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are heading towards: that these perspectives are coming to represent what Papacharissi (2010: 8) has called ‘metaphors that no longer work.’ This is not the critical apocalypse of nuclear armageddon, of fundamentalist terrorism or of anarchic revolution; this seems an ongoing repositioning of history itself, the propagation of a view of a world seen as being without material history, a virtual gameworld without an immediate awareness of material commitment. Like global warming, the future extent of this process is (thus far) almost undetectable to the naked eye. The

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-organizational trust: conceptualization and measurement. In: Bachmann, R. / Zaheer, A. (Hrsg.): Handbook ofTrust Research. Cheltenham, S. 264-279. Janssen, J. / Laatz, W. (2007): Statistische Datenanalyse mit SPSS für Windows. 6. Aufl. Berlin. Jones, M.T. (2002): Globalization and Organizational Restructuring: A Strategie Perspective. In: Thunderbird International Business Review. 44 (3), S. 325- 351. Kaas, K.P. ( 1992): Kontraktgütermarketing als Kooperation zwischen Prinzipalen und Agenten. In: Zeitschrift für betriebswirtschaftliche Forschung. 44, S. 884- 901. Kaiser, F

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Critical Studies in the School of Cinema-Television at the University of Southern California. Her Book The Virtual Window examines perspective in today’s digital world. [Her] book took shape while the screens of cinema, television and computer began to converge, gradually losing their apparatical distinctions. Now, a variety of screens—long and wide and square, large and small, composed of grains, composed of pixels, lit by projected light, cathode-ray tube, plasma, LCD—compete for our attention without any convincing arguments about hegemony. Screens are the

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different media. In our time, it is impossible to think of fiction only in relation to literature, given that virtual worlds make up such a large part of contemporary media that they constitute, for great swathes of the world’s popu- lation, the only form of fiction they are familiar with. Moreover, taking different media into account often necessitates a revision of traditional narratological concepts. This is especially true of metalepsis, which requires us to distinguish carefully between theater, film, cartoons, and liter- ature. So the ‘presence effect’ (effet de

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and activities influencing the landscape of cultural industries such as file sharing. Moreover, they were encouraged to link their cultural ← 154 | 155 → industry of interest to one of the concepts or practices which are influencing this type of industry, such as network economy, cultural policies, cyberspace, copyright, creative commons, licenses, crowdfunding, crowdsourcing or virtual worlds. They were also encouraged to apply in their chapters the theoretical perspectives provided by authors explained and discussed in class, such as Marshall McLuhan, Yochai

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Morphogenesis of Industrial Symbiotic Networks 3 Outlining research of social aspects The analysis of existing topographies is generated from several industrial symbioses cases around the world. The construction of this fact has been possible by following an analysis with a method to »guess« cause-effect relationships, in regards to a critically realistic perspective. The metaphysical world of industrial symbiotic networks is embedded in the qualitative aspect. That was followed by observations through select literature by network theories, published

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focuses on exploring the differences in ideology and perspective and enactions in software that exist between the books. I am interested in documenting how the ideas about these software systems have changed in the 22 years in which I have found guidebooks about running online/virtual communities—specifically, starting with books from the pre-web hobbyist era of Bulletin Board Sites (BBSes) and tracing them through to the emergence and development of a thriving web industry. For instance, there are tensions between the free software movement and culture and the

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are heavy, hot and large, but they are hidden under the ocean or in the California desert. 4. Conclusion When looking at the images of future life-worlds as portrayed in contemporary science fiction, we see dystopian landscapes. The earth becomes an uninhabitable place ( Blade Runner 2049 , Wall-E , The Wandering Earth ). But so is technology: New spaces for virtual human life do not appear to be welcoming places. Uploaded, disembodied minds are doomed to repetitive suffering and/or oblivion. The uploaded mind is essentially imagined as pain imbued and

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and foreign language learning through a variety of peer-to-peer technologies (Thomas 2009). Indeed, as Carney (2006) recognised, Web 2.0 tools seem to have considerable potential in a telecollaborative context to build on the previous generation of CMC technologies. The new Web is much more concerned with the “link- ing of people” than the “linking of information” (Warschauer and Grimes 2007: 2). This potential is increasingly evident in recent re- search on social networking software (Boyd 2006, 2007) as well as 3D virtual worlds such as Second Life (see

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Illustration from the Johns Hopkins University School of Medicine. James N. Cohen is an Assistant Professor and founder of the New Media program at Molloy College. His fields of research are YouTube and the commodification of authenticity, memes and digital culture, and critical histories of virtual reality. Jamie is the author of the guidebook Producing New and Digital Media: Your Guide to Savvy Use of the Web (2015) which is used in both secondary and higher education around the United States and UK. He is also an associated faculty and speaker at the Salzburg Academy