VIRTUAL SPACE: A SHIFT FROM THE SOMATIC TO THE SEMANTIC LEVEL OF DEFINITION OF THE ESSENCE

Author(s):  
Olena Yatsenko

Virtual space significantly changes the usual notions of possibility and reality. It is logical that the constants of the physical world are to some extent imitated in virtual reality, because under other conditions it is difficult to imagine the effective orientation of human in such an environment. It is more appropriate to consider virtual space by analogy with the content of perceptual experience, which is the accidental context of a pure noematic act of consciousness. Individual localities that spontaneously form certain wholes and communities are easily transformed into other configurations of interaction, forming a nomadic surface of intersubjectivity. This intersubjectivity is an indicative product of the globalization of the real society, as in cyberspace ethnic, cultural, personal determinations are leveled in favor of the gamified space of unlimited expression of will, sublimation of the unconscious and realization of affects. The avatecture of virtual space in a way utilizes the pragmatics of speech procedures.

Perception ◽  
2020 ◽  
Vol 49 (9) ◽  
pp. 940-967
Author(s):  
Ilja T. Feldstein ◽  
Felix M. Kölsch ◽  
Robert Konrad

Virtual reality systems are a popular tool in behavioral sciences. The participants’ behavior is, however, a response to cognitively processed stimuli. Consequently, researchers must ensure that virtually perceived stimuli resemble those present in the real world to ensure the ecological validity of collected findings. Our article provides a literature review relating to distance perception in virtual reality. Furthermore, we present a new study that compares verbal distance estimates within real and virtual environments. The virtual space—a replica of a real outdoor area—was displayed using a state-of-the-art head-mounted display. Investigated distances ranged from 8 to 13 m. Overall, the results show no significant difference between egocentric distance estimates in real and virtual environments. However, a more in-depth analysis suggests that the order in which participants were exposed to the two environments may affect the outcome. Furthermore, the study suggests that a rising experience of immersion leads to an alignment of the estimated virtual distances with the real ones. The results also show that the discrepancy between estimates of real and virtual distances increases with the incongruity between virtual and actual eye heights, demonstrating the importance of an accurately set virtual eye height.


SIMULATION ◽  
2021 ◽  
pp. 003754972110031
Author(s):  
Daniella Niyonkuru ◽  
Gabriel Wainer

Development of Embedded Real-Time Systems is prone to error, and developing bug-free applications is expensive and no guarantees can be provided. We introduce the concept of Digital Quadruplet which includes: a 3D virtual representation of the physical world (a Digital Twin), a Discrete-Event formal model of the system of interest (called the “Digital Triplet”), which can be used for formal analysis as well as simulation studies, and a physical model of the real system under study for experimentation (called the “Digital Quadruplet”). We focus on the definition of the idea of a Digital Quadruplet and how to make these four apparati consistent and reusable. To do so, we use the Discrete-Event formal model as a center for both simulation and execution of the real-time embedded components with timing constraints, as well as a common mechanism for interfacing with the digital counterparts, providing model continuity throughout the process. Here we focus on a principal part of the Digital Quadruplet idea: the provision of an environment to allow models to be used for simulation (in virtual time), visualization, or execution in real-time. A Discrete-EVent Systems specifications (DEVS) kernel runs on bare-metal hardware platforms, avoiding the use of an Operating RTOS in the platform, and the combination with discrete-event modeling engineering.


This chapter approaches the Real Virtuality theme that appears in the construction processes of Digital Virtual World in 3D in Metaverses. The authors present and discuss subtopics like “Virtuality and Reality: Virtual Reality Experiences and Real Virtuality Experiences in Immersive Learning,” “The Simultaneousness of Worlds: From the Digital Virtual Space of Coexistence to the Space of Hybrid and Multimodal Coexistence,” “The Culture of Real Virtuality.” The chapter concludes that it is possible to understand that i-Learning, through the Real Virtuality Experiences and Virtual Reality Experiences, may represent an effective possibility to subjects' education nowadays. In this context, the authors believe it is fundamental to (re) think Education for the current generation, the prospect of a Network Society, a Cultural Hybridism and Multimodality.


2021 ◽  
pp. 174569162110141
Author(s):  
Silvia Francesca Maria Pizzoli ◽  
Dario Monzani ◽  
Ketti Mazzocco ◽  
Emanuela Maggioni ◽  
Gabriella Pravettoni

Olfaction is the most ancient sense and is directly connected with emotional areas in the brain. It gives rise to perception linked to emotion both in everyday life and in memory-recall activities. Despite its emotional primacy in perception and its role in sampling the real physical world, olfaction is rarely used in clinical psychological settings because it relies on stimuli that are difficult to deliver. However, recent developments in virtual-reality tools are creating novel possibilities for the engagement of the sense of smell in this field. In this article, we present the relevant features of olfaction for relaxation purposes and then discuss possible future applications of involving olfaction in virtual-reality interventions for relaxation. We also discuss clinical applications, the potential of new tools, and current obstacles and limitations.


Author(s):  
Ludmila Nikolaevna Solovieva

The paper is devoted to the philosophical under-standing of digital identity as a phenomenon of in-formation modernity. It is substantiated that the existence of a modern person is constituted in the real and virtual worlds, which contributes to the transformation of traditional anthropological attrib-utes and the introduction of a digital component into it. It is stated that in the virtual space, identifica-tion is carried out through virtual communication with network communities. It is concluded that the result of adaptation to life in hybrid reality is the formation of a virtual personality as a carrier of digi-tal attributes: а digital image, а digital profile, and a digital identity as an awareness of oneself as an integral part of information reality. Through the “re-al-virtual” dichotomy, the definition of digital identi-ty is formulated as the unity of “I-virtual” and “I-real”, the aggregate perception and experience of oneself in indissoluble unity with the real and virtual worlds.


Author(s):  
Eliane Schlemmer ◽  
Luciana Backes

This chapter approaches the Real Virtuality theme that appears in the construction processes of Digital Virtual World in 3D in Metaverses. The authors present and discuss subtopics like “Virtuality and Reality: Virtual Reality Experiences and Real Virtuality Experiences in Immersive Learning,” “The Simultaneousness of Worlds: From the Digital Virtual Space of Coexistence to the Space of Hybrid and Multimodal Coexistence,” “The Culture of Real Virtuality.” The chapter concludes that it is possible to understand that i-Learning, through the Real Virtuality Experiences and Virtual Reality Experiences, may represent an effective possibility to subjects' education nowadays. In this context, the authors believe it is fundamental to (re) think Education for the current generation, the prospect of a Network Society, a Cultural Hybridism and Multimodality.


Author(s):  
Zhou Zhang ◽  
Mingshao Zhang ◽  
Yizhe Chang ◽  
Sven K. Esche ◽  
Constantin Chassapis

A virtual space (VS) is an indispensable component of a virtual environment (VE) in virtual reality (VR). Usually, it is created using general tools and skills that are independent of the users’ specific applications and intents. Creating a VS by surveying the real world with traditional measuring tools or creating virtual features with CAD software involves many steps and thus is time consuming and complicated. This renders the construction of VEs difficult, impairs their flexibility and hampers their widespread usage. In this paper, an efficient method for creating VSs with a handheld camera is introduced. In this approach, the camera is used as a measuring tool that scans the real scene and obtains the corresponding surface information. This information is then used to generate a virtual 3D model through a series of data processing procedures. Firstly, the camera’s pose is traced in order to locate the points of the scene’s surface, whereby these surface points form a point cloud. Then, this point cloud is meshed and the mesh elements are textured automatically one by one. Unfortunately, the virtual 3D model resulting from this procedure represents an impenetrable solid and thus collision detection would prevent the avatars from entering into this VS. Therefore, an approach for eliminating this restriction is proposed here. Finally, a game-based virtual laboratory (GBVL) for an undergraduate mechanical engineering class was developed to demonstrate the feasibility of the proposed methodology. The model format used in Garry’s Mod (GMod) is also found in other VEs, and therefore the method proposed here can be straightforwardly generalized to other VE implementations.


2020 ◽  
Author(s):  
Richard Schurz ◽  
Earl Bull

MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in physical space by tracking each user's skeleton in real-time and allows users to feel by employing passive haptics i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. To enable these elements in VR, MS2 creates a correspondence in spatial layout and object placement by building the virtual world on top of a 3D scan of the real world. Through the association between the real and virtual world, users are able to walk freely while wearing a head-mounted device, avoid obstacles like walls and furniture, and interact with people and objects. Most current virtual reality (VR) environments are designed for a single user experience where interactions with virtual objects are mediated by hand-held input devices or hand gestures. Additionally, users are only shown a representation of their hands in VR floating in front of the camera as seen from a first person perspective. We believe, representing each user as a full-body avatar that is controlled by natural movements of the person in the real world (see Figure 1d), can greatly enhance believability and a user's sense immersion in VR.


Author(s):  
Alessandra Gorini ◽  
Andrea Gaggioli ◽  
Giuseppe Riva

The present chapter illustrates the past and the future of different virtual reality applications for the treatment of psychological disorders. After a brief technical description of the virtual reality systems, the rationale of using virtual reality to treat different psychological disorders, as well as the advantages that the online virtual worlds offer to the promising field of the virtual therapy will be discussed. However, challenges related to the potential risks of the use of virtual worlds and questions regarding privacy and personal safety will also be discussed. Finally, the chapter introduces the concept of “Interreality”, a personalized immersive form of e-therapy whose main novelty is a hybrid, closed-loop empowering experience bridging physical and virtual worlds. The main feature of interreality is a twofold link between the virtual and the real world: (a) behavior in the physical world influences the experience in the virtual one; (b) behavior in the virtual world influences the experience in the real one. This is achieved through: (1) 3D shared virtual worlds; (2) bio and activity sensors (that connect the real to the virtual world); (3) mobile internet appliances (that connect the virtual to the real world).


2022 ◽  
Vol 354 ◽  
pp. 00055
Author(s):  
Alin Irimia ◽  
Emilian Ghicioi ◽  
Daniel Pupăzan ◽  
Cristian Nicolescu

In recent years in the virtual reality the developers succeeded in creating an artificial environment that simulates reality so that the user has the impression of an almost real physical presence in the virtual world. By overlapping and synchronizing the projected images with spatial sounds and even forces that interact with the user, there is a detachment of the user from the real environment and an all-encompassing involvement in the virtual world. The virtual reality is present in aviation, medicine, military training and other top fields. The advantages of using the virtual environment are obvious for areas where inexperience can cause very high loss of life and material loss. Although the participants are immersed in the scenario of the virtual environment, the errors produced allow an evaluation of the mistakes made and their correction, the experience gained being then used in professional activity in the real world. Through the experience of the virtual environment, the fear of various dangers can be overcome, so that the objectives of the exercise can be fulfilled. The aim of the paper is to offer to the rescuers opportunities to interact with the elements of the virtual space to fulfill the purpose of the exercise.


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