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values of contemporary information and communication society. In a society that pregnantly evinces the axioms of communication pronounced by the representatives of the School of Palo Alto, especially the axiom that showcases the supremacy of communication, i.e. “communication is inevitable” or “non-communication is impossible”, we consider a practical approach to be necessary, applied to media pedagogy. Thus, we consider that this perspective touches two essential dimensions: the first one refers to the process of media literacy, of training and exercising media

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). Virtual Reality and Virtual Actuality: Remarks on the Use of Technical Terms in Philosophy of Virtuality. In C. Ess & M. Thorseth (eds.), Trust and Virtual Worlds: Contemporary Perspectives . Frankfurt: Peter Lang, 31–44. Richtmeyer, U. (2009). Logik und Aisthesis: – Wittgenstein über Negationen, Variablen und Hypothesen im Bild. In M. Heßler & D. Mersch (eds.), Logik des Bildlichen: Zur Kritik der ikonischen Vernunft . Bielefeld: transcript, 139–163. Robin, H. (1992). The scientific image: from cave to computer . New York: Abrams. Rorty, R. (1967). The Linguistic

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(7), 1177–1190. Ali, F. (2016). Hotel website quality, perceived flow, customer satisfaction and purchase intention. Journal of Hospitality and Tourism Technology, 7(2), 213–228. Al-Maskari, A. y Sanderson, M. (2010). A Review of Factors Influencing User Satisfaction in Information Retrieval. Journal of the American Society for Information Science and Technology, 61(5):859–868. Animesh A., Pinsonneault A., Yang S. y Oh W. (2011). An odyssey into vortual worlds: exploring the impacts of technological and spatial environments on intention to purhcase virtual products

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group so they can share the information and the community can access it. In turn, the community members need the ability of “knowing” so that they actively engage in applying new information and can transfer previous experience to the new situation. Some virtual worlds, and MMOs in particular, offer challenges like puzzles, which are great opportunities for problem solving and learning; however, the real challenge in these spaces is not the puzzle but the collective action. The need to coordinate with others to achieve a goal is the basis of the perspective of

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and pre-set strategies to respond to uncertainty, developing the performers’ ability to be adaptable and flexible increasing their decision making powers. When considering 5D environments, there are websites on the internet that offer 3D virtual temporal space for users to live out their fantasies and explore their alterities. Here, like in the role-playing game Dungeons and Dragons , users create an avatar, a character with a virtual physical journal. They say that it is a 3D world, but this is not strictly true as everything would be static and there would be no

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this line of exploration in the paper “Why Virtual Worlds Can Matter.” Here they discuss why shared interests provide a reason to come together, which ties into the perspective of Discourse within an affinity space. An affinity space and Discourses exist solely because people with shared interests have come together to create the space. MMOs allow for new affordances for the participants within them. They allow participants to transform and apply old practices to the new situations created in these virtual spaces, consequently creating new practices that only

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’s historical self-understanding no doubt struck some as relatively uncontroversial—particularly given the field’s defining incorporation of a historical lens—for others this embrace of the notion of a scholarly canon risked the further reification and elevation of the neocolonial perspectives that continue to permeate the Western academic world. The resulting sense of alarm was not entirely assuaged by broadly shared understandings regarding the field’s embrace of analytic lenses intended to counter any uncritical or triumphalist return to the past: contemporary ← 347 | 348

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many challenges for which the tools and approaches of communication scholarship and practice can be useful resources in the search for solutions. These include threats posed by global climate change, nuclear conflict, superbugs, chemical weapons, physical and virtual terrorism, world food crises, healthcare crises, economic meltdowns, and natural disasters, to name but a few. At the regional level, Africa is confronted with ethnic and religious conflicts, natural disasters, corruption, political instability, etc. The Middle East has been a perennial theater of wars

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directed at young Western readers it is unlikely that a Polish immigrant would occupy a major place. Since Ian Serrailler’s Silver Sword (1956) it is hard to think of a title by an internationally recognized children’s writer that would feature a powerful and convincing figure of a contemporary Pole (Sepetys’ Emilia from Salt to the Sea , 2016, is still inscribed in the typical narrative revisiting World War II trauma). The post-2004 migration of “Polish conquerors” (Kołodziejczyk 172), though, seems to have had a presence marked enough in the Anglophone culture to

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education, and many other spheres of society. The mere amount of research data collected by researchers all over the world give rise to so-called research infrastructures that have become the basis for research. In this paper we will have a look at digital humanities research infrastructures that have become virtual research environments for collaborative research in all disciplines using language data, in particular in the context of translation studies. Towards a Convergence of Different Traditions What we currently observe and what we actively contribute to with our