scholarly journals Definition of Virtual Reality through Creative Act

2021 ◽  
Vol 10 (2) ◽  
pp. 176
Author(s):  
Maira Mukhtarovna Pernekulova ◽  
Ayazhan Sagikyzy ◽  
Zhamal Bazilovna Ashirbekova ◽  
Dinara Mukhtarovna Zhanabayeva ◽  
Gaukhar Abdikarimovna Abdurazakova

Currently there are many attempts to determine virtual reality which is created by digital technologies. The present article discusses this phenomenon in the creative act. This approach gives an opportunity for the full consideration of virtual reality because the category of reality includes not only digital technologies but subjective perceptions which creates problems in its definition. According to our understanding virtual reality is determined by the relation with the person’s virtual world and digital code. The person’s creative potential is defined, in its turn, as the person’s virtual. In the creative act between virtual reality and creative potential besides homogeneous connection there is an ontological connection and then virtual reality is a medium and a tool for the person’s creative potential realization. In this case the creative act is an actualization of images or symbols, by changing the intensities of the virtual image which results in the transition of the creative potential into otherness- the virtual reality of the code. As the tool of creative reality virtual reality plays the role of the digital technology which alienates the person’s time and space.   Received: 19 November 2020 / Accepted: 4 February 2021 / Published: 5 March 2021

2018 ◽  
Vol 189 (4) ◽  
pp. 46-59
Author(s):  
Marian Kopczewski ◽  
Agnieszka Napieralska

The 21<sup>st</sup> century is undoubtedly a period of enormous progress in the field of digital technology, a period in which the boundary between the real world and the virtual world becomes less and less visible. The Internet has undeniably become a facilitation of everyday life, since it is a tool of work, communication or a way to spend free time for many users. The virtual world is present in almost all areas of our lives, and people spend more and more time in front of the computer screens, operating websites, e-mails or social networks. Highly developed digital technology is a boon of the 21st century, but despite its numerous advantages, negative aspects are also visible. Virtual knowledge displaces physical interpersonal contacts; physical activity is replaced by spending free time in front of a computer monitor. Various threats (social, psychological, psychological, ethical and moral) resulting from modern digital technologies and the increasing degree of dependence on them are extremely significant. The authors of this article present the results of own research, aiming at making the reader aware that there are both positive and negative aspects of the virtual world.


2021 ◽  
Author(s):  

Change is at the heart of the definition of fashion, as many theorists, designers and cultural analysts have shown. This article takes up this perspective to question the role of fashion design in the 21st century in the relation to cultural, media and technological changes. Adopting a field research approach, the paper analyses the interaction between fashion, designers and digital technologies that are emerging in Italy in order to re-grasp Made in Italy in a futuring perspective. The case studies were selected for their relevance to the digital in terms of design, production, and display. The paper analyses that the pandemic crisis is having on the Made in Italy, stimulating new ways of designing, understanding, producing, and consuming fashion.


Author(s):  
Jordi Ferrer-Peris ◽  
Juan Carlos Colomer-Rubio

The insertion of digital technology for the work of tangible and intangible heritage can become a creative tool that reinforces the role of the teacher as an educator of local heritage (in line with what is suggested in the Plan Nacional de Educación y Patrimonio (PNEyP)). In addition, this type of resources allow the development of tools that improve the interpretation of the patrimonial environments and bring them closer to the students.  Our proposal is an original didactic intervention made with sixth grade students of Primary Education is exposed in the environment of Castell de Marinyén (Benifairó de la Valldigna, Valencia) through the use of stereoscopic or spherical photography and the hypothesis of reconstruction. This activity combines research on the immediate environment, the digital technologies and the use of image as a research document, which has made it possible to propose the technological means in patrimonial education by means of updated, simple and accessible resources that allow the realization of concrete investigations and the work of contents of different areas of knowledge. In conclusion, the defects that the patrimonial education has had in its insertion in the educational system, extending its treatment in the classroom, as well as its disposition within the school curriculum.


2019 ◽  
pp. 1541-1560
Author(s):  
Vicki Schriever

This chapter examines the literature surrounding digital technologies within kindergarten. It highlights the ways in which mobile devices and smart gadgets are used by early childhood teachers and young children in diverse teacher-focused and child-centred approaches. The challenges faced by early childhood teachers to successfully use and integrate mobile devices and smart gadgets within their kindergarten will be explored. These challenges include, meeting curriculum requirements, mediating parental expectations, seeing the potential of digital technologies, having the confidence and self-efficacy to use digital devices and determining the value and place of digital technologies within a play-based environment. Each of these challenges are explored within the chapter and the ways these challenges can be overcome are detailed. The opportunities which mobile devices and smart gadgets present to maximise young children's learning, play and engagement and which facilitate and support the role of the early childhood teacher will also be examined.


Author(s):  
Giuliana Guazzaroni

Virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are increasingly being used by educational institutions and museums worldwide. Visitors of museums and art galleries may live different layers of reality while enjoying works of art augmented with immersive VR. Research points out that this possibility may strongly affect human emotions. Digital technologies may allow forms of hybridization between flesh and technological objects within virtual or real spaces. They are interactive processes that may contribute to the redefinition of the relationship between identity and technology, between technology and body (Mainardi, 2013). Interactive museums and art galleries are real environments amplified, through information systems, which allow a shift between reality, and electronically manipulated immersive experiences. VR is emotionally engaging and a VR scenario may enhance emotional experience (Diemer et al., 2015) or induce an emotional change (Wu et al., 2016). The main purpose of this chapter is to verify how art and VR affect emotions.


2021 ◽  
Vol 12 ◽  
Author(s):  
Maria Vedechkina ◽  
Francesca Borgonovi

The role of digital technology in shaping attention and cognitive development has been at the centre of public discourse for decades. The current review presents findings from three main bodies of literature on the implications of technology use for attention and cognitive control: television, video games, and digital multitasking. The aim is to identify key lessons from prior research that are relevant for the current generation of digital users. In particular, the lack of scientific consensus on whether digital technologies are good or bad for children reflects that effects depend on users’ characteristics, the form digital technologies take, the circumstances in which use occurs and the interaction between the three factors. Some features of digital media may be particularly problematic, but only for certain users and only in certain contexts. Similarly, individual differences mediate how, when and why individuals use technology, as well as how much benefit or harm can be derived from its use. The finding emerging from the review on the large degree of heterogeneity in associations is especially relevant due to the rapid development and diffusion of a large number of different digital technologies and contents, and the increasing variety of user experiences. We discuss the importance of leveraging existing knowledge and integrating past research findings into a broader organizing framework in order to guide emerging technology-based research and practice. We end with a discussion of some of the challenges and unaddressed issues in the literature and propose directions for future research.


PRIMO ASPECTU ◽  
2021 ◽  
pp. 46-51
Author(s):  
Dang Khoa Mai ◽  
Nikolai M. Borytko

The world is witnessing dramatic changes in the digital age, marking the advancement and rise of digital technologies that enable more efficient processing, transmission, storage and review of information. As digital technology is increasingly affecting all aspects of social life, innovation is considered the key to making competitiveness and sustainble development of individuals, organizations and the whole society. Innovation is the process of creating new values by applying new solutions to existing problems. And innovation culture is an enviroment that nurtures, promotes and realizes innovation. This shows that the formation of an individual’s innovation culture is essential to be able to build an innovation culture of the organization and even of society. Higher education is also not out of this trend. Therefore, it is necessary to study the innovation culture in the field of higher education, first, the university lecturer’s innovation culture. The article aims to clarify some issues related to innovation culture. On that basis, the content of the concept of university lecturer’s innovation culture will be analyzed, simultaneously, the impacts of the digital age on higher education in general and university lecturer in particular will be mentioned to highlight the role of university lecturer’s innovation culture in the new context of society.


2020 ◽  
Vol 29 (4) ◽  
pp. 412-418
Author(s):  
Greg Wadley ◽  
Wally Smith ◽  
Peter Koval ◽  
James J. Gross

People routinely regulate their emotions in order to function more effectively at work, to behave more appropriately in social situations, or simply to feel better. Recently, researchers have begun to examine how people shape their affective states using digital technologies, such as smartphones. In this article, we discuss the emergence of digital emotion regulation, both as a widespread behavioral phenomenon and a new cross-disciplinary field of research. This field bridges two largely distinct areas of enquiry: (a) psychological research into how and why people regulate their emotions, which has yet to systematically explore the role of digital technology, and (b) computing research into how digital technologies impact users’ emotions, which has yet to integrate psychological theories of emotion regulation. We argue that bringing these two areas into better contact will benefit both and will facilitate a deeper understanding of the nature and significance of digital emotion regulation.


Globus ◽  
2020 ◽  
Author(s):  
Khorlan Nurzhanovna Ashimova

The article discusses the benefits of using digital technology in the process of forming students' information and communication skills during the educational process. The role of digital technologies in modern pedagogy is evaluated, its advantages used in pedagogical education are listed. The author emphasizes the importance of information and computer technologies in improving the quality of student learning.


2021 ◽  
Vol 13 (2) ◽  
pp. 20-35
Author(s):  
Reneh Ramsis Abokhoza ◽  
Yosra Mahmoud Sobieh

This paper aimed to recognize the role of virtual reality to enhance cultural communication by allowing to the participators who divided into three groups to watch the same substance in three different displays—virtual reality, normal video, images and text—to measure the process of retrieving information or events with a specific cue. The results of the study indicate that the virtual world experience enhances people's awareness of the culture. This new medium, VR, allows for participants to be immersed in the culture in ways that are not possible through the use of other media. Also, it can have an effective impact in cultural communication by allowing the participators to be virtually present at civilized events.


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