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Медиафилософия ХII. Игра или реальность? Опыт исследования компьютерных игр
This chapter demonstrates that, as online games develop and grow in complexity, the "social" in these games, i.e. all types of interactions based on regularities of human communication, evolves as well. Multiplayer online games fulfil many functions in providing the "role distance" of players, enabling them to learn new social roles, alleviate the alienation of their everyday work, reflect on routine social situations, and practice the "naive" performance of game roles. The evolution of the social in massively multiplayer onlie role-playing games reveals in two trends: 1) variety of the "social" increases, thus including more abstract types and overcoming the anthropomorphic body, and 2) the freedom of interaction and dialogue grows wider, enabling players to contribute to shaping the story line of the game.

The results of cross-cultural research of implicit theories of innovativeness among students and teachers, representatives of three ethnocultural groups: Russians, the people of the North Caucasus (Chechens and Ingushs) and Tuvinians (N=804) are presented. Intergroup differences in implicit theories of innovativeness are revealed: the ‘individual’ theories of innovativeness prevail among Russians and among the students, the ‘social’ theories of innovativeness are more expressed among respondents from the North Caucasus, Tuva and among the teachers. Using the structural equations modeling the universal model of values impact on implicit theories of innovativeness and attitudes towards innovations is constructed. Values of the Openness to changes and individual theories of innovativeness promote the positive relation to innovations. Results of research have shown that implicit theories of innovativeness differ in different cultures, and values make different impact on the attitudes towards innovations and innovative experience in different cultures.
In this talk, we show a realistic post-processing rendering based on generative adversarial network CycleWGAN. We propose to use CycleGAN architecture and Wasserstein loss function with additional identity component in order to transfer graphics from Grand Theft Auto V to the older version of GTA video-game, Grand Theft Auto: San Andreas. We aim to present the application of modern art style transfer and unpaired image-to-image translations methods for graphics improvement using deep neural networks with adversarial loss.
This chapter demonstrates that, as online games develop and grow in complexity, the "social" in these games, i.e. all types of interactions based on regularities of human communication, evolves as well. Multiplayer online games fulfil many functions in providing the "role distance" of players, enabling them to learn new social roles, alleviate the alienation of their everyday work, reflect on routine social situations, and practice the "naive" performance of game roles. The evolution of the social in massively multiplayer onlie role-playing games reveals in two trends: 1) variety of the "social" increases, thus including more abstract types and overcoming the anthropomorphic body, and 2) the freedom of interaction and dialogue grows wider, enabling players to contribute to shaping the story line of the game.
The collective monograph, «Langage, pensée et esprit» ("Language, mind and spirit") published in French, presents the outcome of an international research project conducted during the years 2012-2015 by an international group of experts in contemporary philosophy of language and Wittgenstein scholars. The co-authors represent the following universities: University of Bergen, Norway; Université Paris-8 Vincennes Saint-Denis, France; National Research University Higher School of Economics, Russia; and Université de Tunis. The monograph examines diverse aspects of L. Wittgenstein's philosophy of language that are of considerable importance for today's philosophy of mind and for contemporary social sciences.
The chapter examines the concept of "social reality", viewed through Wittgenstein’s perspective of "possible worlds", and its importance for the epistemology of contemporary social sciences.
The article reviews the main events of the Third International Summer School on Cyber Law, organized by the Laboratory of information law (National Research University Higher School of Economics, Russia).
This year applications for participation in the summer school were submitted from the UK, Italy, Germany, Slovakia, Armenia, India, Belarus, Kyrgyzstan and from different cities of the Russian Federation. In the framework of the summer school the most current research trends in the field of information law and intellectual property law were touched, new problems and new issues were raised, and solutions were suggested. Among the guests of the summer school were representatives of IBM, Yandex, Google, MegaFon, Wargaming.net, Kaspersky lab, as well as professors of foreign universities.
Intense program of the summer school included a discussions on legal aspects of development and introduction of cognitive systems, legal regulation in the field of computer games, novelties of the Russian information legislation, relevant issues of telecommunication law and copyright, legal aspects of cyber security, as well as other important legal issues in IT/IP sphere.
Large attention of participants was paid to the problems of enforcing the new Russian legislation on the requirements to the information dissemination organizers on the Internet and popular bloggers. In light of enacting this legislation the questions of websites blocking were raised again. In the field of telecommunications law the issues of legal regulation of OTT-services were the most disputable. The legal aspects of the computer games industry which were discussed in the summer school include the issues of legal protection of computer games as objects of intellectual property, as well as the issues of e-commerce in the area of online computer games.
A special event in the framework of the summer school program was the master-class of foreign professors on how to write articles in English to international peer-reviewed journals.
The paper examines the structure, governance, and balance sheets of state-controlled banks in Russia, which accounted for over 55 percent of the total assets in the country's banking system in early 2012. The author offers a credible estimate of the size of the country's state banking sector by including banks that are indirectly owned by public organizations. Contrary to some predictions based on the theoretical literature on economic transition, he explains the relatively high profitability and efficiency of Russian state-controlled banks by pointing to their competitive position in such functions as acquisition and disposal of assets on behalf of the government. Also suggested in the paper is a different way of looking at market concentration in Russia (by consolidating the market shares of core state-controlled banks), which produces a picture of a more concentrated market than officially reported. Lastly, one of the author's interesting conclusions is that China provides a better benchmark than the formerly centrally planned economies of Central and Eastern Europe by which to assess the viability of state ownership of banks in Russia and to evaluate the country's banking sector.