The way a child understands the world: from real life to virtual reality and back

Author(s):  
Irina Kulikovskaya ◽  
Liudmila Kudinova ◽  
Maria Guryeva ◽  
AF AF
Keyword(s):  
2021 ◽  
Author(s):  
Elizabeth Swift

The way we tell stories shapes what we are: it articulates the way we position ourselves in relation to the world. This article explores how immersive practices, as used in virtual reality and intermedial performance, provoke novel dynamics between artist and audience that no longer fit within Western traditions of aesthetic exchange and furthermore challenge our understanding of narrative production and reception. It proposes that new ways of reasoning are needed to allow audience agency and the evolving role of the artist to be explored more fully than is currently possible in mainstream theatre scholarship. One source that can provide a model for considering the dynamics between audience and performer in immersive performance is the Indigenous story systems of Australia. There is a significant synergy between the structure and operation of First Nation songlines and contemporary immersive performance. This is explored with reference to the work of contemporary anthropologists and Indigenous scholars and to recent immersive work from the companies Kaleider and Theatre Conspiracy. The article considers how both ancient narratives and contemporary immersive practices require people to engage with data/ physical space in a specific manner in order for stories to be realised. Furthermore, both bestow creative responsibility and the role of custodian on the user, through whose actions narrative is manifested. Immersive performance challenges assumptions about how information is generated, processed, and passed on, and the power structures involved in such exchanges. This research explores how non-traditional narrative practices can assist the debate about the future of storytelling.


2018 ◽  
Vol 4 (2) ◽  
Author(s):  
Sappeami Sappeami

This paper examines the mental revolution in applying the Islamic economics system which is expected to open the horizon of humans’ thought, especially Muslims, so as they are always careful in carrying out all economics activities. The significance embodied in the idea of the mental revolution is the transformation of the ethos, namely the fundamental change in the mentality, the way of thinking, the way of feeling, and the way of believing that is proven in daily behavior and actions. The mistake which occurs in the economics system of this modern era vastly needs a mental revolution to restore the consciousness of economics actors that the world is only an intermediary towards the real life in hereafter so that the economics activities will constantly be performed with good and correct actions dealing with Al-Qur’an and As-Sunnah.


Author(s):  
Divya Walia

<p><em>The world of media today is undergoing substantial transformation and advancement with various media forms making the most of it to attract the audience. Digital cinematography since 2010 has been enhancing not only the visual impact of the movies but also redefining the way they are produced and created. Silver screen, the most popular form of media too keeps resorting to new innovations to increase the marketing value of its productions by exploiting the technological advancements be it in the form of graphic effects or animations to appeal the watchers. Moreover, the digital world has revolutionalized the way movies are captured thus rendering refinement to its projection on the screen. Even the distribution of the movies, these days, is done via Internet or hard drive.</em><em> </em></p><p><em>In the genre of cinema, Hollywood animated movies amply exemplify the improvement that has resulted because of the contribution of the digitized world. The animated movies have now come a long way from being mere caricatures to real life characters, from being conception to concrete and surreal to real, so much so that these graphic projections are admired as well as emulated as the real life actors.</em><em> </em></p><p><em>One of the masterpieces of digitised visual effects that left the world awestruck was Ang Lee's Life of Pi, a 2012 American Adventure. It was soon perceived as a visual wonder by audiences all over the world for the use of animated technology and the realistic scenes created in 3D. The paper would be an attempt to examine the way visual effects have been exploited by the makers of this movie to create a successful story and a realistic depiction of imaginary on the screen. <br /></em></p>


Author(s):  
Willliam Elliott ◽  
Melinda Lewis

In its simplest form, the American dream is the belief that success should be determined by effort, not unfair advantage. This idea is embedded in the psyche of most Americans and shapes the way we collectively view individuals’ outcomes. It forms the lens through which we judge social policies that undergird opportunities or compound disadvantage. It is powerful enough to influence the way that people see their own success and failure and that of others. It can blind Americans to the structural forces that chart our fates. Indeed, Americans who want so badly to believe that there is a logic to the forces that shape their outcomes and a real path to their promised future may even excuse patently unfair institutions and the injustices they perpetuate. While these system- justifying beliefs can buffer people from the stress of contemplating abject inequity, as evidence mounts that things are not working as they should, defenses slip, doubts rise, and cracks emerge in the American dream. Today, there is a growing sense that this dream is more nostalgic memory than an accurate representation of the way the world works. A 2014 survey found that 48% of Americans believed that the American dream once was true but is not true anymore. These doubts represent more than just whispered anxieties or casual statements of political frustration. Instead, we contend that belief in the American dream is an expression of deeply rooted faith in our institutions and their ability to deliver on their promises, which in turn becomes a covenant in modern governance. This means that Americans’ increasing skepticism about whether institutions will ensure that their efforts pay off threatens the foundation of civil society. In other words, our inclination to rationalize societal arrangements has limits. When we can no longer explain away inequitable outcomes from schools, the labor market, and government policies, the social contract Americans have forged together is broken.


2010 ◽  
Vol 8 ◽  
Author(s):  
Thomas D. Rowland ◽  
Amanda C. Barton

The popularity of massively multiplayer online role-playing games (MMORPGs) has created a unique, heavily populated virtual reality wherein player characters are explicitly differentiated by the physical characteristics of their avatars. To investigate the way real-life race perceptions influence these adopted player-character identities, we invited MMO players to participate in an online survey. In this study, we are particularly interested in overlap, or deviation, between real-life racial perceptions and the perception of fictional fantastic races (elves, dwarves). On the basis of the data collected, we found that whether players consciously associate themselves with their avatars or consciously dissociate themselves from their avatars, real-life racial tendencies unconsciously manifest through players' choices of their avatars and in their interactions with other players within the game environment.


PMLA ◽  
1965 ◽  
Vol 80 (3) ◽  
pp. 266-274
Author(s):  
James G. Hepburn

In a letter to Harry de Forest Smith of 3 June 1894, E. A. Robinson says of his poem “The Night Before”:The story is unpleasant, founded upon my system of “opposites” that is, creating a fictitious life in direct opposition to a real life which I know. My recent mental disturbances have rendered some kind of more or less literary expression an absolute necessity; and this story, which by the way, comes dangerously near to being what the world calls “hot stuff” is doing me a good service in working off my general discontent. It reflects, in a measure, my present mood in the narration of things of which I know nothing except by instinctive fancy.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Satish Rupraoji Billewar ◽  
Karuna Jadhav ◽  
V.P. Sriram ◽  
Dr. A. Arun ◽  
Sikandar Mohd Abdul ◽  
...  

Purpose The COVID-19 virus outbreak began in December 2019 and rapidly spread to every continent on Earth. The analysts have predicted that COVID-19 and other similar pandemics will continue in the coming decade and badly affect offline businesses. As a result, the offline platform is also shifting to the online platform and online demands are increasing daily. The traditional two-dimensional E-Commerce websites are designed to provide simple, browser-based interfaces to allow users to access available products and services. Whilst virtual representations are an essential consideration in establishing trust, most virtual representation sites fall short in mimicking real-life human representation. This paper aims to focus on three-dimensional (3D) E-Commerce technology that presents how virtual reality (VR) and augmented reality (AR) can help deal with limitations and improve E-Commerce operations. It is built as an internet-only tool, a person-centred shopping assistant created following user-centred design principles to be used on various computing platforms, including desktop and mobile devices. The paper shows how VR and AR can offer more precise product information in 3D E-Commerce environments. The virtual store experience is also enhanced by an AR assistant that helps the users by giving them all the required information in audio form or using its avatar. Design/methodology/approach Implementation of VR and AR in E-Commerce will increase customer satisfaction. Sub hypothesis – to study the implementation of VR in E-Commerce. To study the implementation of AR in E-Commerce. To study the inclusion of E-Commerce sites in an open-world game. To study the customer satisfaction of users using VR stores. Findings The scope of work is concentrated on the urban Indian market especially targeting the country’s youth who are already or ready to indulge in VR such as video games, cinema and other activities (Mattsson and Barkman, 2019). This demography is more open to learning and using VR. The primary segment of E-Commerce that we are concentrating upon is fashion. Here, the regular user needs to have more immersed knowledge about the product rather than just the written information like how would they look in a dress or will the size available on the website fit me or not. Originality/value A perfect system does not exist in the world. A terrible disease has landed on the planet. Very soon, it will be impossible to escape from this current situation. The effects of this plague have been felt in every sector of the world. The researchers also claim that physical stores will continue to exist. There will never be anything that replaces the ability to hold and use products or have personal face-to-face interactions with retail professionals. For the time being, brick-and-mortar retail is having a difficult time, but immersive technology is starting to be used to enhance the in-store experience. The good news is that this should help retailers increase their chances of survival. However, the melody of 3D E-Commerce is it would help out the in-store experience.


2020 ◽  
Vol 56 (S2) ◽  
pp. 81-94
Author(s):  
Anna Latawiec

The development of computer sciences has transformed the way of thinking and our perception of the world. To express this new view of the world, a new language is created, which uses such notions as “virtuality”, “virtual world”, “virtual reality”. These words have already worked in our colloquial speech and our thinking. However, they are used in various contexts and have a different meaning. The paper offers some remarks on the problem of the meaning of these notions and draws some consequences of their interpretation.


2017 ◽  
Vol 225 (4) ◽  
pp. 324-335 ◽  
Author(s):  
Dimitrios Barkas ◽  
Xenia Chryssochoou

Abstract. This research took place just after the end of the protests following the killing of a 16-year-old boy by a policeman in Greece in December 2008. Participants (N = 224) were 16-year-olds in different schools in Attiki. Informed by the Politicized Collective Identity Model ( Simon & Klandermans, 2001 ), a questionnaire measuring grievances, adversarial attributions, emotions, vulnerability, identifications with students and activists, and questions about justice and Greek society in the future, as well as about youngsters’ participation in different actions, was completed. Four profiles of the participants emerged from a cluster analysis using representations of the conflict, emotions, and identifications with activists and students. These profiles differed on beliefs about the future of Greece, participants’ economic vulnerability, and forms of participation. Importantly, the clusters corresponded to students from schools of different socioeconomic areas. The results indicate that the way young people interpret the events and the context, their levels of identification, and the way they represent society are important factors of their political socialization that impacts on their forms of participation. Political socialization seems to be related to youngsters’ position in society which probably constitutes an important anchoring point of their interpretation of the world.


EDIS ◽  
2019 ◽  
Vol 2019 (5) ◽  
pp. 14
Author(s):  
John Rutledge ◽  
Joy C. Jordan ◽  
Dale W. Pracht

 The 4-H Citizenship Project offers the opportunity to help 4-H members relate all of their 4-H projects and experiences to the world around them. The 4-H Citizenship manuals will serve as a guide for 4-H Citizenship experiences. To be truly meaningful to the real-life needs and interests of your group, the contribution of volunteer leaders is essential. Each person, neighborhood, and community has individual needs that you can help your group identify. This 14-page major revision of Unit IV covers the heritage project. Written by John Rutledge, Joy C. Jordan, and Dale Pracht and published by the UF/IFAS Extension 4-H Youth Development program. https://edis.ifas.ufl.edu/4h019


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