scholarly journals Virtual/reality: how to tell the difference

2020 ◽  
Vol 19 (1) ◽  
pp. 11-27
Author(s):  
Janet H. Murray

With the advent of mass consumer virtual reality (VR) headsets and controllers in the second decade of the 20th century, some experts have predicted we are on a path toward losing the distinction between the real and the virtual. These predictions overstate the empirical evidence for the effects of VR; ignore its technical limitations; take for granted highly speculative claims about the nature of consciousness; and, most fundamentally, lose sight of the continuities between VR and other representational media. This article argues against thinking of VR as a magical technology for creating seamless illusions. Instead it situates VR as an emerging medium within an evolving community that is beginning to develop the media conventions to support sustained interaction and immersion. The future of VR is not an inevitable and delusional metaverse but a medium of representation that will always require our active creation of belief.

2019 ◽  
pp. 250-261 ◽  
Author(s):  
Deena Skolnick Weisberg

The imagination is a necessary tool for doing science, because it allows scientists to form hypotheses, make predictions about the future, and consider non-actual possibilities. But some have worried that the imagination is too unconstrained to be used in the service of scientific inquiry, which needs to be tied closely to reality. This chapter reviews these arguments and provides empirical evidence that the imagination is constrained enough for science. Both children and adults base their imagined worlds on the real world, and these worlds rarely stray from the causal structure of reality. And although the imagination may be subject to some biases that make certain kinds of worlds easier to imagine, these biases can be identified and corrected through training and enculturation in science. Finally, the conclusions drawn within an imagined context can be brought to bear appropriately on reality, allowing the results of thought experiments and hypothetical scenarios to inform the practice of science.


Proceedings ◽  
2020 ◽  
Vol 47 (1) ◽  
pp. 35
Author(s):  
Wei Wang

The development of virtual reality brings an old and historic question on the difference between the real world and unreal world. In this paper, starting from the concept of representation, I argued that what we call “virtual reality” is a representation of an actual or non-actual world and the criterion of difference between the “real world” and “virtual reality” is whether we present it with the intention of using it as a representation. After that, the thesis is demonstrated again from different theories of scientific representation. Therefore, the intuitive distinction between the “real world” and “virtual reality” can be drawn on the epistemological criterion; that is to say, the virtual world is a representation while the real world is not.


2021 ◽  
pp. 375-386
Author(s):  
Karolina Kolenda

This text explores the uses of water metaphors in the discourse of digital media on the example of Leonardo’s Submarine, a three-channel AI-generated video work by the artist and writer Hito Steyerl, presented at the Venice Biennale in 2019, as well as its subsequent installation in a purposefully built virtual reality underwater gallery in winter 2020/2021. The two venues for staging the work are discussed in the context of Steyerl’s writings on the change of the European geographical imagination from the Renaissance up to the present day and the role played in this change by digital technologies. Steyerl’s ideas about the shift from the horizontal to vertical perspective and the present condition of groundlessness are “submerged” in a watery context of the ocean to test how verticality and groundlessness behave in an underwater environment. Drawing on selected concepts developed in the field of blue humanities, this text seeks to investigate Steyerl’s practice as an artist and new media theorist to show how it employs water metaphors to challenge rather than perpetuate our habitual thinking about the ocean and the media used to represent it.


2006 ◽  
Vol 51 (3) ◽  
pp. 611-619 ◽  
Author(s):  
Defeng Li

Abstract Hong Kong is probably one of the most exciting places in the world to study translation as a student or a researcher. Seven out of the eight universities offer translation degrees. Among others, journalistic translation has always been one of the most popular courses for students. However, students have often felt underprepared in journalistic translation even after taking some related courses. This study argues, with the support of empirical evidence that one of the major reasons accountable for this is the gap between institutional translator training and the real world of professional translation, which, in the context of journalistic translation, manifests itself as the difference in translation methods taught in translation programs and used in professional practice. The author further contends that this gap needs to be bridged in order to better prepare student translators for the market. Recommendations are also made as to how the gap can be narrowed or bridged.


Author(s):  
Matthew B. Pierce ◽  
Philip A. Young ◽  
Shawn M. Doherty

There has been a general push within the past five years to commercialize virtual reality (VR) gaming for public use. Devices such as the Oculus Rift, HTC Vive, PlayStation VR, and Samsung VR on the market have emerged with more to come in the future. With these immersive technologies becoming more accessible, researchers can more easily test the idea of levels of engagement in VR games compared to non-VR games on the console or PC. VR companies market their immersive technology to be more engaging experiences but very little research has been conducted with newer models. The purpose of this study is to investigate the difference in engagement when using a VR version or a non-VR version of the game Thumper. The study will have 60 participants of varying expertise who will play Thumper for twenty-three minutes and then will be asked to take a demographic survey, the GUESS measure, and a motion sickness survey. This study is in progress and expects to shed light on the relationships between immersion and virtual reality.


2020 ◽  
Vol 0 (0) ◽  
Author(s):  
María Luisa Pérez Cañado

AbstractThis article aims to provide an updated, empirically solid overview of what’s hot and what’s not on the current CLIL research agenda in order to weed out the non-issues which we should no longer figure on the CLIL agenda from the real issues which will continue to shape the future of the field. This objective will hopefully be attained while concomitantly answering Bruton (2019), as, unfortunately, his most recent arguments are still not rooted in any research he himself has conducted, are not grounded on the latest empirical evidence, and limit themselves to re-interpreting studies conducted over a decade ago or which present a lack of empirical robustness. Only stalwart empirical evidence from the last few years is used here to provide a recent, research-driven overview of where we stand and where we need to go in the CLIL research arena, dismantling the assumptions put forward by Bruton (2019) as regards egalitarianism, the CLIL-EFL divide, and research into the effects of CLIL, and mapping out future pathways for progression which affect attention to diversity in bilingual education, incorporating a pluriliteracies approach, and replicating, extending, and meta-analyzing existing research.


Author(s):  
Chaowanan Khundam

Virtual Reality (VR) is widely used today in both research and entertainment. The continuous growth of this technology makes VR consumer hardware now available for masses. The new trend in the next generation of VR devices is a VR headset and controllers with inside-out technology. These VR devices will become an important basis for the future of VR applications. Virtual travel or locomotion inside VR experiences is the important part in the VR application development, which affected to the users preference. The goal of this research is to study the difference of locomotion in VR with new trend devices consisting of VR headset and controllers without using other accessories. Three locomotion techniques: controller-based, motion-based and teleportation-based were used to analyze the differences. The VR scene with virtual environments was created to use in the experiment where the users have to move with different locomotion technique. The Usability Questionnaire (UQ) is used to evaluate the usability value of each locomotion technique, while Simulator Sickness Questionnaire (SSQ) is used to assess the motion sickness value. The results showed that the usability (p-value=0.02007) and motion sickness (p-value=0.00014) of all locomotion techniques are different and the usability affected to the user preference. The conclusions of VR locomotion studies were discussed with the limitations of the study and the future work for this research.


2021 ◽  
Vol 9 (2) ◽  
pp. 37-40
Author(s):  
Ahmad Khuzeir Tarmizi ◽  
Haning Hasbiyati ◽  
Miftahul Hakim

The development of learning media based on virtual reality aims to determine the feasibility of this media in learning. This media is validated by two experts, namely material experts and media experts. During the validation of the media material expert, he received an assessment percentage of 79.8% and in his testing the media expert validation received a percentage of 96.8%, which means that the test is very valid. The sample trial was 9 people, got a percentage score of 74.6% (very feasible), while during the implementation trial there were about 19 people who got a percentage score of 79.2 (very feasible). From these trials it can be concluded that virtual reality learning media is very feasible and can be implemented into the real learning process.Keywords: Human Anatomy and Physiology, learning media, VR


Author(s):  
Manuel João Pires ◽  

Through an imaginary dialogue with a defender of the transhumanism - whose most significant representative is the philosopher Nick Bostrom - this paper aims to critically evaluate the ethical legitimacy of becoming a posthuman when we grow up. After a characterization of the transhumanist project and a definition of posthuman condition, the axiological reasons that underlie the desire to become a posthuman are examined. In a second moment it will be discussed the issue of whether we should want to be a posthuman when we grow up. A comparison is carried out between the relative strength of the arguments for the legitimacy of the transhumanist project and the possible objections, which are mainly based in an appeal to the idea of human nature, that are usually produced by the critics of transhumanism, such as Francis Fukuyama. Finally, the real possibilities of becoming a post human are outlined and, considering the uncertainty about the future and the difference between what can and what should be done, we are asked to really think about what we want to be.


Author(s):  
Sharafat Hussain

Whether we go to a restaurant or jogging, almost all the experiences in our daily lives consist of what we see, hear, smell, taste, and feel. Lately, especially in the COVID-19-affected world, many of these multisensory experiences have been transformed and capitalized through invents in technology. This chapter looks at the technological advancements in the area of new interactive technologies and multisensory experiences. This chapter describes the basics of multisensory experiences, the relationship between the human senses and technologies. It discusses the concepts that help analyze and explain how the senses interact with each other. Further, this chapter highlights the difference between virtual reality, augmented reality, and mixed reality using the reality-virtuality continuum. In the end, this chapter underscores some ethical concerns, our responsibility towards it, and what the future of those multisensory experiences may hold for us.


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