Digital Religion
Digital religion is the practice of religion in the digital world, and the academic study of such religious practice. History Digital religion is the practice of religion in the digital world, and the academic study of such religious practice. Now digital religion is a modern field sub-category stemming out of digital culture. In the mid-1990s, "cyber-religion" was a term that arose to describe the interface between religion and virtual reality technologies. Most scholars started documenting how religious groups moved worship online and how religious rituals were performed. By the first decade of the 21st century, the term "digital religion" became more dominant, and has often been studied in terms of religion's developments in the Web 2.0 Web 2.0 (also known as participative (or participatory) web and social web) refers to websites that emphasize user-generated content, ease of use, participatory culture, and interoperability (i.e., compatibility with other products, systems ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Religion
Religion is a range of social system, social-cultural systems, including designated religious behaviour, behaviors and practices, morals, beliefs, worldviews, religious text, texts, sanctified places, prophecies, ethics in religion, ethics, or religious organization, organizations, that generally relate humanity to supernatural, transcendence (religion), transcendental, and spirituality, spiritual elements—although there is no scholarly consensus over what precisely constitutes a religion. It is an essentially contested concept. Different religions may or may not contain various elements ranging from the divine, sacredness, faith,Tillich, P. (1957) ''Dynamics of faith''. Harper Perennial; (p. 1). and a supernatural being or beings. The origin of religious belief is an open question, with possible explanations including awareness of individual death, a sense of community, and dreams. Religions have sacred histories, narratives, and mythologies, preserved in oral traditions, sac ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Virtual Reality
Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety, or military training) and business (such as virtual meetings). VR is one of the key technologies in the Reality–virtuality continuum, reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds, and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly creat ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Web 2
Web 2.0 (also known as participative (or participatory) web and social web) refers to websites that emphasize user-generated content, usability, ease of use, participatory culture, and interoperability (i.e., compatibility with other products, systems, and devices) for end users. The term was coined by Darcy DiNucci in 1999 and later popularized by Tim O'Reilly and Dale Dougherty at the first Web 2.0 Summit, Web 2.0 Conference in 2004. Although the term mimics the numbering of software versions, it does not denote a formal change in the nature of the World Wide Web, but merely describes a general change that occurred during this period as interactive websites proliferated and came to overshadow the older, more static websites of the original Web. A Web 2.0 website allows users to interact and collaborate through social media dialogue as creators of user-generated content in a virtual community. This contrasts the first generation of #Web 1.0, Web 1.0-era websites where people ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Heidi Campbell (professor)
Heidi A. Campbell (born August 26, 1970) is a professor of communications at Texas A&M University. She is known for her work in digital religion, and studies related to religion and new media. Biography Campbell received her BA in Communication from Spring Arbor University in Michigan (1992), an MTh in Theology and Ethics of Communication from the University of Edinburgh (1997), and a PhD from the University of Edinburgh (2002) where she studied the intersection of Computer-Mediated Communication and Practical Theology. Her PhD thesis was entitled "Investigating Community Through an Analysis of Christian Email Online Communities", which was revised and published as her first book entitled ''Exploring Religious Community Online'' (2005). Campbell was appointed assistant professor of communications in the Department of Community at Texas A&M in 2005, and became full professor in 2018. Since 2010, she has also been affiliated with the Texas A&M's department of Religious Studie ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Digital Humanities
Digital humanities (DH) is an area of scholarly activity at the intersection of computing or Information technology, digital technologies and the disciplines of the humanities. It includes the systematic use of digital resources in the humanities, as well as the analysis of their application. DH can be defined as new ways of doing scholarship that involve collaborative, transdisciplinary, and computationally engaged research, teaching, and publishing. It brings digital tools and methods to the study of the humanities with the recognition that the printed word is no longer the main medium for knowledge production and distribution. By producing and using new applications and techniques, DH makes new kinds of teaching possible, while at the same time studying and critiquing how these impact cultural heritage and digital culture. A distinctive feature of DH is its cultivation of a two-way relationship between the humanities and the digital: the field both employs technology in the p ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |