positive and behavioral topic of screen golf, which is often regarded as the most commercially successful virtual reality sports game. Our team analyzed the decision-making process related to screen golf through the widely used the technology readiness and acceptance model to explain the relationships among technology readiness, belief in technology acceptance, and use intentions. The proposed model fit the data satisfactorily, and several of our hypotheses were supported. Structural equation modeling tested the nine hypotheses established based on a literature review, analyzing 350 valid responses obtained through online surveys. Perceived utility (ß = .519**) was the most influential factor in individuals’ plans to participate in the virtual sport. This means that practical considerations such as correcting individuals’ posture and improving their abilities should be prioritized when creating screen golf programs.  相似文献   

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Ethics and Information Technology - Are acts of violence performed in virtual environments ever morally wrong, even when no other persons are affected? While some such acts surely reflect deficient...  相似文献   

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The positive qualities of the Internet--anonymity, openness, and reproducibility have added a new ethical dimension to the privacy debate. This paper describes a new and significant way in which privacy is violated. A type of personal information, called virtual information is described and the effectiveness of techniques to protect this type of information is examined. This examination includes a discussion of technical approaches and professional standards as ways to address this violation of virtual information.  相似文献   

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Academics and business practitioners are intrigued by the factors that foster continued user engagement in virtual worlds (VWs). It is unclear how, and to what extent, existing theories can explain their continued use. As young people constitute the majority of VW users, understanding the reasons for their continued use intentions is important. Taking the distinctive features of VW services into account, such as the visibility of users’ actions to other users, we contextualize the Theory of Planned Behavior and investigate the role of teenagers’ attitudes, social influences and perceived behavioral control as the determinants of their continued intention to use VW. We then apply a set of constructs from prior Information Systems (IS) literature to decompose these constructs. By analyzing primary data collected from 923 users of Habbo Hotel, a leading virtual world for teenagers, this study confirms the role of users’ intrinsic motivation, interpersonal influence and self-efficacy as key constituents of sustained user engagement in VWs. In addition, we demonstrate that decomposing these three established constructs can capture many of the key contextual characteristics of VWs. The study contributes to the literature by showing that IS theories and constructs are appropriate for the VW setting and teenage users.  相似文献   

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In this paper,we will prove that the Bonnet surfaces can beclassified into three different types and the first or second types areequivalent to helicoidal surfaces(including surfaces of revolution andcylinders)under Bonnet deformations.  相似文献   

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This paper explores cultural understandings of virtual sexual ageplay in the online world of Second Life. Online sexual ageplay is the virtual simulation of child abuse by consensual adults operating in-world with child computer characters (avatars). Second Life is primarily governed by Community Standards which rely on residents (the users of Second Life) to recognise sexual ageplay and report it, which requires an appreciation of how residents view, understand and construct sexual ageplay. The research presented drew on 12 months of resident blog posts referring to sexual ageplay: 263 total, with 91 residents. The analysis of this talk explores the cultural understandings of this banned behaviour and beliefs about the nature of Second Life which underpin residents’ likelihood to report sexual ageplay and so comply with the Community Standards. In considering these issues the paper is able to highlight issues regarding the unique cultural position of abuse against children and key concerns which underpin the reporting behaviour of residents. Key considerations relate to defining online sexual activity and child avatars; the moral status of ‘reporters’, and sexual ageplay as a form of edgeplay; belief in the harmfulness of sexual ageplay and its relationship to real world behaviours.  相似文献   

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This paper reports an experiment that investigates how feedback about co-worker's performance and anonymity affect a team member's performance in an idea generation task conducted asynchronously. The results indicated that there was no main effect of anonymity: anonymity by itself did not affect group performance. Receiving information about co-worker's performance increased group performance; however, the perceived level of co-worker's performance did not affect group performance. Participants who perceived that their co-workers had high performance experienced significantly more social comparison with identified input than with anonymous input. However, this motivation gain did not translate into a performance gain. Implications of these results and future research are discussed.  相似文献   

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I.TheTragediesofShakespeare1.1.AnAnalysisoftherolesinShakespeare’stragediesTake“Hamlet”asexamples:Hamletisaboutanemotionallyscarredyoungmantryingtoavengethemurderofhisfather,theking.TheghostofHamlet'sfatherappearstoHamlet,tellinghimthathewasmurderedbyhisbrother,Claudius,whohasnowbecometheking.ClaudiushasalsomarriedGertrude,theoldking'swidowandHamlet'smother.Hamletisappalledbyhismother'sactionsandbywhattheghosttellshimaboutClaudius'scold-bloodedmurderofhisownbrother.Tobuytimetoplothisr…  相似文献   

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Let [m/n]_f be the matrix Padé approximant (MPA, left-or righthanded) for a given matrix-valued power series f. Let T_(m,n)~n, be the operator which maps f to [m/n]_f. It is well known that in the scalar. case T_(m,n)~n satisfies a (local) Lipschitz condition if and only if [m/n]_f has a zero defect. However, in the matrix case we are confronted with the difficulty that we cannot give a definition of defect.In this paper, an explicit expression of MPA is given and a result about the continuity of the matrix Padé operator is obtained.  相似文献   

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<正>Chinese Academy of Sciences and the German National Academy of Sciences Leopoldina stand united in their endeavor to promote the scientific spirit and to increase scientific excellence. The oldest academy in the West and the strongest academy in the East make the following declaration on the role and value of basic research and scientific advancement.Humankind is facing a broad range of serious challenges which are of global nature and effect. Examples are climate change, resource shortage or an uneven development, which  相似文献   

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Today mankind is in a transition period to a new knowledge age. Both China and Germany entered the knowledge society at different times and under quite different circumstances. At the start of the 21st century, however, both countries are faced with similar challenges and are well equipped not the least due to the steadfast and trusting ties that have linked the Max Planck Society for the Advancement of Science and the Chinese Academy of Sciences. When the first steps in this cooperative endeavor were taken in 1974, the prospects were more than vague. But it only took a few years until solid cooperative initiatives took shape based on  相似文献   

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Under the guiding principles of the third amendment to the Patent Law,we,in the process of revising the Law, should"fully summerise the experience we have accumulat- ed in the enforcement of the patent system in China,look closely again into the provisions thereof,and better adapt  相似文献   

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