Author(s):  
Сергей Александрович Грязнов

Несколько лет назад об идее обучения сотрудников правоохранительных органов посредством виртуальной реальности (VR) не могло быть и речи, прежде всего, из-за высокой стоимости данной технологии. Сегодня виртуальная реальность стала технически зрелой, затраты снизились, а технологии широко распространились по многим профессиям. Можно уверенно сказать, что правоохранительным органам нужны лидеры, обладающие навыками и компетенциями XXI в., выходящими за рамки традиционного обучения. Целью данной статьи является рассмотрение (на зарубежном примере) важности применения технологии виртуальной реальности для обучения сотрудников правоохранительных органов. Автором сделан вывод о том, что использование виртуальной реальности в обучении - это наиболее эффективный способ передачи информации. Данные технологии обучения можно использовать для безопасного повышения квалификации, чтобы в будущем избежать реальных рисков. A few years ago, the idea of training law enforcement officers through virtual reality (VR) was out of the question, primarily because of the high cost of this technology. Today, virtual reality has become technically mature, costs have decreased, and technology has spread widely across many professions. We can confidently say that law enforcement agencies need leaders with skills and competencies of the 21st-century that go beyond traditional training. The purpose of this article is to consider (on a foreign example) the importance of using virtual reality technology for training law enforcement officers. The author concluded that the use of virtual reality in training is the most effective way of transmitting information. These training technologies can be used for safe professional development in order to avoid real risks in the future.


Author(s):  
Tom Burns

‘Into the 21st century’ explains how there is an increased focus on how our body, and not just the brain, influences our mental health. Rapidly advancing computer technology, including artificial intelligence and virtual reality, is beginning to provide new treatment possibilities, not just support and simplify the old ones. The development of sophisticated imaging has supercharged the area of neurosciences and the increased understanding of genetics and the new science of epigenetics provide psychiatry with greater tools to identify and manage mental illnesses. A paradox with our increasingly technological and scientific advances is that the core dilemmas of psychiatry appear not to be diminishing. Psychiatry will survive the 21st century, but certainly it is changing.


2020 ◽  
pp. 175-190
Author(s):  
Christian Stiegler

This article applies and extends the concept of social media logic to assess the politics of immersive storytelling on digital platforms. These politics are considered in the light of what has been identified as mass media logic, which argues that mass media in the 20th century gained power by developing a commanding discourse that guides the organization of the public sphere. The shift to social media logic in the 21st century, with its grounding principles of programmability, popularity, connectivity, and datafication, influenced a new discourse on the logics of digital ecosystems. Digital platforms such as Facebook are offering all-surrounding mediated environments to communicate in Virtual Reality (‘Facebook Spaces') as well as immersive narratives such as Mr. Robot VR. This article provides an understanding of the politics of immersive storytelling and of its underlying principles of programmability, user experience, popularity, and platform sociality, which define immersive technologies in the 21st century.


Author(s):  
Antonios Kargas ◽  
Nikoletta Karitsioti ◽  
Georgios Loumos

The forthcoming Industry 4.0 is expected to change not only manufacturing and industrial services, but will rearrange how services are offered in a variety of sectors, including museum's services. Museums will inevitably be led to more digital (VR & AR) and promoting (Social Media) paths. A forthcoming “digital convergence” between VR & AR technologies and social media's promoting logic could enlarge museums' potentialities in attracting more visitors, younger visitors, while new patterns for connecting learning effects and amusement should be established. This chapter contributes to the following: • Presenting existing theoretical and empirical research on Virtual Reality and Augmented Reality technological implementation in Museums. • Presenting current tensions on social media's usage from cultural organizations. • Exploring how VR & AR applications can incorporate various elements coming from social media operational logic.


RSC Advances ◽  
2014 ◽  
Vol 4 (12) ◽  
pp. 5963 ◽  
Author(s):  
Erik-Jan Ras ◽  
Gadi Rothenberg

1999 ◽  
Vol 79 (6) ◽  
pp. 1241-1248 ◽  
Author(s):  
Mary E. Maniscalco-Theberge ◽  
David C. Elliott

2019 ◽  
Vol 20 ◽  
pp. 131-146
Author(s):  
Águeda Simó

La aplicación de la Realidad Virtual (RV) en la creación artística se remonta a la década de 1990, cuando se comercializan losprimeros sistemas de RV. Sin embargo, los altos costos y lasdificultades técnicas para realizar y exhibir este tipo de obras limitaron la exploración artística de esta tecnología. En la segundadécada del s. XXI, la RV ha experimentado un renacimiento debido,en parte, a los avances tecnológicos en la computación gráfica y las interfaces físicas, bien como a su abaratamiento. Todos estos factores, están reimpulsado la utilización de la RV en las artes al facilitar la creación y exhibición de las obras. Virtual Reality (VR) art can be traced back to the 1990s, whenthe first VR systems were commercialized. However, the art exploration of this technology was limited due to the high costs and technical difficulties to create and exhibit VR artworks. In the second decade of the 21st century, VR has experienced a renaissance partly because of the technological advances in computer graphics and physical interfaces and the reduction of their cost. All these factors have revitalized the use of VR in the arts by facilitating the creation and exhibition of artworks.


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