网上操守:资讯年代的道德及社会议题内容摘要:

) Simulation Culture • 互聯網沒有取締時間和空間,卻把時空壓縮,使模擬變得更抽象化和互動化。 • Simulations (模擬 ) and its discontents (不滿 ) • Artificial life (人造的生命 ) – not alive, but almost alive • Simulated self (模擬自我 ) • Second self (另一個的自我 ) • Cybersubjectivity and experience with physical limitation Identity technology • Online worlds can provide valuable spaces for identity play (身份扮演 ) and encourage adolescents to reinvent themselves (重塑自我 ) for each of theirs proliferating social roles (增生社交的角色 ) • Cybersubjectivity 人的經歷不再受現實世界所局限。 • 隨著每樣物件的不斷轉移,每個人都算不上是一個人。 (Everyone is no one) Challenges of Cyber Self • 使自身掙脫現實局限的枷鎖,開啟探索自我之門。 • Fragmentary projections (片斷化的投射 )。 片斷化的自我只能在極有限的心理和社會範圍運作。 • Addiction (沈溺 ) • Cyber ethics (倫理 ) and Ethics 虛擬既非善亦非惡,當然也非中性。 虛擬既非與真實相對,故並不能與虛假、虛幻同日。 虛擬是具生產性和充滿力量的存有形態。 鄭順佳 (2020) 網絡虛擬現實的神學議程。 中國神學研究院期刊第二十八期 , 二零零零年一月。 Interpersonal Relationship Improving (變好 ) or Harming (損害 ) Train Man (電車男 ) Kraut, R., Patterson, M., Lundmark, V., Kiesler, S., Mukophadhyay, T., amp。 Scherlis, W. (1998). Inter Paradox: a social technology that reduces social involvement and psychological wellbeing? American Psychologist, 53(9), 10171031. Inter Paradox (互聯網疑論 ) Kraut et al. (1998) reported small but reliable negative effects of using the Inter on measures of social involvement and psychological wellbeing among Pittsburgh families in 19951996. We called the effects a ‚paradox‛ because participants in the sample used the Inter heavily for munication, which generally has positive effects. In a 3year followup of the original sample, we find that negative effects dissipated over the total period. We also report findings from a longitudinal study in 199899 of new puter and television purchasers. This new sample experienced overall positive effects of using the Inter on munication, social involvement, and wellbeing. Using the Inter generally predi。
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