Knowledge Building by Full Integration With Virtual Reality Environments and Its Effects on Personal and Social Life

1999 ◽  
Vol 19 (3) ◽  
pp. 237-243 ◽  
Author(s):  
Francisco Antonio Pereira Fialho ◽  
Araci Hack Catapan
2020 ◽  
Vol 4 (1) ◽  
pp. 36-50
Author(s):  
Alp Karaca

Due to the developing economic and technological opportunities, our structural environment and living spaces vary. In line with the increasing supply and demands of human beings, technological developments are increasing day by day, and they are trying to meet the expectations. The technological developments that started with the French Revolution show themselves in our living spaces, in every environment, where human beings exist and play the first-order factor in our lives. There is a process where living spaces and designs change and technological developments restructure the social environment of human beings. Technology, which developed rapidly, especially after 1990, is no longer a necessity but has become an indispensable part of our social life. Today, our relations with each other are now in a direct connection with technology. While our living spaces are being renewed and changed so rapidly, today’s adequacy of architectural education should be questioned. Has the education given in architectural education been able to meet the rapidly increasing demands of human beings? Have technological opportunities been a part of architectural education and can they use it effectively? The answer to these questions will be tried to be answered within the scope of architectural education, which is the focus of the research. In particular, the extent to which architectural design, which has a great place in the virtual reality environment, is supported during the university education process will be explored and the relationship between technological developments and design education will be revealed. In addition to the resource and data analyses to be carried out at all universities that provide architectural education accredited by YOK throughout Northern Cyprus, the research will also include observation methods and reports.   Keywords: Architectural education, technology, living spaces, virtual reality, design, North Cyprus.


Author(s):  
Johannes Moskaliuk ◽  
Joachim Kimmerle ◽  
Ulrike Cress

In this chapter, we will point out the impact of user-generated online virtual realities on individual learning and knowledge building. For this purpose, we will first explain some of the central categories of virtual realities (VRs) such as presence and immersion. We will also introduce the term virtual reality 2.0 (VR 2.0), which refers to those new types of VRs that are characterized by typical features of the Web 2.0, such as the opportunity that exists for users to create content and objects themselves. We will explain why we think the term VR 2.0–as a combination of Web 2.0 and VR–is a good label for currently existing user-generated online VRs. This chapter will also explain the concept of knowledge building, both in general terms and in the Web 2.0 context. The main emphasis of the chapter is on the significance of knowledge building for online VRs. In this context, we will describe the visualization of educational content, learner-object interaction, as well as personal, social, and environmental presence as its main features. We will also describe online VRs as a toolbox for user-generated content, and explain why the integration of different tools and seeing “living and learning” in context are relevant for applying user-generated online VRs in educational contexts. In conclusion, we will look at future trends for VR 2.0 environments.


2021 ◽  
Author(s):  
Saeedeh Sadeghi ◽  
Ricardo Daziano ◽  
So-Yeon Yoon ◽  
Adam K. Anderson

Numerosity, complexity and affect are among factors known to dilate perceived time. While such objective and subjective factors are usually tested in isolation with simple stimuli in the lab, here we examined the perceived passage of time in the ecology of daily social life: crowded public transit. Higher crowding level denotes a higher numerosity along with increased negative affect. Accordingly, we hypothesized that crowding lengthens subjective trip duration. Participants (N=41) experienced short (between 1 to 2 minutes) immersive subway trips using Virtual Reality (VR). Each individual experienced multiple virtual trips with different crowding levels. After each trip, they were asked to estimate the trip duration and rate its affective pleasantness. Presence of one additional person per square meter of the train significantly increased perceived travel time by an average of 1.8 seconds. Rather than objective factors, this effect was mediated by subjective negative feelings induced by crowding. Analysis of cardiac data also revealed the slope of change in heart rate during a trip as a physiological source of perceived travel time, independent of the crowding level. This study is an example of bringing basic psychological and physiological findings into an ecologically valid setting using VR technology. Findings have broader implications for the effects of disliking social crowding on our daily perceptions, which is likely more pronounced during or even after the COVID-19 pandemic.


2021 ◽  
Vol 1 (1) ◽  
pp. 41-49
Author(s):  
M. I. Kozyakova ◽  

The beginning of the information age is associated with the intensive development of fundamentally new information technologies. On their basis, the screen culture is formed generating the formation and development of the virtual reality sphere. This artificially created space is a consequence of scientific progress, the result of technological innovations. Virtual reality is currently perceived as an integral part of social life, as a socio-cultural environment, as a living space of a person. In turn, the virtual environment affects the man himself. The impact of this sphere is one of the central moments in the profound transformations of the lifestyle and mentality of our contemporary. In this regard, there are complex problems associated with understanding the expansion of screen technology, with the paradox of the existence of artificial worlds. Virtual reality is becoming more and more widespread in various fields, including art, especially cinema, gaming and entertainment. Being an integral attribute of modern civilization, it has a contradictory, paradoxical character. It is marked by an anthropic principle, a variety of interpretations, and polarization of social assessments. The article considers its genetically mediated features, ontological, social, axiological and communication aspects. As a result of this analysis, conclusions are drawn about the emergence of new trends in social life and in art.


2020 ◽  
Vol 15 (2) ◽  
pp. 79-88
Author(s):  
Katarzyna Kielin

Today’s city longs for air and green. Congestion, overflow of car traffic, the pace and randomness of contemporary living might serve as plights for the spaces around us since one might observe accruing amounts of waste produced by humans, pollution or disorganization/ inconsistency/ incongruity of public spaces. Quite threatening might that be, but there has been observed a ‘trickling’, continuous shift of a social life towards virtual reality of tempting, alluring social media, games, news on-and-on broadcasts, shopping websites. We engage in perversely intimate relation with our ‘cuddle-to’ electronic devices – phones, laptops, smartphones. Little Prince would not be happy with ‘our establishing ties’ with lifeless machines, would he? Getting children out of their computers to kick some ball or play hide-and-seek turns into changing the current of a river or tempering with a bee. It will definitely stab you. Can a historically charged, conservatory space be a no space?


Author(s):  
Олег Геннадійович Данильян ◽  
Олександр Петрович Дзьобань

Problem setting. An identity is formed and develops on a border social and personal realities, by submitting a soba their contradictory unity the study of that helps social philosophy to expose the features of life of modern society. For the study of virtuality the analysis of totality of spatially-judicial descriptions of authentication is needed, that will allow to overcome the context of her opening out in the conditions of virtualization of society, when the potential prevails above available. Life is impossible out of time and space, it has specific spatial descriptions. Recent research and publications analysis. Despite the growing interest in the study of the virtual, in modern scientific discourse there is still no unambiguous interpretation of the term "virtual reality": it is understood as an artificial environment supported by computer programming tools (including the Internet and computer simulators), a number of human mental states ( hypnotic trance, dreams, creative process, etc.), as well as a set of phenomena associated with the functioning of the media environment (media, digital economy, etc.). As a result of this posture, the attention of researchers remained the problems of the influence of spatial parameters of virtuality in the social environment. Paper objective. The purpose of the article is to consider the features of spatiality inherent in virtual reality in general, as well as the specifics of cyber-virtuality as a special manifestation of the virtual in social reality. Paper main body. Entering the virtual environment involves going through the initial registration procedure and subsequent identification, a kind of simplified initiation rites, “initiation” into users. In addition, the user gets the opportunity to identify himself as “his”, acquires a different status than the “guest”, which is anonymous, invisible, in many cases does not have access to information or cannot leave comments. Leaving the Web returns a person to a state of anonymity, while re-entering leads to individuation and return to the cyber-virtual microspace, the person's immediate environment on the Web. The concept of "virtual ghetto" is considered, which means a space that isolates subjects within the framework of a virtual social community from other groups through borrowing patterns of social interaction and through the choice of contexts of self-presentation that allow them to best "fit" into their environment. The Internet is a new space for social practices, a space of boundless, relatively free, communication, despite the desire to control the processes taking place there by the authorities. This is a space for free self-expression of a person, a refuge for creative research, a repository of wisdom, an arena for debate, a work of art that can be valued as a masterpiece of music, painting or architecture. Here it is possible to create social movements based on value identities, independent of the so-called flows (informational, symbolic, monetary, etc.) that regulate social life, set its pace and often contribute to human alienation in the modern world, in particular, through control over access to the Internet. Comprehension of the category of virtual space leads to the statement that traditional spatial oppositions are erased here, and any point in the world can become close and even central. The cycles of entry and exit from this space set the rhythm of relations within virtual communities, self-developing intellectual systems, united by a semantic field that is significant for each of their members. Conclusions of the research. Relations within virtual communities are determined in a certain way by the functioning of social fields characterized by a set of norms, the internalization of which leads to the inclusion of the individual in the field, where he is endowed with some freedom of action. Human limitation by the framework of the field, his dependence on the virtual microspace in decision-making, being on the “virtual periphery” is opposed to absolute freedom, leading, ultimately, to the limitation of the framework of personal space, fraught with alienation from society, the loss of the need for communication and society.


2021 ◽  
Author(s):  
Saeedeh Sadeghi ◽  
Ricardo Daziano ◽  
So-Yeon Yoon ◽  
Adam Anderson

Abstract Numerosity, complexity and affect are among factors known to dilate perceived time. While such objective and subjective factors are usually tested in isolation with simple stimuli in the lab, here we examined the perceived passage of time in the ecology of daily social life: crowded public transit. Higher crowding level denotes a higher numerosity along with increased negative affect. Accordingly, we hypothesized that crowding lengthens subjective trip duration. Participants (N=41) experienced short (between 1 to 2 minutes) immersive subway trips using Virtual Reality (VR). Each individual experienced multiple virtual trips with different crowding levels. After each trip, they were asked to estimate the trip duration and rate its affective pleasantness. Presence of one additional person per square meter of the train significantly increased perceived travel time by an average of 1.8 seconds. Rather than objective factors, this effect was mediated by subjective negative feelings induced by crowding. Analysis of cardiac data also revealed the slope of change in heart rate during a trip as a physiological source of perceived travel time, independent of the crowding level. This study is an example of bringing basic psychological and physiological findings into an ecologically valid setting using VR technology. Findings have broader implications for the effects of disliking social crowding on our daily perceptions, which is likely more pronounced during or even after the COVID-19 pandemic.


2022 ◽  
Vol 2022 ◽  
pp. 1-8
Author(s):  
Yanrong Bao

The application of artificial intelligence technology in the film and television field has profoundly changed the content and production methods of television programs and promoted the development and production of a new generation of artificial intelligence television. The popularization of artificial intelligence technology is conducive to improving the quality of television program content, innovating content categories, reducing television program production cost, and improving production efficiency. Due to the popularization and the use of virtual reality (VR) technology in scientific research and social life, the application of VR technology has been studied from the perspective of film and television animation (FTA) teaching, hoping to promote the development of FTA education. First, the existing dynamic environment modeling technology, real-time three-dimensional (3D) graphic generation technology, stereoscopic display, and sensor technology and other VR technologies are combined to carry out teaching design. In view of the current situation of the teaching process of FTA major, the research on these four aspects has been carried out. VR technology is used as an auxiliary teaching tool to complete the basic course teaching of FTA; the 3D animation course and VR technology are combined to improve the teaching effect of professional skill courses. Then, in the application effect, classroom satisfaction, comprehensive quality evaluation, and professional core curriculum effect are compared and analyzed. The results show that the students’ comprehensive quality evaluation in VR technology group is significantly improved, and the satisfaction of classroom atmosphere, teaching mode, and teaching facilities are 75%, 61%, and 81%, respectively. The students in this group can better integrate the new design method into the animation modeling and complete the course design task with high quality. Compared with the traditional teaching mode, the students’ satisfaction is higher and the harvest is greater. Therefore, the use of VR technology in FTA teaching can stimulate students’ interest in learning, improve learning efficiency, and promote the mastery of professional knowledge and skills. The application mode and effect analysis of the proposed VR technology provide a reference for the application of VR technology in FTA teaching.


2021 ◽  
Vol 8 (1) ◽  
pp. 80-93
Author(s):  
Ivana Markov-Čikić ◽  
Aleksandar Ivanovski

The axiological assumptions of the modern society have been called into question under the challenges of today, which has also been reflected in the aspects of individual physical exercise and the development of the value of society's awareness of this important segment. The modern forms of communication via internet and social networks are some of the basic features of the modern way of life. Therefore, it is important to examine their role in various forms of values of consciousness, both in morality, art, law and politics, as well as in physical exercise and sports. In parallel with the examination of all types of social consciousness and the analysis of the value function in social life that internet communications and virtual reality have, another 'new reality' caused by the coronavirus pandemic has emerged. It can be said that people's awareness of the importance of physical exercise for the quality of their own life is an axiological assumption for their survival. The key values, such as: preservation of health, prevention of obesity, prevention of cardiovascular diseases, high blood pressure, osteoporosis and depressive-anxiety conditions cannot be disputed in any segment. The new virtual reality has therefore sought ways to support, enhance and encourage these core values of physical exercise. Numerous platforms and applications have been developed that can have an impact on the complete improvement of health and quality of life of all age groups. Regular physical activity also brings benefits to a person's mental health. It is also a segment where internet platforms cannot negatively affect the fact that regular physical exercise with internet apps or YouTube trainers cannot challenge the increase in Dopamine and serotonin levels in the brain associated with improved pleasure or the secretion of endorphins, hormones responsible for improving mood and energy. What 'new reality' and 'virtual reality' cannot provide when it comes to physical exercise, is face-to-face communication, eye contact, socialising, fun and laughter in the gym while performing exercises in group programs. This paper will try to find the answers on how much the mentioned socialisation has been reduced by the new situation and whether the likes and the emoticons can be stimulating as much as the living word during the physical exercise.


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