Reference:
Bylevskiy P.G..
Socio-cultural risks of multimodal large generative models of "artificial intelligence" (GenAI)
// Culture and Art.
2024. № 6.
P. 213-224.
DOI: 10.7256/2454-0625.2024.6.70926 EDN: DWMERQ URL: https://en.nbpublish.com/library_read_article.php?id=70926
Abstract:
The article is devoted to the study of the conditions for ensuring the information security of Russian citizens when using generative "artificial intelligence" technologies in the socio-cultural sphere. The relevance of the topic is due to the modern high rates of development of computer neural networks that generate multimedia content: texts, images, sounds and videos. The developers classify generative technologies as "artificial intelligence", position them as a "new nuclear project" capable of radically increasing the productivity of socio-cultural creativity, and receive significant government, corporate and investment financing. The object of the study is modern multimedia generative models, the subject of the study is the possibility of their use in the socio-cultural sphere of creativity and the associated risks of information security. The purpose of the study is to determine the conditions for ensuring the information security of Russian citizens when using multimodal generative technologies in the socio-cultural sphere. The research materials are scientific publications of recent years (2021–2024) in Russian journals of the HAC list (categories K1, K2) and international Scopus publications (quartiles Q1, Q2) devoted to research and critical analysis of the possibilities of multimodal generative models, associated risks and security tools. The philosophical methodology is applied: theoretical and cultural analysis, synthesis. The scientific novelty of the article is due to the application of a philosophical theoretical and cultural methodology for a critical comparison of the declarations of developers and the actual potential of applications of multimodal generative technologies. The result of the study is an assessment of how greatly exaggerated the risks predicted based on the positioning of the technologies in question as "artificial intelligence". The real risks are proposed to include: the incompatibility of development costs with the usefulness of the results; lowering the cultural level of professional and amateur creativity and worsening the tastes of the mass audience; use in "social engineering", fraud, mass disinformation, fake news, manipulation of public consciousness, "cancellation culture", destruction of traditional values and substitution of socio-cultural identity. The means of ensuring the safety of Russian citizens in the development and use of multimedia generative technologies in the socio-cultural sphere are recommended.
Keywords:
cancel culture, social engineering, fake news, disinformation, mass culture, multimedia generative models, artificial intelligence, information security, traditional values, socio-cultural identity
Reference:
Kalinin D.V., Nikitina E.A..
The Influence of Economic Digital Ecosystems on the Formation of Social Representations of the Subject
// Culture and Art.
2023. № 12.
P. 58-69.
DOI: 10.7256/2454-0625.2023.12.40812 EDN: UFCOMZ URL: https://en.nbpublish.com/library_read_article.php?id=40812
Abstract:
The object of research is the transformation of the social representations of the subject in the digital communication environment, the transformation of social representations in economic digital ecosystems is highlighted as the subject. The relevance of the topic is due to the growing convergence of digital, cognitive and social technologies in the emerging digital society, and, as a consequence, the inclusion of information and digital technologies in the system of social interactions. The study is aimed at identifying the ways and mechanisms of influence of economic digital ecosystems on the social perceptions and values of the subject. Accordingly, the article examines the features and goals of economic digital ecosystems emerging in the process of development of the digital economy. Particular attention is paid to the analysis of the features of digital communication in economic ecosystems, which create new opportunities and ways of influencing ecosystems on the formation and dissemination of social ideas. The methodological basis of the study is made up of structural-functional and systemic-communicative approaches to the study of the processes of transformation of social ideas and values of the subject. The main conclusion of the study is the following: in the information society, the influence of digital economic ecosystems, aimed at constructing the digital environment of society, on the formation and transmission of social ideas, is increasing. The growth in influence is largely due to the high adaptability of ecosystems to the individuality of the consumer and the digital capabilities of personalizing consumption. The novelty lies in the introduction of the concept of “collective digital transpersonal community,” which characterizes the features of the method of forming social ideas and values in the digital environment.
Keywords:
digital rationality, digital values, social representations, values, social interaction, collective subject, subject, digital eco-systems, complex systems, information society
Reference:
Lekhnitskaya P.A..
The White Room as a Narrative-Psychological Concept in a VideoGame
// Culture and Art.
2023. № 10.
P. 36-50.
DOI: 10.7256/2454-0625.2023.10.39034 EDN: KXIWHW URL: https://en.nbpublish.com/library_read_article.php?id=39034
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Abstract:
Based on the ambiguity of the idea of the object of study complexity - videogames, the need to analyze them through the prism of several approaches, the subject of the study was an attempt to create a relatively universal narrative-psychological concept, which we called the "White Room". The universality of this concept lies in its applicability to various game contexts, however, this universality does not entail stereotypes, but implies the need to take into account three components when designing this concept in a game scenario: space, consciousness and simulacra. Space is where the game action takes place, consciousness is the game experience, the perception of the game process, simulacra - everything that fills the game world (objects, players, etc.), depending on the context, determines the interpretation of game events. Scientific novelty lies in the creation of a new narrative-psychological concept, which is based on the ideas of related disciplines and can be used for a wide range of tasks when creating a narrative video game design. The specificity of the concept of the White Room lies in the compositionally correct design of the space and the regulation of the game experience, its imposition on incoherent game scenes, the choice of the right simulacra, which are determined by the game context. The white room can act as the starting setting of the world, the setting, the creation of the world, the place of "psychological relief", self-digging, memories of the past to understand yourself today, the climactic scene, the whole game can also take place in it.
Keywords:
game concept, universal narrative model, game scenario, white room, video game perception, virtual world, narrative-psychological model, space, narrative design, videogame
Reference:
Krutov N.Y., Fedorovskaya N.A..
Specific features of the action genre in video games of the late XX – early XXI century
// Culture and Art.
2022. № 12.
P. 55-63.
DOI: 10.7256/2454-0625.2022.12.37459 EDN: RECWIX URL: https://en.nbpublish.com/library_read_article.php?id=37459
Abstract:
The object of the study was video games related to the so-called action genre. The disparate classifications of video games that currently exist in the scientific and user environment indicate that there is a problem of creating their typology, key characteristics and specific features that allow dividing genres among themselves have not yet been identified. The purpose of the article is to identify specific features of the action genre in modern video games. The main research methods are comparative and structural-functional, which allow to objectively show the essential characteristics of the genre under consideration. The results of the study show that the genre has not yet been considered comprehensively for the search for generalized features, which were partially mentioned in the studies of T. H. Kutlaliev, N. Y. Kazakova, N. A. Moshkova, I. I. Yugai, T. Epperly, etc. Personal contribution is seen in the fact that the authors purposefully search for genre-specific features, which will further contribute to the development of the genre typology of video games. It is established that the key features of the action genre are: activity that requires good coordination of movements from the player; dynamics that involves saturation with actions; conflict, as an obligatory component of the game; character – the presence of a hero, the action is carried out through a specific character. An important result of the study was that specific signs of action can be found in other genre varieties. The concept of "action" in them becomes an additional element that gives any game dynamics, activity, conflict.
Keywords:
action, video games, computer games, video games classification, genre typology, video game culture, genre characteristics, action video games, video game design, genre features
Reference:
Dadianova I..
Modern animation technologies in web design
// Culture and Art.
2022. № 2.
P. 8-17.
DOI: 10.7256/2454-0625.2022.2.36463 URL: https://en.nbpublish.com/library_read_article.php?id=36463
Abstract:
The subject of this research is animation technologies in modern visual culture, their role and importance in web design and development trends. The purpose of the study is to determine the role of animation in modern visual culture, in general, and in web design, in particular. The main tasks include, firstly, the analysis of trends in the development of the sphere of animation used in web design; secondly, the identification of key characteristics of web animation and the classification of the main animation forms; thirdly, the analysis of the technological aspect of the development of web animation with specific examples of tools that implement this or that a different technology. In the course of the study, both general logical research methods (analysis and synthesis, deduction and induction, generalization) and methods of systematization of scientific knowledge – typologization and classification were used. The novelty of the research lies in rethinking the importance of animation technologies in modern visual culture. As a result of the research, the specific features of web animation, its role in modern web design, the main areas of application, forms, methods and techniques were highlighted. The technological aspect of web animation creation was also analyzed, the classification of modern web technologies that allow solving various tasks facing web animation was presented.
Keywords:
Web animation, Graphical interface, Website design, Web technologies, The Internet, Animation, Animation effects, Computer science, Computer technology, Visual culture
Reference:
Trusevich E.S..
Using 3D Technologies in Documentary Film: the Influence of the Visial Effect on the Perception of the Audience
// Culture and Art.
2017. № 1.
P. 83-91.
DOI: 10.7256/2454-0625.2017.1.68568 URL: https://en.nbpublish.com/library_read_article.php?id=68568
Abstract:
The subject of the research is acting techniques used in visual solutions of a documentary film made by using 3D technologies. The author analyzes documentary films that have been launched by the Russian film lending service using 3D technologies and defines peculiarities of using 3D in documentary films. 3D technologies were tested in Russian documentary film lending service as a type of films with a high level of financial risk. The author of the article also defines and classifies techniques and methods used by film directors when creating a composition and image in documentary films using 3D technologies. In this research Trusevich has used the comparative method and systems approach. The author has calculated the number of documentary 3D films that have been launched by the Russian film lending service since 2009 till 2015. The scientific novelty of the research is caused by the fact that the author analyzes creative opportunities of 3D technologies, in particular, director's work on the image composition and using details. The author of the article also analyzes Sergei Eisenstein's thesis about the 'soaring effect' in the image composition and applies this term to the mise en scene of a 3D image.
Keywords:
detail, landscape in cinema, photogenia, film image composition, soaring effect, film lending service in Russia, documentary film, environmental film, visual perception, 3D