HyperReality

Author(s):  
Nobuyoshi Terashima

On the Internet, a cyberspace is created where people communicate together, usually by using textual messages. Therefore, they cannot see each other in cyberspace. Whenever they communicate, it is desirable for them to see each other as if they were gathered at the same place. To achieve this, various kinds of concepts have been proposed, such as a collaborative environment, Tele-Immersion, and tele-presence (Sherman & Craig, 2003). In this article, HyperReality (HR) is introduced. HR is a communication paradigm between the real and the virtual (Terashima, 1995, 2002; Terashima & Tiffin, 2002; Terashima, Tiffin, & Ashworth, in press). The real means a real inhabitant, such as a real human or a real animal. The virtual means a virtual inhabitant, a virtual human, or a virtual animal. HR provides a communication environment where inhabitants, real or virtual, that are at different locations, meet and do cooperative work together as if they were gathered at the same place. HR can be developed based on virtual reality (VR) and telecommunications technologies.

2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


Author(s):  
R. I. Dremlyuga ◽  
A. V. Kripakova

The paper is devoted to the problems of committing crimes using virtual reality technologies and their qualifications. The optional features of the objective side and their significance when using new digital technologies are characterized. The factors complicating the investigation of such crimes are analyzed in detail. According to the results of the study, the authors come to the conclusion that the technology of virtual reality gives a criminal completely new opportunities. First, virtual reality allows you to manipulate the emotions and consciousness of the victim at a completely new level. The psycho-emotional effect is comparable in strength to the effect of events in the real world, at the same time it can be achieved remotely via the Internet. Secondly, in connection with the integration into the virtual environment of real-world devices, the consequences of actions in virtual reality also extend to the real world. This means that many criminal acts for which contact with the victim was necessary can now be performed remotely.


2018 ◽  
Vol 2018 ◽  
pp. 1-10 ◽  
Author(s):  
Hanjin Kim ◽  
Heonyeop Shin ◽  
Hyeong-su Kim ◽  
Won-Tae Kim

The evolution of virtual reality technology allows users to immerse themselves into virtual environments, providing a new experience that is impossible in the real world. The appearance of cyber-physical systems and the Internet of things makes humans to understand and control the real world in detail. The integration of virtual reality into cyber-physical systems and the Internet of things may induce innovative education services in the near future. In this paper, we propose a novel, a virtual reality-based cyber-physical education system for efficient education in a virtual reality on a mobile platform, called VR-CPES. VR-CPES can integrate the real world into virtual reality using cyber-physical systems technology, especially using digital twin. We extract essential service requirements of VR-CPES in terms of delay time in the virtual reality service layer. In order to satisfy the requirements of the network layer, we design a new, real-time network technology interworking software, defined as network and time-sensitive network. A gateway function for the interworking is developed to make protocol level transparency. In addition, a path selection algorithm is proposed to make flexible flow between physical things and cyber things. Finally, a simulation study will be conducted to validate the functionalities and performance in terms of packet loss and delay as defined in the requirements.


Author(s):  
Shiguang Qiu ◽  
Xu Jing ◽  
Xiumin Fan ◽  
Qichang He ◽  
Dianliang Wu

In the case that a real operator drives a virtual human in real-time using the motion capture method and performs complex products assembling and disassembling simulation, a very high driven accuracy is needed to meet the quality requirements of interactivity and simulation results. In order to improve the driven accuracy in virtual reality environment, a method is put forward which analyzes the influence factors of virtual human real-time driven accuracy and optimize the factors. A systematical analysis of factors affecting the accuracy is given. The factors can be sorted into hardware factors and software factors. We find out that the software factors are the main ones affecting the accuracy, and it is very hard to analyse their influence separately. Therefore, we take the virtual human kinematic system as a fuzzy system and improve the real-time driven accuracy using an optimization method. Firstly, a real-time driven model is built on dynamic constraints and body joint rotation information and supports personalized human driven. Secondly, a function is established to describe the driven error during interactive operations in the virtual environment. Then, based on the principle of minimum cumulative error, we establish an optimization model with a specified optimization zone and constraints set according to the standard Chinese adult dimensions. Next, the model is solved using genetic algorithm to get the best virtual human segment dimensions matching the real operator. Lastly, the method is verified with an example of auto engine virtual assembly. The result shows that the method can improve the driven accuracy effectively.


2009 ◽  
Vol 13 (1) ◽  
pp. 50-68
Author(s):  
Katrina Burt ◽  

This paper proposes a preliminary infrastructure for future philosophical discourse on the virtual, interactive, visual, top layer of the Internet. The paper begins by introducing thoughts on such words as real, virtual, reality, knowledge, and truth. Next, news summaries are provided illustrating some effects from the “real world” on the virtual part of the Internet, and vice versa. Subsequently, nine major categories of Internet variables are identified. Finally, over one hundred questions about the philosophical nature of the virtual part of the Internet are listed and are organized into fourteen categories.


Author(s):  
Nobuyoshi Terashima

On the Internet, a cyberspace is created where people communicate together usually by using textual messages. Therefore, they cannot see together in the cyberspace. Whenever they communicate, it is desirable for them to see together as if they were gathered at the same place. To achieve this, various kinds of concepts have been proposed such as a collaborative environment, tele-immersion, and telepresence (Sherman & Craig, 2003).


Author(s):  
Dr Sarswati .

In this study, we are discussing about the Metaverse. It is the latest and hot buzzword to capture the tech industry’s imagination. Metaverse is a broad term. It is generally 'refers' to shared 3D virtural word environment which people can access via internet. Metaverse is where the real world meets the virtual world. It focuses will be to bring the Metaverse to life and help people connect, find communication and grow businesses. According to CEO Mark Zukerberg : The Metaverse, which he sees as the next generation of the internet, as a virtual environment that will allow people to be present with each other in digital spaces. It brings together their apps/technologies under new company brand. Faacebook’s, I mean, Meta’s, recent rebrand and investments triggered a new wage of interest in the metaverse. It’s all over headlines, corporate news, memes, gaming platforms, and social media. The word’s increased ubiquity is creating an impending sense of doom, as if, at any moment, our physical lives will be engulfed in corporate pixels and paywalled interactions.


Author(s):  
Е.Н. Юдина

интернет-пространство стало частью реального мира современных студентов. В наши дни особенно актуальна проблема активизации использования интернета как дополнительного ресурса в образовательном процессе. В статье приводятся результаты небольшого социологического исследования, посвященного использованию интернета в преподавании социологических дисциплин. Internet space has become a part of the real world of modern students. The problem of increasing the use of the Internet as an additional resource in the educational process is now particularly topical. The article contains the results of a small sociological study on the use of the Internet in teaching sociological disciplines.


2019 ◽  
Vol 20 (8) ◽  
pp. 800-807 ◽  
Author(s):  
Jose Luis Marzo ◽  
Josep Miquel Jornet ◽  
Massimiliano Pierobon

By interconnecting nanomachines and forming nanonetworks, the capacities of single nanomachines are expected to be enhanced, as the ensuing information exchange will allow them to cooperate towards a common goal. Nowadays, systems normally use electromagnetic signals to encode, send and receive information, however, in a novel communication paradigm, molecular transceivers, channel models or protocols use molecules. This article presents the current developments in nanomachines along with their future architecture to better understand nanonetwork scenarios in biomedical applications. Furthermore, to highlight the communication needs between nanomachines, two applications for nanonetworks are also presented: i) a new networking paradigm, called the Internet of NanoThings, that allows nanoscale devices to interconnect with existing communication networks, and ii) Molecular Communication, where the propagation of chemical compounds like drug particles, carry out the information exchange.


Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


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