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    technological development (especially with regard to virtual communities) impacts on individual’s identity today‚ and how this is linked with various postmodernist theories. Firstly the author will look at what virtual communities actually are and their uses in today’s society‚ moving on to the realm in which these societies actually exist‚ cyberspace and Baudrillars’s theory of hyper reality. The author will then highlight a number of ways in which these virtual communities impact on the individual and the

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    A good case example to showcase US actions in virtual warfare took place in 2014 with the alleged hacks by North Korea on the US companies Sony Pictures. Although not committed on the US government directly‚ the 2014 Sony Hack represents an indirect virtual attack on US interests. This episode of virtual conflict is one of many that the US has played a part in. An offensive example showcasing the US’s alleged engagement in virtual attacks against Iranian Nuclear facilities with the military grade

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    People can change the way they live by not eating as well‚ drinking caffeine to stay up all night and barely getting any sleep during the night. This movie relates to sociology because it describes how society has become so preoccupied by these virtual worlds. In Chapter 5 of the book it explains how technology has taken over people’s lives and how it affects their lifestyle. The first example which I disagree with is many of the gamers have jobs but as

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    teenager Wade Watts. The setting is in the year of 1944 where there is an energy crisis going on with the depletion of fossil fuels and it causes global warming. To try to escape the crisis the world is facing‚ humans turned to OASIS‚ which is a virtual reality simulator that allows players to be apart of a social society. James Halliday is the creator of OASIS and once he died‚ he announced that whoever finds the Easter egg inside OASIS will keep his entire fortune and corporation. Wade Watts finds

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    Kobia Thesis

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    EXAMINING TEEN GIRLS’ FASHION BEHAVIOR IN THE VIRTUAL AND THE REAL WORLD: AN EXPLORATORY STUDY A Thesis Submitted to the Graduate Faculty of the Louisiana State University and Agricultural and Mechanical College in partial fulfillment of the requirements for the degree of Master of Science In The School of Human Ecology By Caroline Makena Kobia B.Ed.‚ Moi University‚ Kenya‚ 2000 May 2011 ACKNOWLEDGEMENTS My greatest debt of gratitude goes to my advisor‚ Dr. Chuanlan Liu‚ whose insightful comments

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    Second Life

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    Case Study 1: Reality in the Virtual World – A Study of Second Life As a virtual world accessed through the internet‚ Second Life offers a three dimensional online digital experience that is imagined and created by its own inhabitants. Second Life boasts over 15 million users and is a universally appealing service. Many of the leading scholars on technology suggest that multi-user visual simulations like Second Life are at the edge of revolutionizing computerized technology. As such‚ Second Life

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    dzango

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    Virtual art is the product of long-standing traditions in art merged with revolutionary technological advances. With innovations emerging almost as fast as end-users can test and master new systems‚ technology has dramatically altered our daily lives and changed our thought processes. Like many technological advances‚ virtual and cyber realities have been embraced‚ and often created by‚ artists that experiment with the myriad of possibilities that technology can offer. While there have been many

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    Haptic Technology

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    technology‚ or haptics‚ is a tactile feedback technology which takes advantage of the sense of touch by applying forces‚vibrations or motions to the user.This mechanical stimulation can be used to assist in the creation of virtual objects in a computer simulation‚ to control such virtual objects‚ and to enhance the remote control of machines and devices (telerobotics). It has been

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    various types of virtual communities were born. Having a utopian position in regards to technology‚ is to imply that there are technological solutions to social problems (Ward‚ 1997). These solutions are defined in terms of technology’s effect on communitarian mindsets such as the need to balance individual rights and interests with that of the community as a whole through self-governing participation. While a large part of a social utopia is achieved through the realisation of a virtual community on

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    Oculus Rift

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    18 Introduction Oculus VR is a company that is using virtual reality technology as one of the focus of their main product which is Oculus Rift. As for virtual reality‚ it is defined as “an artificial environment which is experienced through sensory stimuli (as sights and sounds) provided by a computer and in which one’s actions partially determine what happens in the environment” and also a “technology used to create or access a virtual reality” (Merriam-Webster‚ 2014). It is an international

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