检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
作 者:韩丛耀[1,2] HAN Cong-yao(School of Journalism and Communication, Nanjing University, Nanjing 210000, China;School of History, Nanjing University, Nanjing 210000, China)
机构地区:[1]南京大学新闻传播学院,江苏南京210000 [2]南京大学历史学院,江苏南京210000
出 处:《编辑之友》2018年第6期68-72,共5页Editorial Friend
基 金:国家社科基金重大项目"多卷本<中国新闻传播技术史>"阶段性研究成果(14ZDB129)
摘 要:文章从传播学角度,对这种发达的全球化、大众化数字传媒下的社会形构做一探求,重点阐明两种作为数字媒体IVR(Internet Virtual Reality)的物质技术——虚拟实境(简称VR技术)和网景(简称IS技术)的社会文化特征。并在此基础上,讨论、分析了VR技术与IS技术的共同特征:聚合性、互动性与多媒体。这些特征使得这两种技术能够彼此兼容,在物质技术上已为IVR提供了支持。所以IVR这一新质媒体能否出现,已不是技术本身的问题,而取决于人类的思维发展和认识水平。一种哲学的抒发和认知元点的确立才是创造新质媒体的关键。而在IVR环境中,一种"纯粹"观看者的身份弥散了,一种"被授权观看"的观念被消解了,观者即作者,观看即叙事。This research attempts to explore the social structure under the influence of the globalized and digital media from the perspective of communication. It presents the social and cultural characteristics of the two material technologies of digital media: Virtual Reality, (VR) and Internet Spectacle (IS). On the basis of these, the author discusses and analyzes the common features of both VR and IS: aggregation, interaction and multimedia, which make the two technologies compatible and support the IVR technologies. Therefore, the emergence of IVR depends on the cognitive maturity of human being. A philosophical and the meta-cognitive interpretation is the key to the creation of a new media. However, in the IVR environment, a "pure" identification of audience has dispersed, a notion of "authorized seeing" has been dissolved, that is, the audience is the author and the viewing is the narrating.
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.43