Heaven after the Loss of Heaven

Author(s):  
Deane Galbraith

The chapter analyzes American pop-cultural constructions of heaven as attempts to deal with the symbolic loss of the traditional (biblical, Jewish, and Christian) conceptions of heaven. Accordingly, American pop-cultural heavens take the following forms: (1) heaven as the place for protagonists to “relearn the world” and so reestablish identity and achieve self-fulfillment following loss; (2) heaven as apotheosis of dominant ideologies such as the American Dream or neoconservative militarism, and so paradoxically both retaining and transforming our symbolic bonds with the ethereal realm; (3) heaven as intrinsically relational, a place of reunion with family and pets; (4) heaven made immanent on earth via near-death experiences, mind uploading, and virtual reality; (5) satirical and blasphemous heavens, combining resentment and anger at heaven’s irrevocable loss with an impossible desire for its renewal.

2021 ◽  
pp. 172-180
Author(s):  
Fitrio Deviantony ◽  
Grysha Viofananda ◽  
Nurul Hidayah ◽  
Nadhifa Eriyanti

permasalahan serius di dunia dan Indonesia. Data dari World Health Organization sekitar 21 juta orang mengalami skizofrenia. Prevalensi skizofrenia di Indonesia mengalami peningkatan proporsi per 1000 penduduk (1,7%) pada tahun 2013 menjadi (7%) pada tahun 2018. Faktanya terapi keperawatan untuk halusinasi belum optimal sedangkan teknologi terus berkembang seperti Virtual Reality (VR). VR mampu menurunkan gejala pada skizofrenia dengan kemampuan membuat perilaku interaktif dan tersimpan dalam otak agar tidak menimbulkan halusinasi. Teknologi ini digunakan untuk mengetahui manfaat E-Health Nursing VR sebagai terapi halusinasi pada pasien skizofrenia. Metode penelitian menggunakan systematic review dari 5 database yaitu Nature, Frontiers, BMC, Science Direct, NEJM sehingga didapat total 55 literatur. Mayoritas 63% mengulas terapi VR untuk mengurangi halusinasi pada skizofrenia. Perkembangan manfaat VR diverifikasi dalam beberapa pengobatan: skizofrenia, PTSD, kecemasan, akrofobia, ganguan citra tubuh, claustrophobia, dan lain-lain. Beberapa studi skizofrenia menyatakan terapi VR sangat efektif menangani delusi, halusinasi, gejala kepribadian skizoid. VR juga berguna dalam rehabilitas kognitif pada orang dewasa atau anak-anak autis dalam keterampilan dan kemandirian. Kesimpulan penelitian ini adalah VR terbukti efektif sebagai terapi kesehatan jiwa di masa mendatang. Disisi lain terdapat terapi psikologis pilihan seperti terapi perilaku kognitif, dan psikoterapi interpersonal. Oleh karenanya diperlukan kombinasi terapi VR dengan terapi komplementer tersebut dalam mengurangi halusinasi pada skizofrenia.   Mental health become a severe problem in the world and Indonesia. Data from the World Health Organization (WHO, 2016) estimated that 21 million people have schizophrenia. The prevalence of schizophrenia in Indonesia has increased proportion per 1000 population (1,7%) in 2013 to (7%) in 2018. In fact of nursing, therapy for hallucination is not optimal while constantly evolving technology such as Virtual Reality (VR). VR can reduce symptoms in schizophrenia with the ability to create interactive behavior and stored in the brain in order to cause hallucinations. The objective of this study was to review the benefit of VR as a hallucination therapy in schizophrenia patients. This research used a systematic literature review from five databases Nature, Frontiers, BMC, Science Direct, NEJM, and resulted in the retrieval of 55 papers. The majority of a result found a 63% review in Virtual Reality therapy can reduce hallucination in schizophrenia. VR is a technology browser and manipulator sensory environment in real-time 3D. The progressing benefit of VR verified in the treatment of schizophrenia, PSTD, anxiety, acrophobia, body image disorder, claustrophobia, and others. Some studies of schizophrenia declare that virtual reality therapy is effective in treating delusions, hallucinations, and a symptom of schizoid behavior. VR also has benefits in cognitive rehabilitation in adults or children with autism's inability and self-reliance. VR has a bright future as the treatment of mental health. The progressing of technology and research has an excellent opportunity for VR to reduce schizophrenia. Moreover, there is psychological therapy, such as cognitive-behavioral therapy and interpersonal psychotherapy. Therefore a combination needed of virtual therapy with the complementary therapy for reducing hallucination in schizophrenia.


Author(s):  
Mohammed Yousif

The mobile applications industry has had significant growth in the last few years. Mobile phones are everywhere since we use them in every part of our daily lives for entertainment, communication and other various uses. Unfortunately, there was also a substantial increase the number of autism cases in kids around the world, which has prompted for a dire need of a therapy method that is cheap, reliable and accessible for everyone who needs it. Researchers have tried several methods, like robotics and virtual reality, to help in the therapy of autistic children. While their results were promising, these technologies are still out of reach of most users due to their high cost. Mobile phones, however, are much more accessible since everyone has one, and they have a wide array of useful gadgets that can be used in making the therapy sessions more engaging and fun such as cameras, accelerometers, speakers, microphones and others. This project aims to design and implement an interactive learning environment based on a mobile application for teaching kids with special needs. 


Author(s):  
Marisa Pascarelli Agrello ◽  
Marianina Impagliazzo ◽  
Joaquim José Escola

ResumoNo presente artigo apresentamos a experiência realizada com o uso dos softwares de realidade aumentada (RA) e a realidade virtual (RV) em cenários para o Ensino das Ciências objetivando atender a Era da Educação 4 por meio de manipulação de objetos virtuais.Com aplicações distintas, as duas tecnologias são complementares e se configuram como ferramentas adicionais aos docentes com a proposta de elevar a qualidade das aulas e a geração de uma aprendizagem significativa representando uma ponte entre a educação e a tecnologia. Como objetos virtuais de aprendizagem (OVA), deverão ser usados em sala de aula como forma de enriquecimento das experiências práticas por meio da representação virtual de temas e contextos tornando mais ativa, contextualizada e efetiva o processo de apreensão do mundo. Palavras-chave: realidade virtual, realidade aumentada, ensino das ciências, tecnologias educacionais. Abstract In the present article we present the experience with the use of software of augmented reality (RA) and virtual reality (VR) in scenarios for the Teaching of Sciences in order to attend the Age 4 of Education through manipulation of virtual objects, the two technologies are complementary and are configured as additional tools for teachers with the proposal of raising the quality of lessons and generating meaningful learning as a bridge between education and technology. As virtuais learning objects, they should be used in the classroom as a way to enrich practical experiences through virtual representation of themes and contexts, making the process of apprehension of the world more active, contextualized and effective. Keywords: virtual reality, augmented reality, science teaching, educational technologies.


Author(s):  
Irina Kulikovskaya ◽  
Liudmila Kudinova ◽  
Maria Guryeva ◽  
AF AF
Keyword(s):  

Author(s):  
Martin Rieser

This chapter will examine and critically align a number of pioneering projects from around the world, using mobile and pervasive technologies, which have challenged the design and delivery of mobile artworks, as documented on the author’s weblog and book The Mobile Audience (Rodopi, 2011). These will be presented together with examples from the artist’s own research and practice, which have been concerned with the liminal nature of digital media and the intersection of the real and virtual, the physicality of place, and the immateriality of the imaginary in artistic spaces. Two projects in process are also referenced: The Prisoner—a motion-captured, emotionally responsive avatar in the round—and Secret Garden—a virtual reality digital opera. Lastly, this chapter considers the nature of digital materiality in the exhibition of miniature Internet transmitted sculptures: Inside Out: Sculpture in the Digital Age.


Author(s):  
Nonny de la Peña

A new embodied digital rhetoric emerges when using nonfiction narratives built in fully immersive virtual reality systems that take advantage of the plasticity of our sensations of presence. The feeling of “being-in-the-world” as described by phenomenologists, including philosophy of mind, film, and virtual reality theorists, is part of the adaptability that humans show in their relationship to technological tools. Andy Clark's “soft selves” and our “plastic presence” merge as the high resolution graphics of the latest virtual reality goggles and robust audio captured at real events tricks our minds into having an embodied connection with the stories portrayed in these new spaces. By putting people into news or documentary pieces on scene as themselves, opportunities for persuasive and effective rhetoric arise. This chapter cites theory, psychology and virtual reality research as well as the author's specific case studies to detail the potential for this new embodied digital rhetoric that allows us to pass through the screen and become present as witnesses to a nonfiction story.


Author(s):  
Priscilla Bamba

From the simplest cell phone to virtual reality headsets, students today are bombarded by technology, so this is bound to affect their expectations in the learning environment and the way they relate to cognitive challenges. Today's culture is an immersion of advanced methods of communicating with each other and with their instructors. Adult learners who return to the world of higher education after having been away for some time have often felt the need to strive harder to show they fit into that world. With a broader worldview, more responsibilities, and often more wisdom gained from having held jobs, sometimes for years, they also bring a richer way of relating to the academic world. At the same, time, though, sometimes responsibilities, including full family lives, limit their time and energy they are capable of devoting to studying and completing assignments.


Author(s):  
Giuliana Guazzaroni ◽  
Anitha S. Pillai

Various medical and technological organizations are working on the development of unconventional solutions such as therapy and assistance for people with autism spectrum disorder (ASD). Different organizations, researchers and educators have been involved in the study and realization of virtual reality (VR) solutions to be used as therapy, training, and support for these individuals. Previous researches and experiments showed that it is possible to ameliorate the level of concentration, coordination, socialization, communication, self-awareness, and memory in school children treated with these tools. VR environments may offer a total physical involvement of the ASDs that may see the world through virtual immersion and active practice. This chapter presents a way of rethinking teaching and learning.


Author(s):  
Susan Blackmore

‘Altered states of consciousness’ discusses the states of consciousness during sleep, dreaming, hallucinations, out-of-body experiences, near-death experiences, meditation, and after taking psychoactive drugs. Psychologist Charles Tart defines an altered state of consciousness (ASC) as ‘a qualitative alteration in the overall pattern of mental functioning, such that the experiencer feels his consciousness is radically different from the way it functions ordinarily’. This certainly captures the idea of ASCs, but also creates problems, such as knowing what a ‘normal’ state is. In both mystical experiences and long-term meditation, people describe seeing through the illusions of duality and seeing the world as it truly is.


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