234 resultados para cyberspace


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The Internet and World Wide Web have had, and continue to have, an incredible impact on our civilization. These technologies have radically influenced the way that society is organised and the manner in which people around the world communicate and interact. The structure and function of individual, social, organisational, economic and political life begin to resemble the digital network architectures upon which they are increasingly reliant. It is increasingly difficult to imagine how our ‘offline’ world would look or function without the ‘online’ world; it is becoming less meaningful to distinguish between the ‘actual’ and the ‘virtual’. Thus, the major architectural project of the twenty-first century is to “imagine, build, and enhance an interactive and ever changing cyberspace” (Lévy, 1997, p. 10). Virtual worlds are at the forefront of this evolving digital landscape. Virtual worlds have “critical implications for business, education, social sciences, and our society at large” (Messinger et al., 2009, p. 204). This study focuses on the possibilities of virtual worlds in terms of communication, collaboration, innovation and creativity. The concept of knowledge creation is at the core of this research. The study shows that scholars increasingly recognise that knowledge creation, as a socially enacted process, goes to the very heart of innovation. However, efforts to build upon these insights have struggled to escape the influence of the information processing paradigm of old and have failed to move beyond the persistent but problematic conceptualisation of knowledge creation in terms of tacit and explicit knowledge. Based on these insights, the study leverages extant research to develop the conceptual apparatus necessary to carry out an investigation of innovation and knowledge creation in virtual worlds. The study derives and articulates a set of definitions (of virtual worlds, innovation, knowledge and knowledge creation) to guide research. The study also leverages a number of extant theories in order to develop a preliminary framework to model knowledge creation in virtual worlds. Using a combination of participant observation and six case studies of innovative educational projects in Second Life, the study yields a range of insights into the process of knowledge creation in virtual worlds and into the factors that affect it. The study’s contributions to theory are expressed as a series of propositions and findings and are represented as a revised and empirically grounded theoretical framework of knowledge creation in virtual worlds. These findings highlight the importance of prior related knowledge and intrinsic motivation in terms of shaping and stimulating knowledge creation in virtual worlds. At the same time, they highlight the importance of meta-knowledge (knowledge about knowledge) in terms of guiding the knowledge creation process whilst revealing the diversity of behavioural approaches actually used to create knowledge in virtual worlds and. This theoretical framework is itself one of the chief contributions of the study and the analysis explores how it can be used to guide further research in virtual worlds and on knowledge creation. The study’s contributions to practice are presented as actionable guide to simulate knowledge creation in virtual worlds. This guide utilises a theoretically based classification of four knowledge-creator archetypes (the sage, the lore master, the artisan, and the apprentice) and derives an actionable set of behavioural prescriptions for each archetype. The study concludes with a discussion of the study’s implications in terms of future research.

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Cinema, with its passive cinematic apparatus and linear narrative is often characterised as a contrast to new media narrative strategies, yet from Vertov’s Man with a Movie Camera to Mike Figgis’ TimeCode and Wong Kar Wei’s 2046 cinema provides narrative strategies and spatial conceptualisations which prefigure or are contiguous with new media environments. Both our perception of what cyberspace constitutes and the technology that actualises those perceptions arise out of and are driven by fantasy and desire. This paper will explore the metaphors used to represent and understand new media aesthetics through cinematic representations of new media environments. Two key themes relevant to new media aesthetics emerge. Irigaray, Haraway, and Grosz are used to explore the de-essentialising haptic and penetrative potential of new technologies and their ability to collapse the boundary between the body and the machine. The second fantasy, of new media as a liminal space that expresses the memorialising function of technology and its relation to mourning, is analysed using Benjamin, Burgin and Rutsky. These altered spaces and perceptions of the body and memory of the post-cinematic subject are illustrated through an analysis of Gondry’s Eternal Sunshine of the Spotless Mind and Jonze’s Being John Malkovich. [From the Author]

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In this paper we analyze the representation of the body in blogs by women with breast cancer. Taking into account both texts and images, we study the representation of the body on the basis of the body problems proposed by Frank (1995): control, body-relatedness, other-relatedness and desire. In the blogs studied we find a desiring and dyadic body, which is understood as part of a network of affection and care. The diagnosis of cancer can generate both dissociation, when the body is experienced as a threat, and association, a wish to be connected to it. In relation to control, a clear will of predictability is observed but traces of assumption of contingency also appear.

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The increased construction and reconstruction of smart substations has exposed a problem with version management of substation configuration description language (SCL) files due to frequent changes. This paper proposes a comparative approach for differentiation of smart substation SCL configuration files. A comparison model for SCL configuration files is built in this method, which is based on the SCL structure and abstract model defined by IEC 61850. The proposed approach adopts the algorithms of depth-first traversal, sorting, and cross comparison in order to rapidly identify differences of changed SCL configuration files. This approach can also be utilized to detect malicious tampering or illegal manipulation tailoring for SCL files. SCL comparison software is developed using the Qt platform to validate the feasibility and effectiveness of the proposed approach.

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As modern power grids move towards becoming a smart grid, there is an increasing reliance on the data that is transmitted and processed by ICT systems. This reliance introduces new digital attack vectors. Many of the proposed approaches that aim to address this problem largely focus on applying well-known ICT security solutions. However, what is needed are approaches that meet the complex concerns of the smart grid as a cyber-physical system. Furthermore, to support the automatic control loops that exist in a power grid, similarly automatic security and resilience mechanisms are needed that rely on minimal operator intervention. The research proposed in this paper aims to develop a framework that ensures resilient smart grid operation in light of successful cyber-attacks.

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With the development and deployment of IEC 61850 based smart substations, cybersecurity vulnerabilities of supervisory control and data acquisition (SCADA) systems are increasingly emerging. In response to the emergence of cybersecurity vulnerabilities in smart substations, a test-bed is indispensable to enable cybersecurity experimentation. In this paper, a comprehensive and realistic cyber-physical test-bed has been built to investigate potential cybersecurity vulnerabilities and the impact of cyber-attacks on IEC 61850 based smart substations. This test-bed is close to a real production type environment, and has the ability to carry out end-to-end testing of cyber-attacks and physical consequences. A fuzz testing approach is proposed for detecting IEC 61850 based intelligent electronic devices (IEDs) and validated in the proposed test-bed.

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A temática da violência (e do bullying) nas escolas em Portugal tem vindo, nos anos mais recentes, a assumir uma crescente visibilidade fruto de variados fatores, entre os quais podemos destacar o aparente aumento no número de incidentes reportados envolvendo alunos, professores e pessoal não docente ou, ainda, como resultado da maior atenção dispensada ao(s) fenómeno(s) pela comunicação social. Na relação que se estabelece entre alunos, o bullying (e ultimamente o cyberbullying) tem igualmente ocupado um maior espaço de discussão no contexto português pela elevada complexidade que o carateriza e pelas diversas consequências negativas e irreversíveis que acarreta para vítimas, agressores, famílias e escolas. Para que sejam encontradas estratégias e soluções eficazes na abordagem ao(s) fenómeno(s), torna-se necessário aprofundar – e partilhar – o(s) conhecimento(s) em torno dos fatores e das dinâmicas que caraterizam o fenómeno e que contribuem para a sua (re)ocorrência. Procurámos, portanto, refletir sobre o papel que a escola, enquanto organização com uma missão muito própria ‒ e todos os demais elementos que a integram (diretores, docentes, assistentes operacionais, alunos e respetivas famílias) ‒ devem efetivamente desempenhar no sentido de serem promovidas e implementadas políticas e medidas que possam acautelar e solucionar quaisquer manifestações de violência, com especial incidência nos episódios de bullying. Sobressai, em primeira instância, a necessidade de sensibilizar e de mobilizar toda a comunidade escolar, prestando especial atenção ao papel vital que cada sujeito desempenha. Destaque-se, por outro lado, a aposta que deve ser feita na vertente da (in)formação de professores, não docentes, alunos e pais com o claro propósito de serem criados climas de escola positivos e seguros. Dividimos o trabalho empírico da nossa investigação em dois momentos. Do estudo comparativo (resultante da recolha de informação baseada na pesquisa e análise documental) que levámos a cabo na primeira parte a um conjunto de doze programas de prevenção e de intervenção de bullying implementados (e igualmente avaliados) em países anglo-saxónicos, procurámos identificar os seus componentes fundamentais (princípios teóricos subjacentes às intervenções, objetivos pretendidos, destinatários, níveis/fases de ação, componentes/estratégias de atuação e materiais de apoio disponibilizados). Pudemos verificar que essas iniciativas assentaram numa perspetiva sistémica da problemática do bullying que sublinha a necessidade de mudanças persistentes e contibuadas ao nível da sensibilização, da consciencialização e de transformações nas atitudes da população escolar no seu todo. Este exercício possibilitou, por outro lado, a identificação e a assimiliação de algumas das boas práticas experimentadas com esses programas. Na segunda parte, desenvolvemos um projeto-piloto numa escola Secundária com o 3.º Ciclo do Ensino Básico ao longo do ano letivo de 2010/2011 (envolvendo diretamente na iniciativa duas turmas ‒ uma do 7.º e outra do 10.º ano ‒ e os respetivos professores), sendo de destacar que a temática se tornou mais familiar para a maior parte dos participantes (por via da mobilização, da sensibilização e da formação desses atores). Na sequência da aplicação de dois questionários a 190 alunos no âmbito do projeto-piloto, foi ainda possível apurar que as percentagens de vitimação de bullying presencial moderado se situam abaixo dos 10%, sendo que para as ofensas sofridas de modo mais intenso esses níveis não ultrapassam os 5% para qualquer uma das formas de agressão apresentadas. Os dados indicaram igualmente as ofensas diretas verbais e indiretas como sendo as mais frequentes entre os inquiridos, surgindo em terceiro lugar as de pendor direto físico. Os índices de vitimação apresentam valores superiores junto dos alunos mais novos, independentemente do seu género. Perto de 45% dos sujeitos objeto de agressão admitiu não ter reportado o sucedido a uma terceira pessoa. Cerca de 27% dos jovens confessou assumir uma atitude passiva ou de indiferença perante uma agressão testemunhada. Foi, por outro lado, possível constatar que um conjunto significativo de jovens admitiu conhecer um colega da escola que tenha sido já gozado ou ameaçado no ciberespaço.

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Tese de doutoramento, Educação (Formação de Adultos), Universidade de Lisboa, Instituto de Educação, 2014

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This article describes findings from research funded by the Metropolitan Police and Crimestoppers which aimed to explore children's online experiences. A non-random, stratified sample of 200 London school children aged 10- 13 participated in focus groups. Preliminary findings are also presented from unpublished ongoing PhD research, which seeks to explore sex offender behaviour online and the policing of the internet (Martellozzo, 2005 ongoing). The findings are discussed in the context of sex offender's use of the internet. This research indicates that children do have some basic knowledge about 'stranger danger' but are not necessarily applying these lessons to cyberspace. The children in this study had sufficient awareness to not give personal details to strangers on the internet, and would not arrange to meet them. However, they made a distinction between 'strangers' and 'virtual friends' and this is an important point. Preliminary findings also highlight the difficulty of policing the internet and serve to illustrate the manner in which the Sexual Offences Act 2003 is applied to internet sexual offending in practice.

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Thesis (Ph.D.)--University of Washington, 2013

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Relatório de estágio apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Jornalismo.

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From a narratological perspective, this paper aims to address the theoretical issues concerning the functioning of the so called «narrative bifurcation» in data presentation and information retrieval. Its use in cyberspace calls for a reassessment as a storytelling device. Films have shown its fundamental role for the creation of suspense. Interactive fiction and games have unveiled the possibility of plots with multiple choices, giving continuity to cinema split-screen experiences. Using practical examples, this paper will show how this storytelling tool returns to its primitive form and ends up by conditioning cloud computing interface design.