The Selling of Virtual Reality: Novelty and Continuity in the Cultural Integration of Technology

2019 ◽  
Vol 12 (4) ◽  
pp. 535-552 ◽  
Author(s):  
Jeff Nagy ◽  
Fred Turner

Abstract Since the spring of 2014, the consumer virtual reality (VR) industry has once again been racing to reach the public, providing an opportunity to track an emerging medium’s cultural integration in real time. We examined three sites on the sales chain that stretches from the laboratory to the living room: industry developer conferences, industrial prototypes, and end-user experiences. At each of these sites, marketers renegotiate VR’s novelty in order to sell it to specific constituencies. Paradoxically, these negotiations reveal how VR, typically presented as a disruptive innovation, has been called upon to stabilize and ensure the continuity of the past: that is, of particular cultural forms and of the industrial and technological infrastructures that sustain them. We argue that the enculturation of VR demonstrates that the processes that summon new technologies and construct them as novel also reinforce existing—and often unspoken—agreements about the ways that culture should be organized.

2022 ◽  
pp. 1-10
Author(s):  
Dorota Kamińska ◽  
Grzegorz Zwolińsksi ◽  
Anna Laska-Leśniewicz ◽  
Luis Pinto Coelho

Over the past few years, the rapid development of virtual reality has led to the technology finding its way into the professional sector in addition to the gaming market. It plays a particularly important role in medical applications by providing a virtual environment to enable therapy, rehabilitation, and serving as an educational platform. The chapter provides an overview of the applications of virtual reality in medicine about some of the most important areas. Both scenario development and application validation methods are presented, as well as their impact on the end user. Finally, the technological potential and future development of VR applications used for improving medical service delivery are summarized and briefly discussed.


2019 ◽  
Vol 299 ◽  
pp. 03006
Author(s):  
Sven Maricic ◽  
Donald Radolovic ◽  
Ivan Veljovic ◽  
Roberta Raguz

The progress and development in the fields of technologies in the past few decades are impressive. With so many innovations that have had an impact on human lives and have changed them so drastically, living in a time where new technologies are still making massive changes, and, unquestionably, it wil continue with that trend. As the techniques are continuously evolving, people are forced to prepare ourselves and our descendants to the new and upcoming technologies so that they would be able to understand them, use them, teach others about them and also make some improvements in the specific fields of applications. This article presents an overview of the principal results of research on the impact of Virtual Reality (VR) 3D education for students in industrial vocational training. They were introducedto the generated model and had to explore all elements to have personal experience in the virtual environment. After the training, a user experience survey has been conducted, and the results obtained after the use of the system were presented.


2013 ◽  
Vol 10 ◽  
pp. 34-39 ◽  
Author(s):  
Maryam Mousavi ◽  
Yap Hwa Jen ◽  
Siti Nurmaya Binti Musa

With the emerge of new technologies many systems are presented to a wider range of users at reasonable costs. Virtual Reality (VR) technology has also entered many new economical areas such as tourism, business, online games, and also cultural heritage. The new advancement in VR and its availability to the end user in many forms necessitates considering the health issues because cybersickness is one of the drawbacks of Virtual Environments (VE). In addition, usability of the VE and the provided VR technology and system is of paramount importance in the market to attract the user. However, usability measurement of the VE also has become a difficult issue due to the vast range of products and users. A review on the cybersickness and usability issues in VE is prepared and presented in this paper.


Author(s):  
Sonia Ferrari ◽  
Monica Gilli

This paper analyses the role played by the new multimedia technologies for the development of the offer of museums. The role of museums is changing: while in the past the goal of mere cataloguing and preservation prevailed, today these institutions are making efforts to increase the number of visitors and attract new segments of demand, as well as qualify their offer. It emerges, for all these reasons, the need to modify the positioning and the offering of cultural attractions, strengthening them in experiential terms. Therefore, in terms of management of cultural heritage it is necessary to focus on the ability to get closer to the public and to create richer and striking experiences for visitors through new technologies. The paper presents some of the most interesting cases of Italian audience-driven museums (Hopper-Greenhill, 1994) focused on innovative ITC support.


Author(s):  
Gary Westfahl

This chapter examines three William Gibson novels: Virtual Light, Idoru, and All Tomorrow's Parties. Virtual Light confirms Gibson's desire to break with the past and move in new directions. More specifically, Gibson wanted readers to enter and appreciate a different sort of Gibsonian world. Accordingly, Virtual Light was set in 2005, only twelve years after its publication, and its imagined new technologies were not far removed from actual technologies of the early 1990s. While computer hackers eventually play a small role in the story, there is only one fleeting glimpse of a virtual realm recalling cyberspace, and the two protagonists have almost no interactions with computers. While Gibson remained interested in futuristic science, this novel devotes more attention to speculative sociology. Idoru examines the mechanisms that promote celebrities and keep them in the public eye. It seems to repudiate Virtual Light, whereas All Tomorrow's Parties seems to repudiate Idoru.


2017 ◽  
Vol 5 ◽  
pp. 33 ◽  
Author(s):  
Alicja Piślewska

The following article addresses notions of communication of archaeology and communication between archaeology and society in Poland—past and present. The examination of these two issues begins with a presentation of their historical background, rooted in a political, economic and sociological context. Through reaching back to the past of the Polish state some trends in presenting archaeology to the public can be easily traced. Particular ways of communicating archaeology to the general public are deeply connected with tradition and the wider social and political context, all of which have an undoubtful impact on the reception and perception of archaeology—as a science and as a profession. New technologies, through which communication between archaeologists and society takes place, are definitely used in Poland nowadays, however, the ways in which information is constructed should refer to the existing experience. What should be found is some common ground on which new technologies and traditional ideas of presentation of archaeology could work together and create the most efficient presentation.


2014 ◽  
Vol 136 (11) ◽  
pp. 32-35
Author(s):  
Dave Dewees ◽  
Craig Jones ◽  
Megan Slater ◽  
Paul Weitzel ◽  
Steve Scavuaao ◽  
...  

This article discusses how ASME Boiler and Pressure Vessel Code (BPVC) has continued to evolve in the past 100 years to meet the needs of the engineers using the most advanced technology. The first edition of what has now become the ASME BPVC was published in 1914. The Code has continued to expand and adapt over the years to meet the needs of new technologies, many unimagined 100 years ago. The Code continues to meet new challenges and to extend its influence in the cause of safety around the globe. The volunteers who meet four times a year to maintain and extend the Code are completely dedicated to translating sometimes painfully gained experience into rules that strive to protect people. It's why competitors come together and share critical knowledge with one another and the public, and why volunteers dedicate time that almost universally extends well beyond the traditional 40-hour work week.


Author(s):  
Pekka Sulkunen ◽  
Thomas F. Babor ◽  
Jenny Cisneros Ornberg ◽  
Michael Egerer ◽  
Matilda Hellman ◽  
...  

Commercial gambling has developed in the past few decades into a complex enterprise that is at once a recreational activity, a global profit-making industry, and a potentially harmful behavior. New technologies, large for-profit corporations, and extended legalization, have changed the contexts and traditional roles of gambling. Using a public interest framework, this book discusses gambling policies that will best serve the public good. The book critically evaluates the scientific research on regulations designed to prevent or reduce the individual and collective harm from the activity. Efficient methods have a high probability of success if adequate consideration is given to the complexity of the problems. The difficulty is political: the use of these methods most likely conflicts with financial considerations. Problem users bring in the largest share of the money to the trade. Preventing gambling-related harm is rarely possible without limiting the overall volume of the activity.


Geosciences ◽  
2021 ◽  
Vol 12 (1) ◽  
pp. 9
Author(s):  
Fabio L. Bonali ◽  
Elena Russo ◽  
Fabio Vitello ◽  
Varvara Antoniou ◽  
Fabio Marchese ◽  
...  

Immersive virtual reality can potentially open up interesting geological sites to students, academics and others who may not have had the opportunity to visit such sites previously. We study how users perceive the usefulness of an immersive virtual reality approach applied to Earth Sciences teaching and communication. During nine immersive virtual reality-based events held in 2018 and 2019 in various locations (Vienna in Austria, Milan and Catania in Italy, Santorini in Greece), a large number of visitors had the opportunity to navigate, in immersive mode, across geological landscapes reconstructed by cutting-edge, unmanned aerial system-based photogrammetry techniques. The reconstructed virtual geological environments are specifically chosen virtual geosites, from Santorini (Greece), the North Volcanic Zone (Iceland), and Mt. Etna (Italy). Following the user experiences, we collected 459 questionnaires, with a large spread in participant age and cultural background. We find that the majority of respondents would be willing to repeat the immersive virtual reality experience, and importantly, most of the students and Earth Science academics who took part in the navigation confirmed the usefulness of this approach for geo-education purposes.


Author(s):  
G. I. Yeshenkulova ◽  
R. Ye. Agybetova ◽  
Y. E. Galiakbarov ◽  
A. G. Gizzatzhanova

The article describes the state of museums in the past, the impact of monotonous activities in the country on the number of visitors, as well as the introduction of new technologies and their impact on museums. The importance of using new technologies in the provision of their services, quickly focused on the modern period of museums that are among the top 10 world-famous museums, is emphasized. Virtual tours in 3D format of several foreign and patronymic museums and exhibitions with the use of modern technologies and augmented virtual reality indicate that the museum's attendance is increasing both online and offline. The situation in our country shows that significant work needs to be done to increase the number of visitors to museums, including the use of new technologies, good advertising, various promotions. This idea can be confirmed by the results of a survey on the use of augmented reality and virtual reality technologies in the museum in our country. The desire of a total of 179 participants to visit the museum confirms the need to develop this area. In the near future, people's visits to museums may change, their situation shows that the industry needs to be developed in the future, there is a great opportunity to deliver art to people previously unavailable, people who do not have the opportunity to travel and visit famous museums have online access to the world's best collections. Strict restrictions due to the pandemic have increased people's interest in listening to virtual tours of museums, which, among other things, is due to the fact that the museums themselves are beginning to quickly direct visitors to online tours.


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