Neo-Orientalist Approaches in XR (Extended Reality) Applications

Author(s):  
Barış Atiker

Being one of the most prominent reflections of intercultural interaction, orientalism is the West's description of the East according to its own beliefs and understanding. This concept also includes the alienation and isolation of the human while trying to define 'the others'. The digital culture has searched for alternative realities and identities visible through virtual worlds controlled by the individual. This search for identity has led to the transformation of a fictional and shallow imagination into a cultural commodity through various stereotypes, just like in orientalism. Extended reality is one of the new oases of neo-orientalism as a research subject that combines the concepts of virtual and augmented reality. The increasing fusion between the human mind and machines radically changes the way people are born, live, learn, work, produce, dream, discuss, or die. This research aims to interpret the effects of transformation of information in XR technologies within the axis of neo-orientalism perspective through new individual experiences.

2018 ◽  
Vol 55 ◽  
pp. 02025
Author(s):  
Alyona Korneeva

The article is devoted to the problem of intercultural communication. Intercultural communication is presented as a special communication process, having its own characteristics and passing conditions. The analysis of the process of intercultural interaction shows that the national and cultural specifics of communicative behavior affect the effectiveness of this process. Communicative behavior is conditioned by national mentality and is a component of national culture, as contained in national communication norms and rules. The article also emphasizes the connection between the communicative behavior of a person and his cognitive and linguistic consciousness. The author comes to the conclusion about the undoubted interrelation of interethnic communication with the awareness of one’s cultural identity, which is fixed in the linguistic consciousness of the individual and is reflected in his communicative behavior.


Author(s):  
Sérgio Tenreiro de Magalhães

Digital platforms that support virtual worlds are becoming more complex and there is a growing fusion between real life and digital objects. Wireless technologies, screens' resolution and colours, 3D technologies, virtual and augmented reality can change the way a user experiences a virtual environment. This chapter explores input and output technologies for computing devices and discusses the technological developments that constitute requirements for the success of non-physical trance parties or, as some would prefer to call them, virtual trance parties.


Author(s):  
Chara Papoutsi ◽  
Athanasios Drigas ◽  
Charalabos Skianis

<p>The development and the cultivation of emotional intelligence and of the skills it can offer to the individual are the main elements and pursuits of contemporary research. The enhancement of self-control, the reinforcement of self-criticism and self-awareness and the cultivation of the constant self-development are the most central objectives of all the people and of the scientists since they are the cornerstone for euphoria. The aim of the present study is the review and the critical reproduction of information and conclusions that have been extracted from the international bibliography regarding the issue in question. More specifically, there will be an effort to evaluate and present the significance of the activities of virtual reality and of augmented reality that contribute to the development of emotional intelligence skills. Along the same lines, there will be an important review of the articles that refer to the exploitation of such digital tools, to achieve the same results for the people suffering from autism as well. Besides, the care for all the members of the society with no exceptions, and certainly of those members that suffer from mental retardation, should be of upmost importance. The present article focuses on the role that those tools play for the amplification of the skills in the sphere of emotional intelligence not only as far as the duration of the research is concerned.</p>


2001 ◽  
Vol 209 (2) ◽  
pp. 105-117 ◽  
Author(s):  
Thomas Kleinsorge ◽  
Herbert Heuer ◽  
Volker Schmidtke

Summary. When participants have to shift between four tasks that result from a factorial combination of the task dimensions judgment (numerical vs. spatial) and mapping (compatible vs. incompatible), a characteristic profile of shift costs can be observed that is suggestive of a hierarchical switching mechanism that operates upon a dimensionally ordered task representation, with judgment on the top and the response on the bottom of the task hierarchy ( Kleinsorge & Heuer, 1999 ). This switching mechanism results in unintentional shifts on lower levels of the task hierarchy whenever a shift on a higher level has to be performed, leading to non-shift costs on the lower levels. We investigated whether this profile depends on the way in which the individual task dimensions are cued. When the cues for the task dimensions were exchanged, the basic pattern of shift costs was replicated with only minor modifications. This indicates that the postulated hierarchical switching mechanism operates independently of the specifics of task cueing.


Author(s):  
Beatrice Marovich

‘The art of free society’, A.N. Whitehead declares in his essay on symbolism, is fundamentally dual. It consists of both ‘maintenance of the symbolic code’ and a ‘fearlessness of [its] revision’. This tension, on the surface paradoxical, is what Whitehead believes will prevent social decay, anarchy, or ‘the slow atrophy of a life stifled by useless shadows’. Bearing in mind Whitehead’s own thoughts on the nature of symbolism, this chapter argues that the figure of the creature has been underappreciated in his work as a symbol. It endeavors to examine and contextualize the symbolic potency of creatureliness in Whitehead’s work, with particular attention directed toward the way the creature helps him to both maintain and revise an older symbolic code. In Process and Reality, ‘creature’ serves as Whitehead’s alternate name for the ‘individual fact’ or the ‘actual entity’—including (perhaps scandalously, for his more orthodox readers) the figure of God. What was Whitehead’s strategic motivation for deploying this superfluous title for an already-named category? In this chapter, it is suggested that his motivation was primarily poetic (Whitehead held the British romantic tradition in some reverence) and so, in this sense, always and already aware of its rich symbolic potency.


2020 ◽  
Vol 8 (1) ◽  
pp. 37-46
Author(s):  
Stanislava Varadinova

The attention sustainability and its impact of social status in the class are current issues concerning the field of education are the reasons for delay in assimilating the learning material and early school dropout. Behind both of those problems stand psychological causes such as low attention sustainability, poor communication skills and lack of positive environment. The presented article aims to prove that sustainability of attention directly influences the social status of students in the class, and hence their overall development and the way they feel in the group. Making efforts to increase students’ attention sustainability could lead to an increase in the social status of the student and hence the creation of a favorable and positive environment for the overall development of the individual.


2019 ◽  
Vol 1 (1) ◽  
pp. 199-226
Author(s):  
Ricardo M. Piñeyro Prins ◽  
Guadalupe E. Estrada Narvaez

We are witnessing how new technologies are radically changing the design of organizations, the way in which they produce and manage both their objectives and their strategies, and -above all- how digital transformation impacts the people who are part of it. Even today in our country, many organizations think that digitalizing is having a presence on social networks, a web page or venturing into cases of success in corporate social intranet. Others begin to invest a large part of their budget in training their teams and adapting them to the digital age. But given this current scenario, do we know exactly what the digital transformation of organizations means? It is necessary? Implying? Is there a roadmap to follow that leads to the success of this process? How are organizations that have been born 100% digital from their business conception to the way of producing services through the use of platforms? What role does the organizational culture play in this scenario? The challenge of the digital transformation of businesses and organizations, which is part of the paradigm of the industrial revolution 4.0, is happening here and now in all types of organizations, whether are they private, public or third sector. The challenge to take into account in this process is to identify the digital competences that each worker must face in order to accompany these changes and not be left out of it. In this sense, the present work seeks to analyze the main characteristics of the current technological advances that make up the digital transformation of organizations and how they must be accompanied by a digital culture and skills that allow their successful development. In order to approach this project, we will carry out an exploratory research, collecting data from the sector of new actors in the world of work such as employment platforms in its various areas (gastronomy, delivery, transportation, recreation, domestic service, etc) and an analysis of the main technological changes that impact on the digital transformation of organizations in Argentina.


2018 ◽  
Vol Vol 17 (Vol 17, No 1 (2018)) ◽  
pp. 128-140
Author(s):  
Oleksandr Pushkar

The article deals with the approach to developing an advertising multimedia product for the promotion or sale of goods or services. Under the advertising product is an advertising video, an interactive commercial, 3-D advertising, virtual and augmented reality, an online store. Based on the analogy method, a diagram of the process of perceiving the advertising multimedia product by the user is presented. The use of the hybrid approach of customer development for updating the multimedia product and taking into account the virtual values of users is substantiated. Developed scenarios for the development of a multimedia product, depending on the results of achieving the planned goals. The sequence of multimedia product development is proposed based on the convergence of face-to-face and screen-to-screen approaches.


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