Teenager in virtual reality
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Transcript Teenager in virtual reality
Teenager
and virtual
reality
Авторы: Семенова Анастасия и
Никифоров Прохор
Руководитель: Гончарова М.Ф.
The Teenager
►
is a transitional stage of
physical and mental human
development generally
occurring between puberty
and legal adulthood but
largely characterized as
beginning and ending with
the teenage stage (between
the ages of 13 and 19).
The Internet
►
The Internet - is a
worldwide system of
combined computer
networks, based on the
use of IP routing and data
packets. Internet forms a
global information space,
is the physical basis for
the World Wide Web, and
many other systems
(protocols) data transfer.
The Virtual Life
►
►
►
►
►
Online games
Social network services
Information source
Media
Hacking
The Online
game
►
is a game played over
some form of computer
network. The expansion of
online gaming has reflected
the overall expansion of
computer networks from
small local networks to the
Internet and the growth of
Internet access itself.
The social
network
service
►
is an online service,
platform, or site that
focuses on building
and reflecting of social
networks or social
relations among
people, e.g., who
share interests and/or
activities. A social
network service
essentially consists of a
representation of each
user (often a profile),
his/her social links, and
a variety of additional
services.
The information
source
► is
a source of information for somebody, i.e.
anything that might inform a person about
something or provide knowledge to somebody.
Multimedia
► is
media and content that uses a
combination of different content
forms. Multimedia includes a
combination of text, audio, still
images, animation, video, and
interactivity content forms.
Hacker
►
is a member of the
computer
programmer
subculture originated
in the 1960s in the
United States
academia.
The results of questioning.
► We
made a questioning among our
contemporaries in social network “Vkontakte”:
Teenager's interest of doings in Internet.
online
games
20%
social
network
services
43%
hacking
3%
media
14%
information
source
20%
Places of using the Internet
at home
at friend's
at Internet cafes
15%
in the school
by phone
6%
38%
20%
21%
Time of using Internet
working days
20
18
16
14
12
10
8
6
4
2
0
0h
0,5h/1h
3h/6h
days off
9h/15h
Pros and cons of Internet
+
-
Online
games
•can
both give pleasure
•be a wonderful way to relax from
daily troubles
•develop teenagers’ skills
•game
Social
networks
•seems
•Virtual
more secure for teenagers
• the opportunity to contact with
several people at once
•opportunity to remain anonymous
•is a huge database
•an opportunity to express their
creativity.
values higher than real life
for players.
•often it becomes a drug
•getting out of virtual reality is a
very hard process
•The amount of excessive violence
communication replaces
the real, becomes dominant.
•there are more rudeness,
boorishness and inappropriate
behavior
•getting unaccustomed to simple
human interaction
•addiction to the network
The
information
sources
•is
more faster than visit the
library
•resulted in enhanced overall
knowledge
•understanding of curriculum
subjects
•can be effectively used to
generate awareness amongst
teenagers about issues like
sex, sexually transmitted
diseases, pregnancy, drugs,
alcohol and smoking.
•There
Multimedia
•Ease
with which teenagers
have learned to embrace
technology – be it the
computers, Internet or the
iPods.
•contributed to increase the
overall awareness of
teenagers about their
surroundings
•The
Hacking
•Teenagers
•
received
technological education.
are many websites promoting
pornography, violence, war, ethnic
and religious strife, drugs and
alcohol.
amount of excessive violence
•responsible for creating ideals about
body image
•make irrational demands for designer
clothing, accessories and other perks
of the celebrity life that they are
exposed to.
•Glorification of unhealthy habits like
is the criminal activity