Farnaz Alemi 2007 1 Volume 11, Issue 2 Fall 2007 an AVATAR's DAY in COURT
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Misure Critiche Rivista Semestrale Di Letteratura
misure critiche Rivista semestrale di letteratura Nuova Serie ANNO XVI numero 1-2 2017 La Fenice CASA EDITRICE Fondatore GIOACCHINO PAPARELLI Direttore SEBASTIANO MARTELLI Comitato scientifico EPIFANIO AJELLO - ANGELO CARDILLO - IRENE CHIRICO - DOMENICA FALARDO EMILIO GIORDANO - ROSA GIULIO - ALBERTO GRANESE - EMMA GRIMALDI ANTONIA LEZZA - SEBASTIANO MARTELLI - MILENA MONTANILE - LUIGI MONTELLA LAURA PAOLINO - ANTONIO PIETROPAOLI - LUIGI REINA - GIORGIO SICA - ROSA TROIANO Redazione FEDERICA CAIAZZO - EMANUELA FERRAUTO [email protected] Segreteria di Redazione ANTONIO ELEFANTE [email protected] Direzione e Redazione Dipartimento di Studi Umanistici - Sezione Italianistica Università degli Studi di Salerno Via Giovanni Paolo II, 132 84084 Fisciano (SA) Amministrazione “La Fenice” Casa Editrice Via Porta Elina, 23 Tel. 089 226486 84121 Salerno Responsabile POMPEO ONESTI La Rivista si avvale di un Comitato di referee anonimi cui i testi vengono sottoposti per un preliminare vaglio scientifico. Questo fascicolo della rivista è pubblicato con un contributo del Dipartimento di Studi Umanistici - Sezione di Italianistica dell'Università degli Studi di Salerno Versamenti: C.C. P. 55967046 intestato a “La Fenice” di Onesti Simona Emma & C. s.a.s.; Bonifico bancario IT75P07601152000000055967046 a “La Fenice” di Onesti Simona Emma & C. s.a.s. - 84100 Salerno - Abbonamento Annuo 51,64 - estero 80,00 - Prezzo di un fascicolo 25,82 - Numeri doppi 51,64 Autorizzazione del tribunale di Salerno n. 366 del 28 - 12 - 1971 Pubblicazione semestrale, spedizione in abbonamento postale gruppo IV MISURE CRITICHE Nuova Serie ANNO XVI, n. 1-2 Gennaio – Dicembre 2017 Saggi DOMENICA FALARDO, Sulle Rime di Paolo Pacello pag. 5 MIRELLA MASIERI, I Capitoli erotici di Giovanni Francesco Bini » 30 MORENO SAVORETTI, «El morire è una favola». -
Violent Victimization in Cyberspace: an Analysis of Place, Conduct, Perception, and Law
Violent Victimization in Cyberspace: An Analysis of Place, Conduct, Perception, and Law by Hilary Kim Morden B.A. (Hons), University of the Fraser Valley, 2010 Thesis submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts IN THE SCHOOL OF CRIMINOLOGY FACULTY OF ARTS AND SOCIAL SCIENCES © Hilary Kim Morden 2012 SIMON FRASER UNIVERSITY Summer 2012 All rights reserved. However, in accordance with the Copyright Act of Canada, this work may be reproduced, without authorization, under the conditions for “Fair Dealing.” Therefore, limited reproduction of this work for the purposes of private study, research, criticism, review and news reporting is likely to be in accordance with the law, particularly if cited appropriately. Approval Name: Hilary Kim Morden Degree: Master of Arts (School of Criminology) Title of Thesis: Violent Victimization in Cyberspace: An Analysis of Place, Conduct, Perception, and Law Examining Committee: Chair: Dr. William Glackman, Associate Director Graduate Programs Dr. Brian Burtch Senior Supervisor Professor, School of Criminology Dr. Sara Smyth Supervisor Assistant Professor, School of Criminology Dr. Gregory Urbas External Examiner Senior Lecturer, Department of Law Australian National University Date Defended/Approved: July 13, 2012 ii Partial Copyright Licence iii Abstract The anonymity, affordability, and accessibility of the Internet can shelter individuals who perpetrate violent acts online. In Canada, some of these acts are prosecuted under existing criminal law statutes (e.g., cyber-stalking, under harassment, s. 264, and cyber- bullying, under intimidation, s. 423[1]). However, it is unclear whether victims of other online behaviours such as cyber-rape and organized griefing have any established legal recourse. -
Social Capital in Second Life Introduction
Social Capital in Second Life Huvila, I.; Holmberg, K.; Ek, S. & Widén-Wulff, G. Preprint of Huvila, I.; Holmberg, K.; Ek, S. & Widén-Wulff, G. Social Capital in Second Life. Online Information Review, 2010, 34 (3), 295-316. Purpose: Second Life is a user-created online virtual world, which is a place where people with shared interests can meet and be together and share information. The purpose of this study is to investigate whether Second Life communities foster and nurture social capital, whether social capital within Second Life is related to social capital outside the virtual world, whether some characteristics affect the likelihood of users having social capital, and whether some existing measure of social capital can be modified and used to study social capital in Second Life. Design/methodology/approach: Study is based on a statistical analysis of data gathered in a web survey of a convenience sample (N=67) of Second Life residents. The social capital measure used was based on Bullen and Onyx, 1998. Findings: Second Life is an environment that fosters the emergence of social capital. Residents, who consider themselves as producers, have higher levels of social capital than those, who consider themselves as non-producers. Having social capital within Second Life is unrelated to having social capital outside the virtual world. Consistency of the instrument proved to be excellent for measuring social capital within Second Life and good outside the virtual world. Research limitations/implications: Small sample size and the composition of the research population limit the possibilities to generalise the findings. Practical implications: Second Life is a potent environment for community building and collective action. -
The Big Brother Television Audience
The Corinthian Volume 4 Article 1 2002 Reality Television Goes Interactive: The Big Brother Television Audience Lisa Gandy Georgia College & State University Lisa McChristian Elon College Follow this and additional works at: https://kb.gcsu.edu/thecorinthian Part of the Mass Communication Commons Recommended Citation Gandy, Lisa and McChristian, Lisa (2002) "Reality Television Goes Interactive: The Big Brother Television Audience," The Corinthian: Vol. 4 , Article 1. Available at: https://kb.gcsu.edu/thecorinthian/vol4/iss1/1 This Article is brought to you for free and open access by the Undergraduate Research at Knowledge Box. It has been accepted for inclusion in The Corinthian by an authorized editor of Knowledge Box. Reality Television Goes Interactive Reality Television Goes Interactive: The Big Brother Television Audience Lisa Gandy Lisa McChristian Student Group Leader Student Group Leader Georgia College & State University Elon College Abstract Reality television was taken to a new realm in the summer of 2000. Television audiences and Internet audiences were married through a voyeuristic, interactive experience. This study attempted to better understand the audience attracted to these interactive, realistic tel evision shows. Utilizing previous studies on audience interactivity, a random telephone survey of Big Brother viewers was administered. Big Brother viewers that browsed the show's website before and after the show were demographically more likely to be younger, more educated, and own computers. Big Brother website visitors were significantly more likely to plan to watch the television show, eliminate distractions to that viewing and be more involved during the television show than non-Internet website users. Introduction This project attempted to learn more about the viewers and lev els of audience interactivity of the new, voyeuristic CBS television show Big Brother. -
Austin Games Conference 2005
Why are we here? 28 th october 2005 Austin games conference profesSor Richard A. Bartle University of esSEx introduction • It is a truth universally acknowledged… • that I’ve called this talk “why are we here?” – I include as “we” those who would have been here if they hadn’t been out ”Networking” until 2:30am this morning • I do mean the question quite literally: why are any of us in this location right now ? • This is actually a meaningful question… 1 Deep and meaningful Put another way • Point of fact: you are All goinG to DIE • Given this information, why are you here ? In this converted balLroOm ? • Why aren’t you in – paris? – China? – Darfur? – Bed? – World of warcraft ? • Hmm, I guess some of you are in there… 2 Short answer • Well, you’re here because you’re mMorpg developers and this is a mmorpg developers’ conference – officially, “networked game development” conference… • [aside: I’m gonna call them virtual worlds , not mMorpgs ] – I’m not giving up on my book’s title yet , dammit! • But this leads to another question: Another question • Why are you [mmorpg] virtual world developers? • Why aren’t you – regular game developers? – Novelists? – Truck drivers? – Nuclear power station software engineers? – Lawyers? – level 80 on runescape with 2 blue masks, 2 green masks, 2 santa hats and a red party hat ? • “Because it would cost me $5,100 on ebay” (44 bids, 13 hours to go, and simbatamer realLy wants it) 3 hackers • Notice the subtitle answers • Some posSible answers: – You’re a vw developer Purely by acCident – You wanted a -
Introduction to Second Life
Announcement Introduction to NEXT TUESDAY (25th November) and THURSDAY Second Life (27th November) we will have invited speakers in CL1: Tuesday 25th: “Cookie Monsters, star fish and Computer Literacy1 Lecture 27 glowing pumpkins: the bizarre world of learning 20/11/2008 in Second Life” a talk by Judy Robertson and Nicole Cargill-Kipar NOTE: ROOM CHANGE FOR ABOVE TALK!!! We will be in AT Lecture Theater 5 !!!! Thursday 28th: “Ph@ttsessionz” a talk by Christoph Draxler Topics Second Life Introduction Second Life (SL) Released on 23 June 2003 Client Created by Linden Labs Virtual Reality Second Life is the name of the virtual world Avatars Technology used for Second Life they created online Second Life at Universities To interact with this world the user needs to download a client program: Second Life Viewer 1 Client program What is Second Life? A client program allows you to access a It’s a social network remote service to a server A very advanced social network Web browsers for example are clients And its also a metaverse = virtual world Online chats are using clients e.g. Skype Metaverse implies that the virtual world appears as an urban environment to its user Second Life is said to be currently the only three-dimensional virtual world Virtual Reality Second Life Terms Virtual reality allows the user to interact with Resident: a computer simulated environment Every user of Second Life is a resident Currently most virtual experiences are made Avatar: visually, only a few can add sound or other sensory information The basic avatar is of human appearance, in the beginning of SL one default appearance looked Where is it used? cat- or fox-like (neko avatar) Computer games, surgery simulation in medicine, phobia treatment in therapy, etc. -
My Intellectual Property Is Trapped: Second Life, Conflicting Ownership Claims and the Problem of Access Megan B
Richmond Journal of Law and Technology Volume 15 | Issue 1 Article 4 2008 Help! My Intellectual Property Is Trapped: Second Life, Conflicting Ownership Claims And The Problem Of Access Megan B. Caramore University of Richmond Follow this and additional works at: http://scholarship.richmond.edu/jolt Part of the Intellectual Property Law Commons Recommended Citation Megan B. Caramore, Help! My Intellectual Property Is Trapped: Second Life, Conflicting Ownership Claims And The Problem Of Access, 15 Rich. J.L. & Tech 3 (2008). Available at: http://scholarship.richmond.edu/jolt/vol15/iss1/4 This Article is brought to you for free and open access by UR Scholarship Repository. It has been accepted for inclusion in Richmond Journal of Law and Technology by an authorized administrator of UR Scholarship Repository. For more information, please contact [email protected]. Richmond Journal of Law & Technology Volume XV, Issue 1 HELP! MY INTELLECTUAL PROPERTY IS TRAPPED: SECOND LIFE, CONFLICTING OWNERSHIP CLAIMS AND THE PROBLEM OF ACCESS By: Megan B. Caramore∗ Cite as: Megan B. Caramore, Help! My Intellectual Property Is Trapped: Second Life, Conflicting Ownership Claims and the Problem of Access, XV RICH. J.L. & TECH. 3 (2008), http://law.richmond.edu/jolt/v15i1/article3.pdf. I. INTRODUCTION [1] The controversy over ownership of virtual “real” property and intellectual property rights within online games has existed for nearly as long as the technology to create such games.1 Previously, the owners of virtual worlds possessed sole control over everything within the world as a result of rather strict terms contained in their user licensing agreements.2 Lately, this controversy has acquired a new dimension in a rapidly expanding game called Second Life.3 Second Life is different from most online games because it expressly guarantees its users the rights to content ∗ The author will receive her J.D. -
Bojin-Diss-Library Copy
Exploring the Notion of ‘Grinding’ in Massively Multiplayer Online Role Playing Gamer Discourse: The Case of Guild Wars by Nis Bojin M.A. (Communication & Culture), York University, 2005 B.A. (Psychology/Classical Studies Double Major), York University, 2000 Dissertation Submitted In Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy In the School of Interactive Arts and Technology Faculty of Communication, Art and Technology © Nis Bojin 2013 SIMON FRASER UNIVERSITY Summer 2013 Approval Name: Nis Bojin Degree: Doctor of Philosophy Title of Thesis: Exploring the Notion of ‘Grinding’ in Massively Multiplayer Online Role Player Gamer Discourse Examining Committee: Chair: Halil Erhan Assistant Professor (SFU-SIAT) John Bowes Senior Supervisor Professor, Program Director (SFU- SIAT) Suzanne de Castell Co-Supervisor Professor (University of Ontario Institute of Technology) Jim Bizzocchi Supervisor Associate Professor (SFU-SIAT) Carman Neustaedter Internal Examiner Assistant Professor (SFU-SIAT) Sean Gouglas External Examiner Associate Professor, Department of Anthropology (University of Alberta) Date Defended/Approved: May 29, 2013 ii Partial Copyright License iii Ethics Statement The author, whose name appears on the title page of this work, has obtained, for the research described in this work, either: a. human research ethics approval from the Simon Fraser University Office of Research Ethics, or b. advance approval of the animal care protocol from the University Animal Care Committee of Simon Fraser University; or has conducted the research c. as a co-investigator, collaborator or research assistant in a research project approved in advance, or d. as a member of a course approved in advance for minimal risk human research, by the Office of Research Ethics. -
Matteo Garrone's Reality:The Big Brother Spectacle and Its Rupture
Bucknell University Bucknell Digital Commons Faculty Journal Articles Faculty Scholarship Winter 1-1-2016 Matteo Garrone's Reality:The Big Brother Spectacle and its Rupture Anna Paparcone Bronner Bucknell University, [email protected] Follow this and additional works at: https://digitalcommons.bucknell.edu/fac_journ Part of the Composition Commons, Italian Literature Commons, Music Performance Commons, Television Commons, and the Visual Studies Commons Recommended Citation Bronner, Anna Paparcone. "Matteo Garrone's Reality:The Big Brother Spectacle and its Rupture." MLN (2016) : 270-289. This Article is brought to you for free and open access by the Faculty Scholarship at Bucknell Digital Commons. It has been accepted for inclusion in Faculty Journal Articles by an authorized administrator of Bucknell Digital Commons. For more information, please contact [email protected]. 0DWWHR*DUURQH·V5HDOLW\7KH%LJ%URWKHU6SHFWDFOHDQG,WV5XSWXUH $QQD3DSDUFRQH 0/19ROXPH1XPEHU-DQXDU\ ,WDOLDQ,VVXH SS $UWLFOH 3XEOLVKHGE\-RKQV+RSNLQV8QLYHUVLW\3UHVV '2,POQ )RUDGGLWLRQDOLQIRUPDWLRQDERXWWKLVDUWLFOH KWWSVPXVHMKXHGXDUWLFOH Access provided by Cornell University (4 May 2016 02:10 GMT) Matteo Garrone’s Reality: The Big Brother Spectacle and Its Rupture ❦ Anna Paparcone In his 1967 seminal work The Society of the Spectacle, Guy Debord wrote: “In societies where modern conditions of production prevail, all of life presents itself as an immense accumulation of spectacles. Everything that was directly lived has moved away into representation” (thesis 1). The opening of Debord’s book aptly describes what occurs in Matteo Garrone’s 2012 filmReality whose protagonist, an exuberant fishmonger by the name of Luciano Ciotola, becomes obsessed with his participation in the reality TV show Big Brother to the point that his entire life turns into a spectacle. -
Virtual Worlds and Criminality
Virtual Worlds and Criminality . Kai Cornelius l Dieter Hermann Editors Virtual Worlds and Criminality Editors Dr. Kai Cornelius, LL.M. Prof. Dr. Dieter Hermann Institute for German European and Institute of Criminology International Criminal Law University of Heidelberg University of Heidelberg Friedrich-Ebert-Anlage 6-10 Friedrich-Ebert-Anlage 6-10 69117 Heidelberg 69117 Heidelberg Germany Germany [email protected] [email protected] ISBN 978-3-642-20822-5 e-ISBN 978-3-642-20823-2 DOI 10.1007/978-3-642-20823-2 Springer Heidelberg Dordrecht London New York Library of Congress Control Number: 2011933553 # Springer-Verlag Berlin Heidelberg 2011 This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilm or in any other way, and storage in data banks. Duplication of this publication or parts thereof is permitted only under the provisions of the German Copyright Law of September 9, 1965, in its current version, and permission for use must always be obtained from Springer. Violations are liable to prosecution under the German Copyright Law. The use of general descriptive names, registered names, trademarks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. Printed on acid-free paper Springer is part of Springer Science+Business Media (www.springer.com) Preface The fusion between virtuality and reality has achieved a new quality of experience by the establishment of metaverses and virtual worlds. -
Hungary and the Holocaust Confrontation with the Past
UNITED STATES HOLOCAUST MEMORIAL MUSEUM CENTER FOR ADVANCED HOLOCAUST STUDIES Hungary and the Holocaust Confrontation with the Past Symposium Proceedings W A S H I N G T O N , D. C. Hungary and the Holocaust Confrontation with the Past Symposium Proceedings CENTER FOR ADVANCED HOLOCAUST STUDIES UNITED STATES HOLOCAUST MEMORIAL MUSEUM 2001 The assertions, opinions, and conclusions in this occasional paper are those of the authors. They do not necessarily reflect those of the United States Holocaust Memorial Council or of the United States Holocaust Memorial Museum. Third printing, March 2004 Copyright © 2001 by Rabbi Laszlo Berkowits, assigned to the United States Holocaust Memorial Museum; Copyright © 2001 by Randolph L. Braham, assigned to the United States Holocaust Memorial Museum; Copyright © 2001 by Tim Cole, assigned to the United States Holocaust Memorial Museum; Copyright © 2001 by István Deák, assigned to the United States Holocaust Memorial Museum; Copyright © 2001 by Eva Hevesi Ehrlich, assigned to the United States Holocaust Memorial Museum; Copyright © 2001 by Charles Fenyvesi; Copyright © 2001 by Paul Hanebrink, assigned to the United States Holocaust Memorial Museum; Copyright © 2001 by Albert Lichtmann, assigned to the United States Holocaust Memorial Museum; Copyright © 2001 by George S. Pick, assigned to the United States Holocaust Memorial Museum In Charles Fenyvesi's contribution “The World that Was Lost,” four stanzas from Czeslaw Milosz's poem “Dedication” are reprinted with the permission of the author. Contents -
Lessons from Second Life: Collective Hopes, Unrealized Potentialities
fiph. JOURNAL Ausgabe Nr. 30 / Oktober 2017 philosophie heterotop Kira at Second Life, screenshots philosophie heterotop Unter dieser Rubrik werden Formate, Personen und Institutionen vorgestellt, die an „anderen Orten“, jenseits des Universitären, philosophieren, ebenso wie Philosophie, die „andere Orte“ erzeugt bzw. erfahrbar macht. Lessons from Second Life: Collective Hopes, Unrealized Potentialities Yoko Arisaka Second Life is an online 3-D „infrastructure“ developed The applications of SL are numerous as much as unlimited. It by Linden Lab (San Francisco) in 2003. It is not a video can be used as: game, in that there are no „objectives and rules“. It is ■ Social Space (Meeting people, common interests, fantasy, conceived as a virtual world of „avatar residents“ cre- sex) ating their own worlds. During 2012, I had a chance ■ Education (Universities, labs, interest-based institutions, to teach an online philosophy seminar once a month. classes) There are unlimited potentialities in SL (Second Life) as ■ Art (exhibitions, music concerts, shows, theater) the creators rightly imagined, but there are also a num- ■ Embassies (Maldives, Sweden, Estonia, Colombia, Serbia, ber of potential problems, as I have observed. Macedonia, Philippines, Albania all had Embassies in SL) ■ Religion (First Unitarian Church, Islam Online, By 2006, SL had 1 million Users; by 2010, up to 21 Million. Atheists, other groups had their institutions in SL) However, the numbers declined and today, there are about ■ History (1920s Berlin Project, 1880s Victorian London) 600,000 active users worldwide. Everyday, up to 50,000 ■ Investment and Marketing users are online at the same time in different sub-worlds ■ Science Collaboration (American Chemical Society, (which are rated „General“, „Moderate“ and „Adult“).