Augmented Reality, Virtual Reality, and Religion

2019 ◽  
pp. 195-212
Author(s):  
Joshua L. Mann

This chapter seeks to survey the current landscape of religious uses of augmented reality (AR) and virtual reality (VR) applications and begin to answer the following question: In light of relevant AR/VR research to date, what impact might religious uses of AR/VR have in relation to three essential features of religion—myth, ritual, and faith? Surveyed examples of AR/VR range from immersive experiences of holy sites and objects (including reconstructed ones), prayer and meditation, sacred texts and objects, film and storytelling, and social interaction. Drawing on general AR/VR research that shows how immersive experiences impact human beliefs and behavior, the author suggests a number of possible impacts the technology could have on religious experience and raises additional questions that stakeholders—from developers to religious scholars to religious devotees—can begin to answer as the technology becomes more widely available.

2008 ◽  
pp. 897-921 ◽  
Author(s):  
Claudio Kirner ◽  
Tereza G. Kirner

This chapter introduces virtual reality and augmented reality as a basis for simulation visualization. It shows how these technologies can support simulation visualization and gives important considerations about the use of simulation in virtual and augmented reality environments. Hardware and software features, as well as user interface and examples related to simulation, using and supporting virtual reality and augmented reality, are discussed, stressing their benefits and disadvantages. The chapter intends to discuss virtual and augmented reality in the context of simulation, emphasizing the visualization of data and behavior of systems. The importance of simulation to give dynamic and realistic behaviors to virtual and augmented reality is also pointed out. The work indicates that understanding the integrated use of virtual reality and simulation should create better conditions to the development of innovative simulation environments as well as to the improvement of virtual and augmented reality environments.


2021 ◽  
Author(s):  
Thomas Wyssenbach ◽  
Melina Zeballos ◽  
Stefan Loosli ◽  
Adrian Schwaninger

AbstractThis study examined whether an interviewer’s nonverbal behavior influences observers’ competence ratings in a recruitment interview using 360-degree videos experienced with immersive virtual reality (VR-cardboard) and 2D screen displays. Participants (n = 110) observed a recruitment interview and assessed three competences of the applicant (behavior in a team, customer care, and sales skill). We used a 2 × 2 design with the nonverbal behavior (positive vs. negative) of the interviewer and display type (VR-cardboard vs. 2D screen display) as between-subjects factors. After observing interview sequences and providing competence ratings, participants also rated different aspects of immersion using the augmented reality immersion questionnaire (ARI; Georgiou and Kyza in Int J Hum Comput Stud 98: 24–37, 2017) and their overall satisfaction with the experience. For two of the three competences (customer care and behavior in a team), we found that observers gave higher competence ratings when the interviewer’s nonverbal behavior was positive compared to when it was negative. This social influence effect was similar for 360-degree videos experienced with immersive VR and 2D screen displays. VR resulted in higher immersion than 2D screen displays regarding the dimensions of flow and presence. Our results suggest that the ARI questionnaire can be used to reliably assess 360-degree videos experienced with immersive VR and 2D screen displays.


2008 ◽  
pp. 391-419
Author(s):  
Claudio Kirner ◽  
Tereza G. Kirner

This chapter introduces virtual reality and augmented reality as a basis for simulation visualization. It shows how these technologies can support simulation visualization and gives important considerations about the use of simulation in virtual and augmented reality environments. Hardware and software features, as well as user interface and examples related to simulation, using and supporting virtual reality and augmented reality, are discussed, stressing their benefits and disadvantages. The chapter intends to discuss virtual and augmented reality in the context of simulation, emphasizing the visualization of data and behavior of systems. The importance of simulation to give dynamic and realistic behaviors to virtual and augmented reality is also pointed out. The work indicates that understanding the integrated use of virtual reality and simulation should create better conditions to the development of innovative simulation environments as well as to the improvement of virtual and augmented reality environments.


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


2019 ◽  
Author(s):  
Shannon Burns ◽  
Matthew D. Lieberman

Social and affective neuroscience studies the neurophysiological underpinnings of psychological experience and behavior as it relates to the world around us. Yet, most neuroimaging methods require the removal of participants from their rich environment and the restriction of meaningful interaction with stimuli. In this Tools of the Trade article, we explain functional near infrared spectroscopy (fNIRS) as a neuroimaging method that can address these concerns. First, we provide an overview of how fNIRS works and how it compares to other neuroimaging methods common in social and affective neuroscience. Next, we describe fNIRS research that highlights its usefulness to the field – when rich stimuli engagement or environment embedding is needed, studies of social interaction, and examples of how it can help the field become more diverse and generalizable across participant populations. Lastly, this article describes how to use fNIRS for neuroimaging research with points of advice that are particularly relevant to social and affective neuroscience studies.


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