模仿沟通的价值论:问题的表述

A. Fortunatov
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引用次数: 0

摘要

本文探讨了现代传播正在呈现一种特殊形式的假设。它可以被称为模仿通信,其中信息处理技术起着非常重要的作用。笔者认为这种传播的根源在于社会信息的商业性、消费性,在媒介现实出现的早期,它促进了市场关系的发展。由于技术的发展,对现实的模仿质量在信息过程中成为影响一个人解构的独立因素。在这些结论中,作者依靠自己对电视历史的长期研究。正是这种大众传媒奠定了模仿现实的基础,从现实的发展中撕裂了对现实的感知,并为对一个人的技术认同奠定了基础,损害了传统的个人努力。模拟现实与游戏现象有关。作者从现象学的角度对游戏进行了重新思考,并与经典定义进行了比较。这个游戏是一种检测人格所在的本体论边界的形式。然而,在科技发展的今天,游戏正在变成一种替代现实的方式,失去了它原本作为社会意义标识的地位。根据这种解释,许多目前尚未解决的问题,例如电脑成瘾问题,获得了具有特定治疗方法的明显社会偏差的特征。作为现存情境发展的视角,作者呼吁个体对现实的再化(回归),而虚拟现实应该获得人类历史上另一个乌托邦的地位。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Axiology of Imitative Communication: Formulation of the Problem
The article explores the hypothesis that modern communication is taking on a special form today. It can be called imitative communication, in which information processing technologies play a very important role. The author derives the origin of this communication from the commercial, consumer status of social information, which in the early stages of the emergence of media reality contributed to the development of market relations. Thanks to the development of technology, the quality of imitation of reality becomes an independent factor infl uencing the deconstruction of a person in the information process. In these conclusions, the author relies on his own long-term studies of the history of television. It was this mass media that laid the foundations of imitative reality, tearing off the perception of reality from its real development and laying the foundations for technological identifi cation of a person to the detriment of traditional personal efforts. Imitative reality has a connection with the phenomenon of the game. The author carries out a phenomenological rethinking of the game in comparison with its classical defi nitions. The game appears as a form of detection of ontological boundaries in which the personality is located. However, with today’s development of technology, the game is turning into a way to replace reality, losing its original status as an identifi er of social meanings. With this interpretation, many currently unresolved problems, for example, the problem of computer addiction, acquire the features of distinct social deviations that have specifi c ways of treatment. As a perspective for the development of the existing situation, the author calls the reditization (return) of the individual to reality, while virtual reality should acquire the status of another utopia in the history of mankind.
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