ResumTot i que es fa evident la impossibilitat de preveure amb precisió les pròximes dècades, sí que es poden identificar, per contra, alguns dels desafiaments que caldrà abordar en els pròxims deu o vint anys. En el camp tecnològic hi haurà el pas de les tecnologies de la informació i la comunicació (TIC) a les tecnologies de convergència universal (TCU). En l'àmbit de la cultura, aquests desafiaments comportaran problemes d'emmagatzemament, un canvi de polítiques sobre el patrimoni cultural, nous vincles entre expressions nacionals, regionals i locals, i també entre la cultura, el coneixement i l'erudició, sense oblidar acostaments a la propietat intel·lectual i als models de cultura. Es perfilen cinc tipus de perills: un comercialisme excessivament entusiasta, una actitud tecnòfoba per part dels erudits, narratives contràries a la universalitat, l'oblit del passat i, finalment, una destrucció sistemàtica de la memòria. Es defineix igualment la necessitat d'una E-Culture Net permanent, que serviria per a fer front a aquests reptes, desenvolupar mètodes crítics, crear nous models de cultura que ultrapassin les visions eurocèntriques i prioritzar un arxiu europeu electrònic distribuït (DEER, Distributed European Electronic Resource). La visió nord-americana d'Internet es basa sobretot en el comerç electrònic unilingüe. 1 Per contra, la visió europea, per mitjà dels vincles que té amb el turisme, presenta una clara dimensió econòmica, alhora que fa una proposta multilingüe sobre el patrimoni cultural que engloba les dimensions històrica i cultural. Aquesta visió s'estén més enllà de la cultura i abraça noves definicions de coneixement. Encara que la retòrica d'avui es pugui centrar en els objectius de beneficis per a cada trimestre, és important recordar que els principals canvis en els nous mitjans van acompanyats de cicles molt més llargs, els efectes dels quals s'acaben reconeixent plenament només al cap de dècades i, fins i tot, segles. Paraules claucultura digital, patrimoni cultural, propietat intel·lectual, mitjans digitals Citació recomanada: VELTMAN, Kim H. (2005). "Desafiaments en les aplicacions de les TIC/TCU en el patrimoni cultural". Digithum, núm. 7 [article en línia].
When engaging in social interaction, people rely on their ability to reason about unobservable mental content of others, which includes goals, intentions, and beliefs. This so-called theory of mind ability allows them to more easily understand, predict, and influence the behavior of others. People even use their theory of mind to reason about the theory of mind of others, which allows them to understand sentences like 'Alice believes that Bob does not know about the surprise party'. But while the use of higher orders of theory of mind is apparent in many social interactions, empirical evidence so far suggests that people do not use this ability spontaneously when playing strategic games, even when doing so would be highly beneficial. In this paper, we attempt to encourage participants to engage in higher-order theory of mind reasoning by letting them play a game against computational agents. Since previous research suggests that competitive games may encourage the use of theory of mind, we investigate a particular competitive game, the Mod game, which can be seen as a much larger variant of the well-known rockpaper-scissors game. By using a combination of computational agents and Bayesian model selection, we simultaneously determine to what extent people make use of higher-order theory of mind reasoning, as well as to what extent computational agents can encourage the use of higher-order theory of mind in their human opponents.Our results show that participants who play the Mod game against computational theory of mind agents adjust their level of theory of mind reasoning to that of their computer opponent. Earlier experiments with other strategic games show that participants only engage in low orders of theory of mind reasoning. Surprisingly, we find that participants who knowingly play against second-and third-order theory of mind agents apply up to fourth-order theory of mind themselves, and achieve higher scores as a result.
100,000 academic users. The innovations of Tim Berners-Lee and Robert Cailliau (CERN) transformed the Internet into a World Wide Web (WWW). By March 2005, Google provided access to 8,058,044,651 web pages and to 1,187,630,000 images. [2] By the end of 2005, the Internet is predicted to reach 1 billion fixed line users.
The article reviews scholarship on Leonardo da Vinci during the 20th century. An initial fascination with a handful of paintings has led to a nearly comprehensive understanding of his art. A catalogue raisonnée for Leonardo and his school has yet to be made. Awareness of Leonardo as a scientist began with a vague reputation of a universal genius who never finished anything. Some praised, others sought to limit him as an artist-engineer. The 20th century revealed that Leonardo made substantial contributions in the domains of physics, mechanics, optics, perspective and medicine. Even so, nearly 500 years after his birth, much remains to be done in understanding fully one of the great geniuses of all time.
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