scholarly journals Visual Hyper Reality of Teenagers in Social Media With Photographs as Communication Media

2017 ◽  
Vol 2 (4) ◽  
pp. 329
Author(s):  
Adita Miranti

In postmodern era, technology has evolved so rapidly that brings the people into the digital world (cyberspace), a new space to present the virtual reality and to provide free space for every individual to take any action that ends the simulation of reality. The development of digital technology has been brought through human fantasy boundaries, creating a three-dimensional space of the following items inside, going to the stage where virtual reality has exceeded manipulation and visual imagery so we step from the real world into a fantasy world. By reviewing the virtual communication through social media in cyberspace and how the virtual communication through new media (internet), and the formation of identity, the identity of both the real and virtual identities. Freedom and comfort of a virtual entered into a structured system, then to minimize misperceptions, prejudices and miss understanding should be built communications balanced relationship between the real world and the virtual world.

2005 ◽  
Vol 32 (5) ◽  
pp. 777-785 ◽  
Author(s):  
Ebru Cubukcu ◽  
Jack L Nasar

Discrepanices between perceived and actual distance may affect people's spatial behavior. In a previous study Nasar, using self report of behavior, found that segmentation (measured through the number of buildings) along the route affected choice of parking garage and path from the parking garage to a destination. We recreated that same environment in a three-dimensional virtual environment and conducted a test to see whether the same factors emerged under these more controlled conditions and to see whether spatial behavior in the virtual environment accurately reflected behavior in the real environment. The results confirmed similar patterns of response in the virtual and real environments. This supports the use of virtual reality as a tool for predicting behavior in the real world and confirms increases in segmentation as related to increases in perceived distance.


Author(s):  
Christos Boikos ◽  
Konstantinos Moutsoulas ◽  
Charalambos Tsekeris

Social media, as the heart of Web 2.0, is a relatively novel theoretical notion and social phenomenon, pertaining to a long series of academic subjects, such as digital culture, virtual communication, e-democracy, technological convergence, and online interactivity. Arguably, one of the most useful tools to adequately interpret and analyze this phenomenon is Critical Theory. The present article aims to comprehensively discuss and reflexively elaborate on the complex interrelationship between Critical Theory and Web 2.0 developments. This mainly involves the historicization of the relevant concepts and the identification of crucial sociological, philosophical and interdisciplinary issues that strongly demonstrate the essential ontological complicity between the real and the virtual. In addition, the analytical emphasis on recent social movements, such as the Arab Spring, reflexively depicts the new media as critical media, a characteristic feature that somehow stands in contrast to the participation of the internet in the circulation and accumulation of the Capital. Through contemporary Web’s inherent paradoxes, it is eventually shown that the social potential of the new media can indeed be realised, so that the internet serves the people and the public good.


2021 ◽  
Vol 3 (1) ◽  
pp. 55-66
Author(s):  
M. Miski ◽  
Lulu Fauziah Priyandini ◽  
M. Rozik Sudawam ◽  
Megawati Ayu Rahmawati Wardah ◽  
Alvian Chandra Alim

This study is intended to answer three main questions. First, how does the Z generation in Malang City responds to the use of hermeneutics as a method of interpreting the Qur'an by Muslim scholars? Second, how is the process of transmitting their knowledge about it? And third, how is the construction of their knowledge about the ideal interpretation of the Qur'an and can respond to socio-religious dynamics and phenomena? This study is a field study, while the primary respondents are Z generation in Malang City. The use of descriptive, hermeneutic, and intertext analysis models on data, the results of this study showed that there are differences conveyed by the Z generation of Malang City related to the use of hermeneutics as a method of interpretation of the Qur'an: some of them accept it, while others reject it. The transmission of their knowledge about hermeneutics also varies; most of them are correlated with social media, some are still conventional, which relies on information from teachers, and so on. This showed that generation Z of Malang city is not entirely averse to issues that tend to be controversial. Moreover, the authority for interpreting the Qur'an has not entirely shifted from the real world to cyberspace, no matter how dependent they are on the new media.


Author(s):  
Shohei Mori ◽  
Hideo Saito

Over 20 years have passed since a free-viewpoint video technology has been proposed with which a user's viewpoint can be freely set up in a reconstructed three-dimensional space of a target scene photographed by multi-view cameras. This technology allows us to capture and reproduce the real world as recorded. Once we capture the world in a digital form, we can modify it as augmented reality (i.e., placing virtual objects in the digitized real world). Unlike this concept, the augmented world allows us to see through real objects by synthesizing the backgrounds that cannot be observed in our raw perspective directly. The key idea is to generate the background image using multi-view cameras, observing the backgrounds at different positions and seamlessly overlaying the recovered image in our digitized perspective. In this paper, we review such desired view-generation techniques from the perspective of free-view point image generation and discuss challenges and open problems through a case study of our implementations.


Author(s):  
Allan McLay

This paper addresses the continuing convergence and integration of digital electronic media, and in particular, virtual reality as an exemplar phenomenal media. The author explores and further develops the theme that each of such media entails a specific lexicon or language of use that continually evolves. For this media to be effective, however, it must be widely understood within its community of practice. In this paper, virtual reality is discussed as an exemplar new-media application as a means of virtual representation or reflection of events or behaviours in the real world from a socio-technical perspective.


2021 ◽  
Vol 4 (2) ◽  
pp. 102-111
Author(s):  
Olivia Jean-Baptiste

Augmented reality (AR) refers to a type of technology in which a digital overlay can be added to the real world in order to present the viewer with aspects of both reality and a virtual world. Virtual reality (VR) environments consist of a computer-generated, three-dimensional, virtual world. However, in contrast to augmented reality technology these environments are self-contained, and do not allow users to interact directly with the real world around them. 1 This article will explore the current status of protection for AR and VR art in relation to moral rights drawing from three jurisdictions: France, the United Kingdom and the United States.


Author(s):  
Allan McLay

This paper addresses the continuing convergence and integration of digital electronic media, and in particular, virtual reality as an exemplar phenomenal media. The author explores and further develops the theme that each of such media entails a specific lexicon or language of use that continually evolves. For this media to be effective, however, it must be widely understood within its community of practice. In this paper, virtual reality is discussed as an exemplar new-media application as a means of virtual representation or reflection of events or behaviours in the real world from a socio-technical perspective.


Author(s):  
Saúl Martínez-Díaz

Objective: Estimate the location of a camera with respect to objects in the real world, using monocular vision. Methodology: In this paper we introduce a method to calculate the relative location of the camera with respect to a group of points located in the three-dimensional space. The method requires only three fixed reference points of which the real distance between each pair of points must be known. With this information it is possible to estimate the relative location of the camera when it is moved, using successive images that contain the same points. Contribution: In recent years, processing power of computers has grown considerably and, with this, the interest of the scientific community in visual odometry has also increased. For this purpose, in many cases, it is convenient to use a single camera (monocular system). Unfortunately, a monocular system allows to estimate the location of the camera with respect to some object in the real world only up to a scale factor. The main contribution of this work is the estimation of the location of the camera in real world coordinates with respect to a reference object.


2020 ◽  
Vol 24 (1) ◽  
pp. 58
Author(s):  
Anwar Hafidzi

This research begins with an understanding of the endemic radicalism of society, not only of the real world, but also of various online social media. This study showed that the avoidance of online radicalism can be stopped as soon as possible by accusing those influenced by the radical radicality of a secular religious approach. The methods used must be assisted in order to achieve balanced understanding (wasathiyah) under the different environmental conditions of the culture through recognizing the meaning of religion. The research tool used is primarily library work and the journal writings by Abu Rokhmad, a terrorist and radicalise specialist. The results of this study are that an approach that supports inclusive ism will avoid the awareness of radicalization through a heart-to-heart approach. This study also shows that radical actors will never cease to argue dramatically until they are able to grasp different views from Islamic law, culture, and families.Keywords: radicalism, deradicalization, multiculturalism, culture, religion, moderate.Penelitian ini berawal dari paham radikalisme yang telah mewabah di masyarakat, bukan hanya di dunia nyata, bahkan sudah menyusup di berbagai media sosial online. Penelitian ini menemukan bahwa cara menangkal radikalisme online dapat dilakukan pencegahan sedini mungkin melalui pendekatan konseling religius multikultural terhadap mereka yang terkena paham radikal radikal. Diantara teknik yang digunakan adalah melalui pemahaman tentang konsep agama juga perlu digalakkan agar memunculkan pemahaman yang moderat (wasathiyah) diberbagai keadaan lingkungan masyarakat. Metode yang digunakan untuk penelitian ini adalah library research dengan sumber utama adalah karya dan jurnal karya Abu Rokhmad seorang pakar dalam masalah terorisme dan radikalisme. Temuan penelitian ini adalah paham radikalisasi itu dapat dihentikan dengan pendekatan hati ke hati dengan mengedepankan budaya yang multikultural. Kajian ini juga membuktikan bahwa pelaku paham radikal tidak akan pernah berhenti memberikan argumen radikal kecuali mampu memahami perbedaan pendapat yang bersumber dari syariat Islam, lingkungan sosial, dan keluarga.Kata kunci: radikalisme, deradikalisasi, multikultural, budaya, agama, moderat.


i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.


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