Embodied well-being through two media technologies: Virtual reality and social media

2019 ◽  
Vol 21 (8) ◽  
pp. 1734-1749 ◽  
Author(s):  
Kaylee Payne Kruzan ◽  
Andrea Stevenson Won

How the body is perceived through media is key to many well-being interventions. Researchers have examined the effects of platforms on users’ self-perceptions, including immersive virtual reality, nonimmersive virtual worlds, and social media such as Facebook. In this article, we use several conceptions of levels of embodiment to compare empirical work on the effects of virtual reality and social media as they relate to perceptions and conceptions of the self and body. We encourage social media researchers to utilize research on embodiment in virtual reality to help frame the effects of social media use on well-being. Similarly, researchers in immersive media should consider the opportunities and risks that may arise as embodied experiences become more social. We conclude our discussion with implications for future applications in mental health.

2020 ◽  
Vol 10 (2) ◽  
Author(s):  
Talat Zubair ◽  
Dr. Amana Raquib

This paper discusses the design features deliberately used in social media technologies to cause behavioral addiction, while outlining how this addiction leads to altering, reshaping and redefining of basic human values such as contemplation, well-being, mindfulness and connectedness that bring about social, psychological, cultural and ethical changes in human existence. The paper sheds light on how the altering of the human value system goes against the values and principles of Islamic law by citing Qur’ānic verses, prophetic traditions and teachings of Islamic scholars. Currently, there are no frameworks, laws and/or strategies that view social media addiction from a metaphysical perspective and in terms of human worldview and existence. Hence, as a solution, our paper introduces an ethical framework for designing social media technologies using the objectives of Islamic law that discourage a social media design with indefinite ends and encourage a design methodology with well-defined objectives and consequences.


2020 ◽  
Author(s):  
S Aydin ◽  
Marc Aurel Schnabel

© 2014 IEEE.This paper demonstrates a framework for a digital heritage research, Augmenting Kashgar, that facilitates the revitalizing of a historical architecture by using gamification, shape grammars and virtual reality. Examining current use of new media technologies, our methodology initially merges shape grammars, a generative modelling method, with gamification. It then extends the use of game elements into virtual reality in which the synthesizing of the old culture with a new one is the main accomplishment being sought. Firstly, gamification maps a community engagement plan while shape grammars serve for spatial analysis of the narrow alleys of Kashgar. Secondly, the gamified platform transitions from screen-based experience to immersive virtual reality interpretations.


2013 ◽  
Vol 19 (4) ◽  
pp. 597-605 ◽  
Author(s):  
Konstantina Kilteni ◽  
Ilias Bergstrom ◽  
Mel Slater

2021 ◽  
Author(s):  
◽  
Catherine Elizabeth Soper

<p>This thesis is both, an examination of tulkus’ use of cyberspace (with a particular focus on social media); and a methodological experiment. In this thesis I construct a framework for examining tulkus’ use of social media platforms, such as: Facebook, Twitter, and YouTube. However rather than using “alien” ideas to construct the framework (such as, the ideas of Virtual Reality, and telepresence), I draw on concepts and doctrines found within the Buddhist tradition. The four ideas I draw on are: nirmāṇakāya; the yamakaprātihārya; ideas surrounding presence and absence in the Buddhist tradition; and visualization meditation. The four ideas are then applied to case studies in order to demonstrate how these ideas could potentially offer a way to view tulkus’ use of cyberspace from a “Buddhist” perspective. One of the aims of this framework is to investigate the potential (from a Buddhist perspective) for cyberspace to be sacralised by the presence of a being such as a tulku, and consider how religious functions and activities seem to be carried out “in” cyberspace. This framework is also a methodological experiment. Rather than using an “off the shelf” theory I plan to construct my methodology using ideas from within the Buddhist tradition. As far as I’m aware, the method of considering material from within the tradition being studied is relatively rare. I hope that this project will demonstrate the general potential for such an approach being used more widely in academia. NB: When I submitted this thesis for examination, I was informed that I should have obscured the names of the Facebook users in the screenshots included in this work. I have done my best to rectify this problem, by obscuring all the names of the followers of the tulkus studied, and removed any reference to them by name in the body of the thesis.</p>


2021 ◽  
Vol 2 ◽  
Author(s):  
Joakim Vindenes ◽  
Barbara Wasson

Virtual Reality (VR) is a remarkably flexible technology for interventions as it allows the construction of virtual worlds with ontologies radically different from the real world. By embodying users in avatars situated in these virtual environments, researchers can effectively intervene and instill positive change in the form of therapy or education, as well as affect a variety of cognitive changes. Due to the capabilities of VR to mediate both the environments in which we are immersed, as well as our embodied, situated relation toward those environments, VR has become a powerful technology for “changing the self.” As the virtually mediated experience is what renders these interventions effective, frameworks are needed for describing and analyzing the mediations brought by various virtual world designs. As a step toward a broader understanding of how VR mediates experience, we propose a post-phenomenological framework for describing VR mediation. Postphenomenology is a philosophy of technology concerned with empirical data that understand technologies as mediators of human-world relationships. By addressing how mediations occur within VR as a user-environment relation and outside VR as a human-world relation, the framework addresses the various constituents of the virtually mediated experience. We demonstrate the framework's capability for describing VR mediations by presenting the results of an analysis of a selected variety of studies that use various user-environment relations to mediate various human-world relations.


Author(s):  
Hugo C. Gomez-Tone ◽  
Jorge Martin-Gutierrez ◽  
John Bustamante-Escapa ◽  
Paola Bustamante-Escapa ◽  
Betty K. Valencia-Anci

To design architectural spaces that not only respond to the basic needs of users, but also seek their emotional well-being, it is necessary for the architecture students to have a special sensitivity and be aware of the different sensations that their designs should and can evoke. To achieve this competence without exploring real spaces, Immersive Virtual Reality technology offers an important contribution to the field of architecture. The purpose of this research is to determine if the sensations perceived in virtual architectural spaces by students are similar to the real ones and to determine the characteristics of this technology that allow a better perception of sensations. Six architectural modules were designed to be walked through and experienced at real scale using a Head Mounted Display by 22 students of the first and fifth year of studies of Architecture career in Peru. An ad-hoc questionnaire allowed to know the perceived sensations and the benefits of the tool. The results obtained showed that the perception of sensations of the fifth year students is a little closer to those expressed by a group of seven experts compared to that of the first year students and that the students consider the characteristics of accessibility, real scale of the space and the possibility of going through and looking at the space in all directions are those that have given more realism to the experience and therefore better perception of the space, while the characteristics of natural light and shadows, construction materials and external environment have been less valued in the realism of the experience. It is concluded that the sensory experimentation in architectural spaces modelled realistically in virtual environments allows the perception of sensations very similar to those that the architect seeks to convey initially.


2012 ◽  
Vol 3 (1) ◽  
pp. 13-18 ◽  
Author(s):  
James Mayrose

Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts to give users the sensation of being fully immersed in a synthetic environment by providing them with 3D hardware, and allowing them to interact with objects in virtual worlds. The technology is extremely effective for learning and exploration, and has been widely adopted by the military, industry and academia. This current study set out to study the effectiveness of 3D interactive environments on learning, engagement, and preference. A total of 180 students took part in the study where significant results were found regarding preference for this new technology over standard educational practices. Students were more motivated when using the immersive environment than with traditional methods which may translate into greater learning and retention. Larger studies will need to be performed in order to quantify the benefits of this new, cutting edge technology, as it relates to understanding and retention of educational content. 


2020 ◽  
Author(s):  
S Aydin ◽  
Marc Aurel Schnabel

© 2014 IEEE. This paper demonstrates a framework for a digital heritage research, Augmenting Kashgar, that facilitates the revitalizing of a historical architecture by using gamification, shape grammars and virtual reality. Examining current use of new media technologies, our methodology initially merges shape grammars, a generative modelling method, with gamification. It then extends the use of game elements into virtual reality in which the synthesizing of the old culture with a new one is the main accomplishment being sought. Firstly, gamification maps a community engagement plan while shape grammars serve for spatial analysis of the narrow alleys of Kashgar. Secondly, the gamified platform transitions from screen-based experience to immersive virtual reality interpretations.


Author(s):  
Claudio Pacchiega

The target of this chapter is to provide an insight on an informal methodology exploiting the strongest possibilities of Virtual Reality worlds (supported by a full usage of other web-based and social media tools), as a viable effective and rewarding tool both for teachers and students to assist in Educational classes on many teaching subjects. This is shown using a practical example effectively performed in Summer 2016. The goal is obtained using already established methodologies like Flipped Classroom, Educational Marketing, Gamification, Cooperative Learning. The result is quite attractive and immersive and easy to organize and use even by teachers not too technically experts.


Author(s):  
Miranda Dandoulaki ◽  
Matina Halkia

Social media technologies such as blogs, social networking sites, microblogs, instant messaging, wikis, widgets, social bookmarking, image/video sharing, virtual worlds, and internet forums, have been identified to have played a role in crises. This chapter examines how social media technologies interact with formal and informal crises communication and information management. We first review the background and history of social media (Web 2.0) in crisis contexts. We then focus on the use of social media in the recent Gaza humanitarian crisis (12.2008-1.2009) in an effort to detect signs of a paradigm shift in crisis information management. Finally, we point to directions in the future development of collaborative intelligence systems for crisis management.


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