scholarly journals Effect of Virtual Reality Technology on the Accomplishment of the Natural Self-Existing In Virtual Interior Space

2018 ◽  
Vol 13 (1) ◽  
Author(s):  
Ibrahim Jawad Kadhim ◽  
Zahra Mohamed Mosa

due to the major technological development happened in the last 20 years, technology had great role in changing the architectural constants and classifying its priorities. Many studies focused on technology notion and its application in architecture. But they did not focus on the rule of technology to realize Human reliance on internal and external spaces in which the people spend most of their time in.The information technology with its developments has great impact on actions & behaviors of human beings. Here the research idea in “Lack of sufficient scientific knowledge about the impact of technology of virtual reality to achieve the existential nature of the personality in virtual space. The search aimed to discuss "Clarifying the role of virtual reality technology to establish an internal virtual theoretical framework of space which seeks to achieve human existential lost in realistic space achieving the goal required having Comprehensive theoretical framework .This theoretical framework as a first stage of theoretical framework .The second stage of tries to clarify the main levels of the practical study to clarify truth fullness of indicators achieved through out:selecting items of theoretical framework. The final conclusions of the research which include theoretical framework conclusions, application results conclusions.

2018 ◽  
Vol 13 (1) ◽  
Author(s):  
Ibrahim Jawad Kadhim ◽  
Zahra Mohamed Mosa

due to the major technological development happened in the last 20 years, technology had great role in changing the architectural constants and classifying its priorities. Many studies focused on technology notion and its application in architecture. But they did not focus on the rule of technology to realize Human reliance on internal and external spaces in which the people spend most of their time in.The information technology with its developments has great impact on actions & behaviors of human beings. Here the research idea in “Lack of sufficient scientific knowledge about the impact of technology of virtual reality to achieve the existential nature of the personality in virtual space. The search aimed to discuss "Clarifying the role of virtual reality technology to establish an internal virtual theoretical framework of space which seeks to achieve human existential lost in realistic space achieving the goal required having Comprehensive theoretical framework .This theoretical framework as a first stage of theoretical framework .The second stage of tries to clarify the main levels of the practical study to clarify truth fullness of indicators achieved through out:selecting items of theoretical framework. The final conclusions of the research which include theoretical framework conclusions, application results conclusions.


2021 ◽  
Vol 23 (08) ◽  
pp. 31-38
Author(s):  
Siddharth Jain ◽  

Construction 4.0 (a concept of Industry 4.0) is an ongoing transformation that aims at digitalization and automation of traditional construction and industrial practices using modern smart technology. The technological development especially of the construction sector is of utmost importance to meet the requirements of rapid construction projects aiming at quality work, increased productivity, and cost savings. One such technology that has come to the limelight is Virtual Reality (VR), which is a computer-generated smart environment that is artificially created using various types of hardware and software. This smart environment is created to resemble a real-life structure that can be explored, visualized, and interacted with by users using electronic devices for better decisionmaking before actual construction. The purpose of this paper is to design a Virtual Reality model using Building Information Modelling (BIM) and to examine the impact and influence of Virtual Reality Technology in the Indian construction industry with the help of a questionnaire survey. This study provides necessary information for implementing Virtual Reality technology in the construction industry. The results of this study provide a research road map to researchers for their future efforts.


2020 ◽  
Vol 27 (3) ◽  
pp. 257-273 ◽  
Author(s):  
Priska Breves

Video games are one of the most popular media forms in today's society, but are often criticized for various reasons. For instance, mainstream video games do not incorporate enough racially diverse game characters or are often connected to adolescents’ levels of aggression and have thus been the focus of many debates. While the negative consequences of video games have been analyzed by many academic studies, research on the prosocial effects of video games is scarce. To address this research gap and support the ongoing call for more diverse video game characters, this study used a 3 × 1 between-subjects design ( N = 86) to test the impact of racially diverse non-playable characters (NPCs). The parasocial contact hypothesis was used as the theoretical foundation, incorporating virtual reality technology as an intensifier of effects. The results showed that helping a Black NPC did not reduce implicit bias, but reduced explicit bias towards Black people. This improvement was stronger when the video game was played using virtual reality technology than when using a traditional two-dimensional gaming device.


2018 ◽  
Vol 227 ◽  
pp. 02016
Author(s):  
Cheng Huang

Virtual reality technology (VR) is widely used in various industries, opening up a new form of sensory experience for human beings. VR video stitching is a kind of “work hard” like Rotoscope. But if someone can make this thing easier, it will definitely be welcomed, so Mistika VR comes into being.


2020 ◽  
Vol 24 (18) ◽  
pp. 13879-13892 ◽  
Author(s):  
M. Rosario González-Rodríguez ◽  
M. Carmen Díaz-Fernández ◽  
Miguel Ángel Pino-Mejías

2011 ◽  
Vol 403-408 ◽  
pp. 2923-2926 ◽  
Author(s):  
Chi Jun Zhang ◽  
Wang Sheng Liu

Virtual Reality technology is a hot research field in simulation of complex electromagnetic and its practical environment in the condition of information and high technology war. The paper discussed the main framework of spatial electromagnetic environment computing and simulating, presented realizing method and key arithmetic designing based on Virtual Reality Modeling Language. The work is evidently valuable for quantitative examinations, evaluation, and analysis of complex electromagnetic environment function, diversification, and effect on human beings, electronic units.


Author(s):  
Shahzad Qaiser ◽  
Nooraini Yusoff ◽  
Farzana Kabir Ahmad ◽  
Ramsha Ali

Many different studies are in progress to analyze the content created by the users on social media due to its influence and social ripple effect. Various content created on social media has pieces of information and user’s sentiments about social issues. This study aims to analyze people’s sentiments about the impact of technology on employment and advancements in technologies and build a machine learning classifier to classify the sentiments. People are getting nervous, depressed and even doing suicides due to unemployment; hence, it is essential to explore this relatively new area of research. The study has two main objectives 1) to preprocess text collected from Twitter concerning the impact of technology on employment and analyze its sentiment, 2) to evaluate the performance of machine learning Naïve Bayes (NB) classifier on the text. To achieve this, a methodology is proposed that includes 1) data collection and preprocessing 2) analyze sentiment, 3) building machine learning classifier and 4) compare the performance of NB and support vector machine (SVM). NB and SVM achieved 87.18% and 82.05% accuracy respectively. The study found that 65% of the people hold negative sentiment regarding the impact of technology on employment and technological advancements; hence people must acquire new skills to minimize the effect of structural unemployment.


2012 ◽  
Vol 3 (2) ◽  
pp. 9-16 ◽  
Author(s):  
Pericle Salvini

In this paper, the author proposes a theoretical framework for drawing a line between acceptable and non-acceptable technologies, with a focus on autonomous social robots. The author considers robots as mediations and their ethical acceptance as depending on their impact on the notion of presence. Presence is characterised by networks of reciprocity which make human beings subject and object of actions and perceptions at the same time. Technological mediation can either promote or inhibit the reciprocity of presence. A medium that inhibits presence deserves ethical evaluation since it prevents the possibility of a mutual exchange, thus creating a form of power. Autonomous social robots are a special kind of technological mediation because they replace human presence with a simulation of presence. Therefore, in interactions between human beings and autonomous robots, attention should be paid to the consequences on legal, moral, and social responsibility, and, at the same time, the impact of simulated forms of presence on human beings.


2019 ◽  
Vol 56 (3) ◽  
pp. 36-39
Author(s):  
Nadezhda A. Kasavina ◽  

The whole problem under our collective investigation, as I view it, is about understanding the human situation in terms of the impact of technology. The union of science and technology still resides within the limits of a “practical anthropocentrism” (Marsel G.), that is increasing satisfaction of human needs. An advancement in science and technology is accompanied by the desacralization of culture and the crisis of humanism. An awareness of the growing environmental, cultural, existential problems leads to the necessity to shift the vectors of scientific inquiry and technological development. In this process, the role and mission of the humanities is an articulation and promotion of human perspectives of science and technological progress. The humanities’ mission consists in attracting attention of scientists and society to humanizing technology and its aiming not only towards the growth of power over nature, but also to the making of a new relationship to the humans, to solving global problems.


Author(s):  
Seran Demiral

This paper refers to a selected fragment in an ethnographic study on children’s subjectivization processes through digital technologies concerning children’s interaction with the digital world and how their different cultural tendencies reflect virtual space. Children’s digital world experiences, and their new media preferences have become an important part of their peer culture. Studies on children’s peer cultures and on the effects of technological devices on human beings commenced in the 1990s within various disciplines, for example, Aarsand studied children’s interest in computer games, while Turkle focused on human-machine relations. During the 2000s, virtual space changed the trajectories of those studies into other fields. However, studies focusing on people’s interaction with technology have rarely been directly related to children’s agency, or the sociology of childhood. Therefore, this research presents a new approach to childhood studies by using traditional concepts with changing perspectives. The main purpose of this study is to reveal how children’s peer cultures and also individual agencies have been shaped through digital technologies including online activities. For this whole study, various techniques were used to analyse children’s interactions with the virtual world by focusing on their opinions regarding technological development in the world. The parts selected for this paper are based on several clips of interviews, the topics of which are: freedom in virtual space in a comparison with real – virtual worlds on the basis of their limit(less)ness; the possible relations between humans and machines; the possibilities of surviving on ‘internetlessness’; children’s relations with online games according to social media preferences, and interaction with virtual spaces in general.


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