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Cyberspace

рефераты, английский язык

Объем работы: 14 стр.

Год сдачи: 2006

Стоимость: 400 руб.

Просмотров: 458

 

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Оглавление
Введение
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I.Introduction......................................................................................................................3
II.History...............................................................................................................................4
2.1 Early philosophical conceptions......................................................................................4
2.2Mode
Philosophy and Cyberspace..............................................................................4
III.Cyberspace........................................................................................................................5
III.1.Cyberspace As a Metaphor: Text-Based Inte
et-Surfing.........................................5
III.2.Cyberspace As an Incomplete Replica: Video-Based Game-Playing........................7
III.3.Cyberspace As a 3-D Immersive Environment: Interacting with Synthetic Entities.............................................................................................................................8
III.4.Cyberspace As an Augmented Habiat: Teleoperation................................................10
III.5.Cyberspace As an Arena of Artistic Creativity: Non-Consequential Re-creation...12
IV.Conclusion..........................................................................................................................13
V.Bibliography.......................................................................................................................14
The word "cyberspace" (a portmanteau of cybe
etics and space) was coined by William Gibson, the Canadian science fiction writer, in 1982 in his novelette “Bu
ing Chrome in Omni magazine and was subsequently popularized in his novel Neuromancer. “Meatspace” is a term coined later as an opposite of "cyberspace".
While cyberspace should not be confused with the real Inte
et, the term is often used simply to refer to objects and identities that exist largely within the computing network itself, so that a web site, for example, might be metaphorically said to "exist in cyberspace." According to this interpretation, events taking place on the Inte
et are not therefore happening in the countries where the participants or the servers are physically located, but "in cyberspace". This becomes a reasonable viewpoint once distributed services (e.g. Freenet or bittorrent) become widespread, and the physical identity and location of the participants become impossible to determine due to anonymous or pseudonymous communication. The laws of any particular nation state would therefore not apply. See crypto-anarchism.
In the math mystery cartoon Cyberchase, the action takes place in Cyberspace, managed by the benevolent ruler, Motherboard. It is used as a conceit to allow storylines to take place in virtual worlds – “Cybersites” - on any theme and where specific math concepts can be best explored.
The anime Digimon is set in a variant of the cyberspace concept called the "Digital World". The Digital World is a parallel universe made up of data from the Inte
et. Similar to cyberspace, except that people could physically enter this world instead of merely using a computer.
In the computer game System Shock, the player can use a neural implant to "jack in" to cyberspace terminals, where they can collect data, fight security programs and trigger certain events in the real world, such as unlocking doors.
In the movie Tron, a programmer was transferred to the program world,...
It is possible to make of all told a conclusion, that now cyberspace has very wide application in various areas. We have listed the basic areas of use of cyberspace the basic aspects of its use, have named pluss and minuses, have tried to show value of cyberspace. The given subject still is poorly investigated. Therefore consideration of the given question is very urgent. The given question should be considered with the purpose of use in practical activity of the man. Now we use cyberspace only for games, but the researches for introduction of knowledge about is simple for practical use will be carried out.
Already try to apply use cyberspace to the decision of physical problems. It is necessary to tell, that the study cyberspace carries in itself the large benefit for development of computer science. The development of the given area can affect life of the man. It will be possible in the speed future probably nothing making to go on shops, to make purchases and even to touch by their hands, to feel a smell, colour and taste. I hope in some years we shall use cyberspace not only for games, but also for practical purposes.

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