Virtual Reality, 3D Recreations and 3D Printing in Social Sciences Education

Virtual reality is a technology for the relocation and interaction of users with a digital environment created by computers through an interface that recognizes actions carried out in the real world. It allows users a multimodal experience, making possible immersion in a digital world. On the other hand, 3D modeling is a process of design and representation of an object (3D model) in three dimensions with specialized software, a model that could become tangible through 3D printing. Virtual reality, 3D modeling, and 3D printing technologies, with appropriate teaching proposals and appropriate tools for process monitoring, offer students new ways of interacting with contents of social sciences, geography, and history. There are more resources for the management of classes with VR devices and specific VR applications for teaching. In general, virtual reality and 3D modeling/painting in class allows both interaction and several opportunities for learning adapted to the needs of students.

2021 ◽  
Vol 70 (2) ◽  
pp. 177-188
Author(s):  
Tatjana Marković

This paper looks at the doll through the uneasy relationship between "tradition" and "contemporaneity". The traditional doll, both as a concept and as an artefact, belongs to the real world. It is defined as an object, an immobile figure controlled by a child. The traditional doll has no pretensions to be alive, and thus bears little resemblance to a human being. It is simple, unobtrusive, direct, mysterious, dependent on the child that gives it life during play. It has two fundamental virtues: silence, which is at the same time its most important means of communication, and submissiveness, which is based on fellowship and which implies the leaving of space to the "other", more precisely, to the child who is in fact "the first" and whom the doll "follows". Contemporary dolls can be material and non-material. Material dolls are most commonly made of inorganic materials, while non-material dolls are made of shadows, reflections, projections of symbolic form. Both have convincing human characteristics that they achieve thanks to various programs and "mechanisms". Contemporary dolls are seductive, talkative and ready to build "parasocial" and "postbiological" relationships in the digital world. Their supreme values are entertainment, noise, surprise, saturation of the senses, few demands on the mind. They aspire to be "first", and "demand" that the child should be in "second" position. A comparative study of these two dolls through a circle of ontological questions situated within the animate-inanimate opposition contributes to a better understanding of the status of the traditional/contemporary doll, the boundaries between man/the child and the doll, and relationships between people. The triumph of contemporary dolls threatens the status and the continued existence of the traditional doll. Due to the "humanization" of dolls and the "dollization" of people, the boundaries between people and dolls have been blurred. Increased intimacy with contemporary dolls leads to changes in social patterns based on greater distance between people.


Author(s):  
Mark Pegrum

What is it? Augmented Reality (AR) bridges the real and the digital. It is part of the Extended Reality (XR) spectrum of immersive technological interfaces. At one end of the continuum, Virtual Reality (VR) immerses users in fully digital simulations which effectively substitute for the real world. At the other end of the continuum, AR allows users to remain immersed in the real world while superimposing digital overlays on the world. The term mixed reality, meanwhile, is sometimes used as an alternative to AR and sometimes as an alternative to XR.


2021 ◽  
Vol 33 (5) ◽  
pp. 1029-1042
Author(s):  
Sho Sakurai ◽  
◽  
Takumi Goto ◽  
Takuya Nojima ◽  
Koichi Hirota

People infer the internal characteristics (attitude, intent, thoughts, ability, relationship, etc.) of others (interpersonal cognition, IC) from the impressions they form from the personality or attributes of those others (impression formation). Studies premised on interpersonal communication in a seated condition have confirmed that, regardless of whether the communication is in the real world or in a media environment, the appearance of the other person affects IC and the outcome of the communication. People also develop relationships based on impressions or images of the other party. The psychological relationship manifests in physical relationships, that is, the relative positions of the body or the movement. In this study, we evaluate the effects of the appearance of the opponent’s avatar on the players’ IC in whole-body interaction taking place in a virtual reality (VR) space. Moreover, we examine the feasibility of constructing a method of changing the players’ relationship in interpersonal interactions that accompany the control and interference of the entire body, “whole-body interaction,” by manipulating their appearances. In this study, we selected the party game Twister as a case model of whole-body interaction and developed a system that allows users to play Twister in VR space. Using this system environment, we conducted an experiment to evaluate the players’ IC based on the gender and realism of the opponent’s avatar. The results showed that differences in the appearance of the opponent’s avatar affected the IC of male players. We also indicated that changes in IC observed in the experiment can affect the players’ relationship, thus identifying issues that must be resolved in order to realize the method.


2017 ◽  
Vol 4 (1) ◽  
pp. 25-66
Author(s):  
Lucas S. Osborn

As the distinction between the digital and physical worlds continues to diminish, the necessity to reevaluate the bargain struck by the copyright regime increases in importance. Digitization brings increasingly more aspects of our world into the potential ambit of the copyright system. To understand whether and how the copyright system should apply in an increasingly digital world, it is first necessary to understand doctrinally how current copyright laws apply to new digital works. This Article corrects several errors that have appeared in the literature analyzing copyright law’s treatment of 3D printing and other digital manufacturing files. This Article incorporates an advanced technical understanding of digital manufacturing files and applies that understanding to copyright doctrine to clarify misunderstandings. The analysis briefly confirms that digital files created to manufacture creative objects are themselves clearly protected by copyright. On the other hand, and contrary to several assertions in the literature, most files created to manufacture purely utilitarian objects are not copyrightable because they lack a modicum of creativity. The lack of copyright protection for these files calls into question a number of assumptions, including whether they can be protected against even verbatim copying and whether open-source licenses involving these files can efficaciously bind downstream users. If digital manufacturing files of purely utilitarian objects do not enjoy copyright protection, creators may seek to embed additional, ancillary copyrightable material in the files to secure protection. This ancillary material serves as a lock-out code, which tries to prevent what would otherwise be lawful copying. This Article analyzes that phenomenon and discusses potential ways the law may react to it.


2018 ◽  
Vol 206 ◽  
pp. 01008
Author(s):  
Kang Tan

Construction 3D printing is becoming a significant force driving the transformation of civil engineering industry, but facing many problems for its immaturity. At the same time, the development of artificial intelligence and other advanced technology, especially BIM and virtual reality technology, provides new methods for solving these problems. Based on the defects of construction 3D printing and the advantages of these technology, this paper proposes a framework that combines artificial intelligence with construction 3D printing in five aspects: materials for 3D printing, automation design for 3D printing, digital construction for 3D printing, robots for 3D printing and BIM platform system for 3D printing. BIM platform system associates with the other aspects to work together efficiently during the life cycle of construction.


Author(s):  
Daphne E. Whitmer ◽  
Daniel Ullman ◽  
Cheryl I. Johnson

We investigated whether virtual reality (VR) training transfers to real-world performance. Participants were trained to complete a real-world maze task, which involved quickly moving an object through a tabletop maze without hitting the maze walls. Participants either trained in VR, trained by physically simulating the task (PS), or received no training (NT). After five timed training trials (or no training in the control condition), participants completed five timed test trials using the real-world maze. The VR training condition completed the maze significantly faster than the other conditions across each test trial. Other than the initial test trial where the NT condition was the slowest, the PS and NT conditions were comparable on the remaining test trials. These results suggest that VR provided trainees with an opportunity for meaningful encoding of the task, beyond the act of physically simulating the motions of the task.


i-Perception ◽  
2021 ◽  
Vol 12 (3) ◽  
pp. 204166952110239
Author(s):  
Junjun Zhang ◽  
Xiaoyan Yang ◽  
Zhenlan Jin ◽  
Ling Li

The experience in virtual reality (VR) is unique, in that observers are in a real-world location while browsing through a virtual scene. Previous studies have investigated the effect of the virtual environment on distance estimation. However, it is unclear how the real-world environment influences distance estimation in VR. Here, we measured the distance estimation using a bisection (Experiment 1) and a blind-walking (Experiments 2 and 3) method. Participants performed distance judgments in VR, which rendered either virtual indoor or outdoor scenes. Experiments were also carried out in either real-world indoor or outdoor locations. In the bisection experiment, judged distance in virtual outdoor was greater than that in virtual indoor. However, the real-world environment had no impact on distance judgment estimated by bisection. In the blind-walking experiment, judged distance in real-world outdoor was greater than that in real-world indoor. On the other hand, the virtual environment had no impact on distance judgment estimated by blind-walking. Generally, our results suggest that both the virtual and real-world environments have an impact on distance judgment in VR. Especially, the real-world environment where a person is physically located during a VR experience influences the person’s distance estimation in VR.


2017 ◽  
Vol 2 (4) ◽  
pp. 329
Author(s):  
Adita Miranti

In postmodern era, technology has evolved so rapidly that brings the people into the digital world (cyberspace), a new space to present the virtual reality and to provide free space for every individual to take any action that ends the simulation of reality. The development of digital technology has been brought through human fantasy boundaries, creating a three-dimensional space of the following items inside, going to the stage where virtual reality has exceeded manipulation and visual imagery so we step from the real world into a fantasy world. By reviewing the virtual communication through social media in cyberspace and how the virtual communication through new media (internet), and the formation of identity, the identity of both the real and virtual identities. Freedom and comfort of a virtual entered into a structured system, then to minimize misperceptions, prejudices and miss understanding should be built communications balanced relationship between the real world and the virtual world.


2005 ◽  
Vol 1 (2) ◽  
pp. 105-121 ◽  
Author(s):  
Rémy Delage

Using as the example of the pilgrimage to Sabarimala (Kerala, South India), I propose here to explore the links existing between sources, research hypothesis and research theory in social sciences. The choice of research materials in the process of investigation, sources of knowledge about the studied object, is not mere random sampling; it is processed in accordance with the questions of the researcher. It inevitably assumes a selective dimension. After a critical reading of the sources used by Indian studies, I will highlight on the connections between the sources and the methodological tools on the one hand, and the major research hypothesis about pilgrimage on the other. The links between the data taken from the field and the legitimacy of scientific discourse on India will be examined at the end before providing some keys for the interpretation of Sabarimala phenomenon in South India during the contemporary period.


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