Living in a Virtual Reality

2022 ◽  
pp. 101-110
Author(s):  
Chengyan Zeng

Anime (animated films) and manga (comic books), fans are easily misunderstood and can even face prejudice. In fact, they are usually not as people see them. As one of the many anime and manga fans, I would like to show people what the real world of the anime and manga fan is like. As the fan population grows, the market increases, so this chapter will also act as a guide for those who are interested in this market. This chapter aims to introduce readers to the world of anime and manga fandom and to its fans, in particular. It will present and explain specific terms such as weeaboo, otaku, waifu, husbando, fujoshi, and critic. This chapter will also describe the different characters of anime and manga fans and explain how these characters can affect marketing. Finally, this chapter will look at the current market size of anime and manga fandom and explore how the culture is used in marketing.

Author(s):  
Chengyan Zeng

Anime (animated films) and manga (comic books), fans are easily misunderstood and can even face prejudice. In fact, they are usually not as people see them. As one of the many anime and manga fans, I would like to show people what the real world of the anime and manga fan is like. As the fan population grows, the market increases, so this chapter will also act as a guide for those who are interested in this market. This chapter aims to introduce readers to the world of anime and manga fandom and to its fans, in particular. It will present and explain specific terms such as weeaboo, otaku, waifu, husbando, fujoshi, and critic. This chapter will also describe the different characters of anime and manga fans and explain how these characters can affect marketing. Finally, this chapter will look at the current market size of anime and manga fandom and explore how the culture is used in marketing.


2017 ◽  
Vol 12 (25) ◽  
pp. 10
Author(s):  
Altair Pivovar

  RESUMO Assentado no pressuposto de que o ser humano se vê na contingência incessante de decidir como agir satisfatoriamente nos multifacetados espaços pelos quais se vê obrigado a circular, defende-se neste texto que a leitura se dá sempre a partir do ambiente em que o indivíduo se encontra, já que as condições do entorno são essenciais para que uma reação adequada à manutenção de sua existência possa ser tomada. Na esteira dessa compreensão, o texto procura demonstrar de que forma a sala de aula, por ter se tornado um ambiente repetitivo e que não dá condições ao sujeito de reagir ao meio, teria perdido o potencial para desenvolver a capacidade leitora das crianças, jovens e adultos que a frequentam. O texto propõe então que histórias em quadrinhos, desde que o trabalho não fique restrito às publicações oriundas da comunicação de massa, podem cumprir essa finalidade, proporcionando aos alunos o contato com obras que ofereçam sempre novos modos de organização do espaço ficcional, chamados de “protocolos de leitura”, que fazem as vezes da chamada leitura de mundo.     Palavras-chave: Leitura. Histórias em quadrinhos. Ensino-aprendizagem.     ABSTRACT   Supposing human beings constantly have to make expected decisions according to social conventions, the following paper is based on the idea that reading must reflect the environment where one lives since the contradictions of such environment are essential for a full life. Thus, it tries to show how classroom activities, as they have become repetitive and do not offer one the conditions to interact with the real world, have lost the potential to develop students’ reading capacity. It suggests that comic books, since the activity is not constrained to popular publications, can show students a new fictional point of view called “reading protocol”, which can be seen as a way of reading the world.     Keywords: Reading. Comic books. Teaching-learning.


2020 ◽  
Vol 11 (3) ◽  
pp. 369-388
Author(s):  
Billy Wheeler ◽  

Is it possible to gain knowledge about the real world based solely on experiences in virtual reality? According to one influential theory of knowledge, you cannot. Robert Nozick's truth-tracking theory requires that, in addition to a belief being true, it must also be sensitive to the truth. Yet beliefs formed in virtual reality are not sensitive: in the nearest possible world where P is false, you would have continued to believe that P. This is problematic because there is increasing awareness from philosophers and technologists that virtual reality is an important way in which we can arrive at beliefs and knowledge about the world. Here I argue that a suitably modified version of Nozick's sensitivity condition is able to account for knowledge from virtual reality.


Author(s):  
Mark Pegrum

What is it? Augmented Reality (AR) bridges the real and the digital. It is part of the Extended Reality (XR) spectrum of immersive technological interfaces. At one end of the continuum, Virtual Reality (VR) immerses users in fully digital simulations which effectively substitute for the real world. At the other end of the continuum, AR allows users to remain immersed in the real world while superimposing digital overlays on the world. The term mixed reality, meanwhile, is sometimes used as an alternative to AR and sometimes as an alternative to XR.


Lex Russica ◽  
2020 ◽  
pp. 86-96
Author(s):  
E. E. Bogdanova

In the paper, the author notes that the development of modern technologies, including artificial intelligence, unmanned transport, robotics, portable and embedded digital devices, already has a great impact on the daily life of a person and can fundamentally change the existing social order in the near future.Virtual reality as a technology was born in the cross-section of research in the field of three-dimensional computer graphics and human-machine interaction. The spectrum of mixed reality includes the real world itself, the one that is before our eyes, the world of augmented reality — an improved reality that results from the introduction of sensory data into the field of perception in order to supplement information about the surrounding world and improve the perception of information; the world of virtual reality, which is created using technologies that provide full immersion in the environment. In some studies, augmented virtuality is also included in the spectrum, which implies the addition of virtual reality with elements of the real world (combining the virtual and real world).The paper substantiates the conclusion that in the near future both the legislator and judicial practice will have to find a balance between the interests of the creators of virtual worlds and virtual artists exclusive control over their virtual works, on the one hand, and society in using these virtual works and their development, on the other hand. It is necessary to allow users to participate, interact and create new forms of creative expression in the virtual environment.The author concludes that a broader interpretation of the fair use doctrine should be applied in this area, especially for those virtual worlds and virtual objects that imitate the real world and reality. However, it is necessary to distinguish between cases where the protection of such objects justifies licensing and those where it is advisable to encourage unrestricted use of the results for the further development of new technologies. 


Philosophy ◽  
1932 ◽  
Vol 7 (28) ◽  
pp. 404-413
Author(s):  
G. N. M. Tyrrell

If there is one question which stands forth pre-eminently from among the many problems with which physical science bristles, it is that of the ontological status of the world which physics is exploring. What is reality in the eyes of science, and what are we to understand the physicist to mean when he refers to the “real world”? Can we agree with him when he assures us that physical science represents a progress towards pure truth? There seems to be a certain reluctance on the part of twentieth-century physicists to face the ontological question which I think their colleagues of the nineteenth century did not share to the same extent.


Zootaxa ◽  
2021 ◽  
Vol 4927 (2) ◽  
pp. 297-300
Author(s):  
ISIDOR S. PLONSKI

The present communication is primarily nomenclaturial–classical taxonomy is only touched in a side note on a diagnosis. It uses technical terminology coined by Alain Dubois, who is interested in the study of the concepts and theory of biological nomenclature (i.e. the “objective connection between the real world of populations of organisms and the world of language” (Dubois & Ohler 1997)), and who discusses the current ‘International Code for Zoological Nomenclature’ [hereafter just called ‘the Code’] in great detail. The terms are explained where necessary–but see also the glossaries in Dubois et al. (2019) and the works by A. Dubois cited below. 


2020 ◽  
Author(s):  
Paola Araiza-Alba ◽  
Therese Keane ◽  
Jennifer L Beaudry ◽  
Jordy Kaufman

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.


2020 ◽  
Vol 1 (1) ◽  
pp. 1-14
Author(s):  
Adhe Pandhu Dwi Prayogha ◽  
Mudafiq Riyan Pratama

The purpose of virtual reality is to enable a motor and cognitive sensor activity ofsomeone in the artificial world created digitally to become imaginary, symbolic orsimulate certain aspects in the real world [1]. This technology is applied to the mediaintroduction of the solar system using the Luther method. The Luther Method consistsof 6 stages, namely Concept, Design, Material Collecting, Assembly, Testing, andDistribution. Luther method has advantages compared to other methods because thereare stages of material collecting which is an important stage in the development ofmultimedia and this Luther method can be done in parallel or can go back to theprevious stage [2]. At the Assembly stage the implementation uses the Unity Engineand Google VR SDK for Unity, the result is a virtual reality application that can displaythe solar system with 3-dimensional objects and an explanation is available on eachobject. While testing the blackbox on a variety of Android devices with differentspecifications. From the results of the application of the Luther method, it is verystructured and can run well in the development of multimedia applications, while theresults of testing, this Android-based virtual reality application cannot run on devicesthat do not have Gyroscope sensors and can run on devices with a minimumspecification of 1GB RAM will but the rendering process on 3D objects is slow.


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