Fanfiction: Morality Challenges in Hyperreality Worlds Ellita Permata Widjayanti1 and Chaerul Anwar2
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Hyperreality and Virtual Worlds: When the Virtual Is Real
sphera.ucam.edu ISSNe: 2695-5725 ● Número 19 ● Vol.II ● Año 2019 ● pp. 36-58 Hyperreality and virtual worlds: when the virtual is real Paulo M. Barroso, Polytechnic Institute of Viseu (Portugal) [email protected] Received: 12/11/19 ● Accepted: 10/12/19 ● Published: 19/12/19 How to reference this paper: Barroso, Paulo M. (2019). Hyperreality and virtual worlds: when the virtual is real, Sphera Publica, 2(19), 36‐58. Abstract This article questions what is hyperreality and underlines the role of the signs/images fostering the perception of a virtual world. It argues the potentiality of signs as artefacts. Starting from Agamben’s perspective regarding contemporary, the hyperreality is understood as a modern, visual and mass manifestation of the need for simulacra in a non-referential virtual world. How hyperreality, spectacle, simulation, and appearance emerge out of reality? What is authentic or real are issues raised using images and technological devices. The images are popular and amplify the effects of distraction and social alienation. The image is immediately absorbed, spectacular, attractive, a peculiar ready-to-think that eliminates or dilutes the concepts and produces a fast culture. Through a reflexive strategy, this article is conceptual (it has no case study or empirical work) and has the purpose of problematize the experience of hyperreality, which is reshaping and restructuring patterns of social life and social interdependence, and the ways we see, think, feel, act or just mean and interpret the reality. Keywords Hyperreality, image, real, virtual worlds, technology Barroso Hiperrealidad y mundos virtuales Hiperrealidad y mundos virtuales: cuando lo virtual es real Paulo M. -
The Publishing Plan
NONFICTIONTHE BOOK PUBLISHING PLAN THE PROFESSIONAL GUIDE TO PROFITABLE SELF-PUBLISHING STEPHANIE CHANDLER KARL W. PALACHUK Copyright © 2018 by Stephanie Chandler and Karl W. Palachuk. All rights reserved. No part of this publication may be reproduced, stored in a retrieval sys- tem, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning, or otherwise, without the prior written permission of the author. Limit of Liability/Disclaimer of Warranty: While the publisher and author have used their best efforts in preparing this book, they make no representa- tions or warranties with respect to the accuracy or completeness of the con- tents of this book and specifically disclaim any implied warranties of mer- chantability or fitness for a particular purpose. No warranty may be created or extended by sales representatives or written sales materials. The advice and strategies contained herein may not be suitable for your situation. You should consult with a professional when appropriate. Neither the publisher nor the author shall be liable for any loss of profit or any other commer- cial damages, including but not limited to special, incidental, consequential, personal, or other damages. The Nonfiction Book Publishing Plan The Professional Guide to Profitable Self-Publishing By Stephanie Chandler and Karl W. Palachuk 1. LAN027000 2. LAN002000 3. REF026000 Print ISBN: 978-1-949642-00-1 Ebook ISBN: 978-1-949642-01-8 Printed in the United States of America Authority Publishing 11230 Gold Express Dr. #310-413 Gold River, CA 95670 800-877-1097 AuthorityPublishing.com CONTENTS Chapter 1: The Business of Self-Publishing Nonfiction Books . -
Art and Hyperreality Alfredo Martin-Perez University of Texas at El Paso, [email protected]
University of Texas at El Paso DigitalCommons@UTEP Open Access Theses & Dissertations 2014-01-01 Art and Hyperreality Alfredo Martin-Perez University of Texas at El Paso, [email protected] Follow this and additional works at: https://digitalcommons.utep.edu/open_etd Part of the Philosophy Commons, and the Theory and Criticism Commons Recommended Citation Martin-Perez, Alfredo, "Art and Hyperreality" (2014). Open Access Theses & Dissertations. 1290. https://digitalcommons.utep.edu/open_etd/1290 This is brought to you for free and open access by DigitalCommons@UTEP. It has been accepted for inclusion in Open Access Theses & Dissertations by an authorized administrator of DigitalCommons@UTEP. For more information, please contact [email protected]. HYPERREALITY & ART A RECONSIDERATION OF THE NOTION OF ART ALFREDO MARTIN-PEREZ Department of Philosophy APPROVED: Jules Simon, Ph.D. Mark A. Moffett, Ph.D. Jose De Pierola, Ph.D. ___________________________________________ Charles Ambler, Ph.D. Dean of the Graduate School Copyright © By Alfredo Martin-Perez 2014 HYPERREALITY & ART A RECONSIDERATION OF THE NOTION OF ART by ALFREDO MARTIN-PEREZ Thesis Presented to the Faculty of the Graduate School of The University of Texas at El Paso in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS Department of Philosophy THE UNIVERSITY OF TEXAS AT EL PASO December 2014 ACKNOWLEDGMENTS I would like to thank my daughters, Ruby, Perla, and Esmeralda, for their loving emo- tional support during the stressing times while doing this thesis, and throughout my academic work. This humble work is dedicated to my grandchildren. Kimberly, Angel, Danny, Freddy, Desiray, Alyssa, Noe, and Isabel, and to the soon to be born, great-grand daughter Evelyn. -
Beneke Simone 2019.Pdf (4.953Mb)
THE HIDDEN WORLD OF GAMING AN EXPLORATION OF PRE-PRODUCTION DESIGN, HYPERREALISM, AND ITS FUNCTION IN ESTABLISHING CONCEPTUAL AND AESTHETIC VISUALISATION, CHARACTERISATION AND NARRATIVE STRUCTURE By Simone Beneke Student No.: 212505903 Submitted in fulfilment of the requirements for the degree of Master of Arts in the School of Humanities, University of KwaZulu-Natal Supervisor: Michelle Stewart 2019 Declaration I, Simone Beneke, declare that: 1. The research reported in this thesis, except where otherwise indicated, is my original research. 2. This thesis has not been submitted for any degree or examination at any other university. 3. This thesis does not contain other persons’ data, pictures, graphs or other information, unless specifically acknowledged as being sourced from other persons. 4. This thesis does not contain other persons' writing, unless specifically acknowledged as being sourced from other researchers. Where other written sources have been quoted, then: a. their words have been re-written, but the general information attributed to them has been referenced b. where their exact words have been used, then their writing has been placed in italics and inside quotation marks and referenced. 5. This thesis does not contain text, graphics or tables copied and pasted from the internet, unless specifically acknowledged, with the source being detailed in the thesis and in the References sections. Simone Beneke Student Name _______________ Signature 8th of August 2019 Date _______________ Name of Supervisor _______________ Signature _____________ Date ii Dedication I would like to dedicate this body of work to my husband Niall for his amazing continual support and belief in me as well as the energy boosting cups of tea he makes and my parents Johann and Chyrine for their love and support throughout my academic journey. -
Ebook Market of The
Valitse kohde. - VALITSE KOHDE. VALITSE KOHDE. EBOOK MARKET OF THE USA Litnet case Author/s: Andrii Tytenko eSAVONIA UNIVERSITY OF APPLIED SCIENCES THESIS Abstract Field of Study Social Sciences, Business and Administration Degree Programme Degree Programme in International Business Author(s) Andrii Tytenko Title of Thesis eBook market of the USA: Litnet case Date 14.12.2019 Pages/Appendices 49 Supervisor(s) Virpi Oksanen, Ari Pitkänen Client Organisation /Partners Litnet Abstract The eBook market in the USA is the largest English-speaking eBook market. The purpose of the thesis was to do profound research on the eBook market in the USA for the case company Litnet. The importance of this research derives from the case company’s interest in the market. The research conducted for Litnet was made by utiliZing several marketing research frameworks such as PEST analysis, Porter’s Five Forces model, and SWOT analysis. Both qualitative and quantitative research methods were applied in the study. The research discovered that the overall attractiveness of the US market is high for Litnet. The research showed that the industry infrastructure is favourable. The market is characterized by a high level of rivalry and low en- trance barriers. There are different models of eBooks distribution, such as traditional per copy sales, subscription services, and pay per chapter services. The market may experience pressure from audiobooks and print books sales. Litnet may use the differentiation strategy to escape the direct competition in the market. The research gives an overview of the eBook market in the USA and analyses prerequisites for Litnet's possible market strate- gies. -
Ipad Educational Apps This List of Apps Was Compiled by the Following Individuals on Behalf of Innovative Educator Consulting: Naomi Harm Jenna Linskens Tim Nielsen
iPad Educational Apps This list of apps was compiled by the following individuals on behalf of Innovative Educator Consulting: Naomi Harm Jenna Linskens Tim Nielsen INNOVATIVE 295 South Marina Drive Brownsville, MN 55919 Home: (507) 750-0506 Cell: (608) 386-2018 EDUCATOR Email: [email protected] Website: http://naomiharm.org CONSULTING Inspired Technology Leadership to Transform Teaching & Learning CONTENTS Art ............................................................................................................... 3 Creativity and Digital Production ................................................................. 5 eBook Applications .................................................................................... 13 Foreign Language ....................................................................................... 22 Music ........................................................................................................ 25 PE / Health ................................................................................................ 27 Special Needs ............................................................................................ 29 STEM - General .......................................................................................... 47 STEM - Science ........................................................................................... 48 STEM - Technology ..................................................................................... 51 STEM - Engineering ................................................................................... -
No Bull Self-Promotion for Independent Authors No Bull Self-Promotion for Independent Authors
Digital Proofer No Bull Self-Promoti... Authored by Jennifer-Crystal J... 6.0" x 9.0" (15.24 x 22.86 cm) Black & White on White paper 130 pages ISBN-13: 9781544744773 No Bull Self-Publishing presents… ISBN-10: 1544744773 Please carefully review your Digital Proof download for formatting, grammar, and design issues that may need to be corrected. No Bull Self-Promotion We recommend that you review your book three times, with each time focusing on a different aspect. Check the format, including headers, footers, page 1 numbers, spacing, table of contents, and index. for Independent Authors 2 Review any images or graphics and captions if applicable. 3 Read the book for grammatical errors and typos. Jennifer-Crystal Johnson Once you are satisfied with your review, you can approve your proof and move forward to the next step in the publishing process. To print this proof we recommend that you scale the PDF to fit the size of your printer paper. www.NoBullSelfPublishing.com No Bull Self-Promotion for Independent Authors No Bull Self-Promotion for Independent Authors www.NoBullSelfPublishing.com www.NoBullSelfPublishing.com Copyright © 2015-2017 by Jennifer-Crystal Johnson Need to Learn the “How to” Part? All rights reserved. No part of this publication may be reproduced, distributed, or transmitted in any form or by any means, including Before we get into the nitty-gritty of marketing your books, where photocopying, recording, or other electronic or mechanical are you in your publishing process? If you’re still writing your book, methods, without the prior written permission of the publisher, great! That’s the perfect place to be while you’re learning about except in the case of brief quotations embodied in critical reviews everything you should do once your book gets close to publication and certain other noncommercial uses permitted by copyright law. -
Collaborative Production and the Transformation of Publishing: the Case of Wattpad Rosamund Davies University of Greenwich
CHAPTER FOUR Collaborative Production and the Transformation of Publishing: The Case of Wattpad Rosamund Davies University of Greenwich Collaborative production is another way to describe what Bauwens terms peer-to-peer (P2P) production, whereby P2P collaborators work together to construct a shared commons and use value (Bauwens, 2005). This approach to production has been enabled on a large scale by the widespread availabil- ity, low cost and connectivity of digital technologies (Bauwens, 2005, Benkler, 2006). Examples of such practices might include the open software movement, crowdsourcing and crowdfunding initiatives, MMOGs (massively multiplayer online games) and fandoms, among others. Although the core aims and val- ues of collaborative production and its products are generally understood to be non-market based, many of its manifestations are interdependent with the market-based economy (Bauwens, 2005, Benkler, 2006, Jenkins, 2013, Arvids- son, 2013), as we shall go on to examine. The social reading and writing platform, Wattpad, offers a fairly recent exam- ple of such collaborative production. Wattpad is a digital enterprise, founded in How to cite this book chapter: Davies, R. 2017. Collaborative Production and the Transformation of Publishing: The Case of Wattpad. In: Graham, J. and Gandini, A. (eds.). Collaborative Production in the Creative Industries. Pp. 51–67. London: University of Westminster Press. DOI: https://doi.org/10.16997/book4.d. License: CC-BY-NC- ND 4.0 52 Collaborative Production in the Creative Industries 2008 in Canada, but with a global user base of 40 million at the time of writing (Wattpad, 2016a). Around 80 per cent of this user base is 30 years old or under (around 40 per cent 13-17 and 40 per cent 18-30 year olds) (Wattpad, 2016f). -
Virtual Reality: Hype, Reality, and Hyperreality
Virtual Reality: Hype, Reality, and Hyperreality John P. Sullins Ph.D. 2002, Ph.D in Philosophy, Computers and Cognitive Science, Binghamton University Sonoma State University Philosophy Department. 2003- Virtual, Real and Hyperreal • Use of technology in cultural production • Technology + • Noetic: how we understand the world • Refers to how technologies are changing our perceptions and therefore our understanding of our world • A term that is used in digital arts TECHNOETIC THE FUTURE OF VIRTUAL REALITY | PHIL KAUFFOLD | TEDXSONOMACOUNTY PSYCHOLOGICAL SKEPTICISM • You feel that you are in good reality contact • But psychology tells us that that is wrong • What you are experiencing as reality is your own personal version of reality, and that it may or may not be the same as the reality being experienced right now by others around you • You might disagree, or might think the idea is crazy • We will use our critical thinking skills now to explore this unsettling idea HOW DO YOU KNOW WHERE YOU ARE AND WHAT IS HAPPENING RIGHT NOW? WHY DID YOU SIT IN THE CHAIR THAT YOU CHOSE TODAY?When light bouncedWHY off thatNOT other personTHE and ONE entered NEXTyour eyes, itTO was converted YOU into WITH a pattern ofTHE nerve impulses that went to your brain. OTHER• thePERSON retina, the optic nerve,IN theIT? thalamus, the visual cortex. • Your brain compared that pattern with patterns that you have seen before and that are stored in your memory. • Your brain discovered that the pattern matched the mental category (or concept) that in your language is called “a person.” • Your brain also retrieved from memory the knowledge that two physical objects cannot occupy the same space at the same time. -
Low a Loner’S Kit to Become Their Most Special Rank
PARTNERS Twist Fate This book was made possible through a partnership between the Connected Learning Alliance, Wattpad, DeviantArt, the National Writing Project, and the Young Adult Library Services Association. About the Partners Connected Learning Alliance The Connected Learning Alliance supports the expansion and influence of a network of educators, experts, and youth-serving organizations, mobilizing new technology in the service of equity, access, and opportunity for all young people. The Alliance is coordinated by the Digital Media and Learning Research Hub at UC Irvine. Learn more at clalliance.org. Wattpad Wattpad, the global multiplatform entertainment company for original stories, transforms how the world discovers, creates, and engages with stories. Since 2006, it has offered a completely social experience in which people everywhere can participate and collaborate on content through comments, messages, and multimedia. Today, Wattpad connects a community of more than 45 million people around the world through serialized stories about the things they love. As home to millions of fresh voices and fans who share culturally relevant stories based on local trends and current events, Wattpad has unique pop culture insights in virtually every market around the world. Wattpad Studios coproduces stories for film, television, digital, and print to radically transform the way the entertainment industry sources and produces content. Wattpad Brand Solutions offers new and integrated ways for brands to build deep engagement with consumers. The company is proudly based in Toronto, Canada. Learn more at wattpad.com/about. PARTNERS DeviantArt Founded in 2000, DeviantArt is an online social network for artists and art enthusiasts and a platform for emerging and established artists to exhibit, promote, and share their works with an enthusiastic, art-centric community. -
Fan Fiction and Readers Advisory
University of Nebraska - Lincoln DigitalCommons@University of Nebraska - Lincoln Library Philosophy and Practice (e-journal) Libraries at University of Nebraska-Lincoln Winter 12-11-2019 Fan Fiction and Readers Advisory SARAH DONNELLY [email protected] Follow this and additional works at: https://digitalcommons.unl.edu/libphilprac Part of the Library and Information Science Commons DONNELLY, SARAH, "Fan Fiction and Readers Advisory" (2019). Library Philosophy and Practice (e- journal). 3760. https://digitalcommons.unl.edu/libphilprac/3760 Sarah Donnelly Fan Fiction and Readers Advisory “Fan fiction (often abbreviated “fanfic”) is fiction based on an existing work, such as a novel, television show, or movie.” (Ford, 2016) Where do broken hearts go when they’ve closed the last page of Harry Potter and The Deathly Hallows? Where can one turn when the battles are fought and won? When the guy gets the girl? When the series ends? Readers who found homes in the Shire or at 221B Baker Street, friends at Hogwarts or Camp Halfblood, families amongst vampires or werewolves, or their place amongst the Jedis or the Divergent, are left to wonder, “What’s next?” And, when the creator of their favorite band of heroes have shuttered those series, they’re left with a longing to continue with that journey. Thus, fan fiction is born. History of Fan Fiction Fan fiction goes back to the time of Shakespeare. In Anne Ford’s article, Fellowship of the Fans: Connecting with Teens Through the Magic of Fan Fiction, she explains how he borrowed characters and the plot line from Arthur Brooke’s The Tragicall Historye of Romeus and Juliet. -
Up-To-The-Minute Market Report: Market and Submission Trends in Children’S Publishing
UP-TO-THE-MINUTE MARKET REPORT: MARKET AND SUBMISSION TRENDS IN CHILDREN’S PUBLISHING Prepared for SCBWI Summer Spectacular – August 1, 2020 by Deborah Halverson A snapshot of the current acquisitions environment in children’s publishing, including the effects of the pandemic on market trends and submission and acquisitions trends in publishing houses and literary agencies. reating a snapshot of an industry as rich as children’s publishing is always an ambitious task. Doing so during a pandemic and a major C national cultural movement feels Herculean. Nonetheless, it is a task worthy of attempt. Writers and illustrators create books with publication in mind, if not centrally so, and understanding the marketplace and industry in which they strive for publication is important. I interviewed a dozen professionals across the industry—agents and editors, plus experts in marketing, supply chain, and statistical analysis. All told me, in one form or another, that the current health of our industry is “a mixed bag,” and that the industry will never be the same, in ways both good and bad. To a person, they all believe this industry—which has proven resilient through difficult times as recently as 2008’s Great Recession, and with its audience of young people turning to books for comfort, inspiration, entertainment, and enlightenment—is as essential as ever. This Market Re- port looks at that mixed bag, humbly offering a snapshot of where we are now, four-and-a-half months into the U.S.’s engagement with the pandemic. There will be shades of our pre-pandemic 2019 industry herein, and informed musings about an admittedly unpredictable future.