The Application of Virtual Reality and HyperReality Technologies to Universities

Author(s):  
Lalita Rajasingham

The term HyperReality (HR) was coined by Nobuyoshi Terashima to refer to “the technological capability to intermix virtual reality (VR) with physical reality (PR) and artificial intelligence (AI) with human intelligence (HI)” (Terashima, 2001, p. 4). HR is a technological capability like nanotechnology, human cloning and artificial intelligence. Like them it does not as yet exist in the sense of being clearly demonstrable and publicly available. Like them it is maturing in laboratories where the question “if?” has been replaced by the question “when?” And like them the implications of its appearance as a basic infrastructure technology are profound and merit careful consideration. (Tiffin &Rajasingham, 2001) Because of this, universities, if they are to be universities, will be involved with HR as a medium and subject of instruction and research, and for the storage and development of knowledge (Tiffin & Rajasingham, 2003). The concepts of HyperUniversities, HyperClasses, Hyperschools, and HyperLectures are at the same level of development as the concepts of virtual universities, virtual classes, virtual colleges, and virtual schools in the later part of the 1980s (Tiffin & Rajasingham, 1995). A project on emerging nanotechnology, Consumer Products Inventory contains over 380 products ranging from clothing, home furnishing, medical scanning and diagnostics tools, electronics, computer hardware, scanning microscopes, and so on (http://www.nanotechproject. org/index.php?id=44&action=view). This is the future environment for which universities will need to educate society. HyperReality subsumes virtual reality. HR is only possible because of the development of computer-generated virtual reality, in particular, the development of distributed virtual reality which makes it possible for different people in different places to interact together in the same virtual reality. It was the theoretical application of this capability to education, and especially to university education, that lead to the concept of virtual classes in virtual schools and universities (Tiffin & Rajasingham, 1995). Initial experiments simulated virtual classes by using videoconferencing, audio conferencing, and audiographic conferencing. The emergence of the Internet shifted these ideas from a laboratory stage to institutional development of institutions calling themselves virtual universities and virtual schools, by virtue of being able to bring teachers and students together in classes using telecommunications and computers, instead of public transport and buildings. Today, synchronous and asynchronous virtual classes are conducted using learning management systems (LMS) applications such as Blackboard, Chatterbox, Eluminate, and Lotus LearningSpace on the Internet. Furthermore, highly interactive, reusable learning objects (LOs) that are adaptable in all aspects, and interoperable with other learning objects, are rapidly coming online (Hanisch & Straber, 2003). HypreReality LOs, still in Beta, are being developed. HyperReality also subsumes artificial intelligence. Teaching machines and computers have been used for instruction since the early days of computer-assisted instruction (CAI) in the 1960s, albeit with little overall impact on education, especially at the university level. However, the growing capability and ubiquity of AI expert systems and agents, the vast amount of repetitive work involved in teaching, and the growing application of business criteria to the management of education suggest that AI agents, conceivably in avatar form, will be adopted in education, and the place where this will begin is likely to be in the universities.

Author(s):  
Lalita Rajasingham ◽  
John Tiffin

The term HyperReality (HR) was coined by Nobuyoshi Terashima to refer to “the technological capability to intermix virtual reality (VR) with physical reality (PR) and artificial intelligence (AI) with human intelligence (HI)” (Terashima, 2001, p. 4). HR is a technological capability like nanotechnology, human cloning and artificial intelligence. Like them, it does not as yet exist in the sense of being clearly demonstrable and publicly available. Like them, it is maturing in laboratories where the question ‘if?’ has been replaced by the question ‘when?’ And like them, the implications of its appearance as a basic infrastructure technology are profound and merit careful consideration (Tiffin & Terashima, 2001). Because of this, universities – if they are to be universities – will be involved with HR as a medium and subject of instruction and research, and for the storage and development of knowledge (Tiffin & Rajasingham, 2003). The concepts of HyperUniversities, HyperClasses, Hyperschools and HyperLectures are at the same level of development as the concepts of virtual universities, virtual classes, virtual colleges and virtual schools in the later part of the 1980s (Tiffin & Rajasingham, 1995).


Author(s):  
Robert D. Hisrich ◽  
Mariusz Soltanifar

AbstractFor decades, creativity has been used to generate ideas among entrepreneurs and their teams. Although extensive research has been conducted on creativity, the majority of studies have focused on traditional ways of stimulating creativity, such as focus groups, the collective notebook method, brainstorming, brainwriting, reverse brainstorming and problem inventory analysis. However, the digital age appears to challenge much of this existing work on the nature of creativity. It is clear that online creativity and audiences are affecting the meaning, expression and impact of creativity. The traditional techniques of stimulating creativity have been replaced and aided by technology-driven innovations, such as artificial intelligence (AI), virtual reality (VR) and the Internet of things (IoT). This chapter explores ways to activate the creativity of entrepreneurs and their teams through the use of digital technologies. We believe that this chapter provides a rich source of examples on how technology is currently being used to support creativity by encouraging entrepreneurs and their teams to make connections, develop ideas, create meaning, collaborate and communicate. We present, in detail, three case studies and discuss practical implications for the future.


Author(s):  
Anindya Ghose

Consumers create a data trail by tapping their phones; businesses can tap into this trail to harness the power of the more than three trillion dollar mobile economy. According to this book's author, this two-way exchange can benefit both customers and businesses. Drawing on extensive research and on a variety of real-world examples from companies including Alibaba, China Mobile, Coke, Facebook, SK Telecom, Telefónica, and Travelocity, the book describes some intriguingly contradictory consumer behavior: people seek spontaneity, but they are predictable; they find advertising annoying, but they fear missing out; they value their privacy, but they increasingly use personal data as currency. When mobile advertising is done well, the book argues, the smartphone plays the role of a personal concierge. The book identifies nine forces that shape consumer behavior, including time, crowdedness, trajectory, and weather, and examines how these forces operate, separately and in combination. It highlights the true influence mobile wields over shoppers, the behavioral and economic motivations behind that influence, and the lucrative opportunities it represents. In a world of artificial intelligence, augmented and virtual reality, wearable technologies, smart homes, and the Internet of Things, the future of the mobile economy seems limitless.


2021 ◽  
Vol 18 (4) ◽  
pp. 189-194
Author(s):  
Alexander S. Breitman ◽  
◽  
Anastasia V. Breitman ◽  

The article presents the author's view on the problem of the active invasion of the virtual (or virtuality) in the existence of modern man. The development of virtual technologies in the conditions of Internet civilization is another step towards the creation of artificial intelligence. An unprecedented technological breakthrough and the limitless possibilities of the Internet, first of all, actu-alize ethical problems that are not fully realized by the scientific community. In particular, virtual mythological reality supplants the true existence of our contemporary. This is seen as an escape from reality, with all the ensuing consequences: infantilism, the impos-sibility of genuine socialization, the lack of formation of a value (scientific or religious) worldview, unmotivated aggression and, as a result, an irreplaceable deconstruction of the personality. This problem is considered based on the material of Anna Melikyan's film "Fairy", which won all the main prizes of the online festival of Russian cinema "Big Screen" in 2020.


Encyclopedia ◽  
2021 ◽  
Vol 1 (4) ◽  
pp. 1047-1057
Author(s):  
Luke Balcombe ◽  
Diego De Leo

Digital Mental Health is information and communication technology used in mental health services delivered or boosted through the Internet and related technologies, smartphone and wearable technologies as well as immersive solutions (e.g., Virtual Reality and video games). It is predominantly used as self-help services or with the assistance of a (para-)professional and/or artificial intelligence for the provision of mental health promotion as well as mental ill-health identification, prevention and intervention.


Author(s):  
Tomasz Wawrzynski

Artificial intelligence and cyberculture adopt our values. The world of cyberspace has developed new standards of cooperation and communication. A huge number of Internet users use many services on the Internet. This has led to a revision of many deadlines, such as cooperation, organization of leisure time, the resolution of official matters. Millions of people around the world belong to various supranational social organizations and platforms. Artificial intelligence collects all the information about us and our actions on the Internet. Cyberculture arose spontaneously, ignoring nationality or religion, ignoring the geography of the world, and ignoring a person's physical boundaries or financial status, linguistic differences, or cultural affiliation in the modern sense. All components of culture have been ignored by her, and the conditions in the era of virtual reality are very favorable for its development. It is even becoming a mind on a global scale: Internet users often physically stay in a certain place, but their mind is already fixed in cyberspace. Often virtual reality seems to promise us more than it can give. Direct communication in cyberspace gives us a sense of "here and there", a sense of intimacy, but that intimacy is not filled with the physical and emotional presence of a real person. The changes that are taking place in cyberspace with the help of artificial intelligence, which works on the basis of data that each user enters into the network, are actively discussed. Cyberculture is also the subject of much research and is a much deeper concept than just a combination of culture and technology. Although there is still no institutional framework and codified appropriate terminology to confirm this new phenomenon. The birth of a new culture is extremely interesting. The main purpose of the publication is to draw attention to a very interesting process of development of a new culture - cyberculture, which arose from a combination of artificial intelligence and analytical computer science. The paper analyses interaction and interconnection of cyberculture and modern information technologies and science.


2020 ◽  
Vol 1 (2) ◽  
Author(s):  
Richard Kyung ◽  
Christie Sang-Eun Park

The growing and evolving use  of emerging technology including Artificial Intelligence (AI)  and Virtual Reality (VR),  has significantly impacted the lives of two specific groups—the elderly and the disabled.  This paper investigates potential reasons for this phenomenon.  Clearly, AI and VR Technology alters the everyday lives of people with disabilities and how they navigate the world.  Technological developments increasingly work to address the isolation that people with disabilities as well as the elderly experience for  they are often unable or limited in how they  engage with their communities.  This research paper outlines the way technology has improved  social communication, information distribution, and day-to-day living for those with disabilities and the elderly.Undoubtedly,  the internet has transformed social communication and interaction for most people.   socially isolated individuals with disabilities have gained exposure to social environments through social media.  Moreover, the broad range of information available on the internet  has increased access to resources such as government services, health services, and social services support. On a related point, assistive devices have enabled disabled people including many seniors to overcome motor, sensory, or cognitive difficulties that may have previously hindered them from performing daily tasks.  However, although AI and VR technology has been effectively integrated in the lives of those with disabilities, many such individuals lack access to commonplace technologies, like a personal computer.  This paper examines how  AI and VR technology has enhanced communication, information access, and everyday activities for the disabled and aging communities despite such socio-economic limitations.


Author(s):  
Mahesh K. Joshi ◽  
J.R. Klein

New technologies like artificial intelligence, robotics, machine intelligence, and the Internet of Things are seeing repetitive tasks move away from humans to machines. Humans cannot become machines, but machines can become more human-like. The traditional model of educating workers for the workforce is fast becoming irrelevant. There is a massive need for the retooling of human workers. Humans need to be trained to remain focused in a society which is constantly getting bombarded with information. The two basic elements of physical and mental capacity are slowly being taken over by machines and artificial intelligence. This changes the fundamental role of the global workforce.


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