scholarly journals Technology and the Not-so-Stable Body: “Being There” in the Cyborg’s Dilemma

2016 ◽  
Vol 9 (2) ◽  
Author(s):  
Sean Philip Gleason

Will virtual worlds one day be perceptually similar to everyday life? Could virtual reality (VR) provide a platform for individuals to dialogue about pressing social or political issues? From the Ready Player One and Matrix franchises, to the science fiction of Isaac Asimov, the communicative and political implications of hybrid human/machine virtual worlds have been heavily theorized. Yet, fundamental questions remain as to whether or not VR could ever substantiate the breath and scope of embodied, non-virtual experience. The following paper examines whether VR platforms are capable of providing an authentic sense of “being there” in digital spaces. Drawing from empirical findings in cognitive neuroscience, scholarship on virtual presence, and the phenomenology of perception, this paper argues that any attempt to communicate embodied presence within VR must account for the role of motoric action in structuring a vividly experienced worldhood. To this end, increased sensory feedback from new technologies will add to the life-like quality of virtual reality only insofar as this feedback is filtered through an action-oriented body image.

2020 ◽  
Vol 32 (1) ◽  
pp. 1-16 ◽  
Author(s):  
Carrie Heeter ◽  
Tom Day ◽  
Leticia Cherchiglia

Abstract We conducted an exploratory study to introduce, operationalize and test a theoretical conceptualization of interoceptive awareness (IA) in virtual worlds that aligns with neurobiological explanations of interoception. We examined the relationship between IA and the self-location subdimension of spatial presence. Experimental subjects experienced either a 10-min meditation designed to activate IA or a control condition designed to encourage mind wandering. Participants either wore a virtual reality (VR) headset (Samsung Gear VR or HTC Vive) or had their eyes closed. Results suggest that (i) IA was not different between eyes closed or eyes open in VR; (ii) VR display technology did not influence IA; and (iii) higher IA and visual clarity were associated with significantly stronger feelings of spatial presence, whereas display technology had no relationship to spatial presence. Further examination of the role of IA in virtual worlds experiences is warranted.


2020 ◽  
Vol 11 (1) ◽  
pp. 338
Author(s):  
George Margetis ◽  
Konstantinos C. Apostolakis ◽  
Stavroula Ntoa ◽  
George Papagiannakis ◽  
Constantine Stephanidis

Culture is a field that is currently entering a revolutionary phase, no longer being a privilege for the few, but expanding to new audiences who are urged to not only passively consume cultural heritage content, but actually participate and assimilate it on their own. In this context, museums have already embraced new technologies as part of their exhibitions, many of them featuring augmented or virtual reality artifacts. The presented work proposes the synthesis of augmented, virtual and mixed reality technologies to provide unified X-Reality experiences in realistic virtual museums, engaging visitors in an interactive and seamless fusion of physical and virtual worlds that will feature virtual agents exhibiting naturalistic behavior. Visitors will be able to interact with the virtual agents, as they would with real world counterparts. The envisioned approach is expected to not only provide refined experiences for museum visitors, but also achieve high quality entertainment combined with more effective knowledge acquisition.


2020 ◽  
Vol 12 (18) ◽  
pp. 2996
Author(s):  
Włodzimierz Rączkowski

Airborne and spaceborne remote sensing in archaeology generates at least two important issues for discussion: technology and visualization. Technology seems to open new cognitive perspectives for archaeology and keeps researchers increasingly fascinated in its capabilities (archaeological science being a case in point). Acquired data, especially via remote sensing methods, can be studied after processing and visualizing. The paper raises several issues related to the new cognitive situation of archaeologists facing the development of new technologies within remote sensing methods. These issues are discussed from ontological, epistemological, and discursive perspectives, supporting an exploration of the role of technology and visualization. The ontological perspective places the visualization of remote sensing data in the context of understanding Virtual Reality and Jean Baudrillard’s simulacra. The epistemological perspective generates questions related to visualization as mimesis, the issue of cultural neutrality, and the use of sophisticated classifications and analytical techniques. The level of discursiveness of visualization includes categories such as persuasion, standardization, and aesthetics. This discussion is framed in relation to Martin Heidegger’s understanding of technology and a dichotomy of naturalism versus antinaturalism.


Author(s):  
Scott P. Anstadt ◽  
Shannon Bradley ◽  
Ashley Burnette ◽  
Lesley L. Medley

<p>Due to the unique applications of virtual reality in many modern contexts, Second Life (SL) offers inimitable opportunities for research and exploration and experiential learning as part of a distance learning curriculum assignment. A review of current research regarding SL examined real world social influences in online interactions and what the effects on users may be. This aids students in understanding the social constructionist perceptions and worldview of those persons they may serve in social services. This suggests the importance of developing an understanding of the relationship between users’ real life (RL) and their SL. Some research has begun to reveal the effectiveness of telecommunication and computer simulation with certain clients in the fields of mental health and social work, yet there is a lack of sufficient research done within the context of virtual worlds. The current study surveyed users of several educationally and health focused SIMS (simulations) as to what motivates their SL and RL interactions. The data explores associations between users’ RL and their SL in several areas,potentially addressing the future role of educating social work students regarding research methodology in online virtual reality interactions. Implications for social work are discussed including engaging clients using incentives for social participation built into the SL milieu.</p>


Author(s):  
Everardo Reyes-García

Digital media have become pervasive. Most of ordinary tasks in everyday life, from leisure to work, are mediated through electronic devices and their respective digital content. The variety of tasks and their integration into computers and portable devices allow us to think about media as a ‘society of media’; a collective of media elements that exchange information and act upon those exchanges. In a society of media, the world is constituted by the hyperspace created by digital media and human uses. Within this context, an interesting role of digital media is that they ‘virtualize’ human senses and capabilities. Historically, the notion of ‘virtuality’ has been associated to seminal media concepts such as virtual worlds, which imply the use of interactive computer graphics imagery (CGI) to perform simulation and immersion. Another concept is virtual reality (VR), which has fostered prominent developments including generated environments, multimodal interaction, 3D modeling, and digital animation.


1998 ◽  
Vol 21 (1) ◽  
pp. 12-14 ◽  
Author(s):  
Mark Benno

Much has been written over the years about virtual reality. Frequently, it is explored in science fiction literature. Mass media outlets, from the National Enquirer to Popular Mechanics to the evening news have both celebrated and feared virtual worlds. The attention has escalated recently as more powerful computers have been developed and the public is aware of virtual events such as the rover on the surface of Mars.


Author(s):  
Susan Turner

This chapter considers the role of sound, and more specifically, listening, in creating a sense of presence (of “being there”) in “places” recreated by virtual reality technologies. We first briefly review the treatment of sound in place and presence research. Here we give particular attention to the role of sound in inducing a sense of presence in virtual environments that immerse their users in representations of particular places. We then consider the phenomenology of listening, the nature of different types of listening, and their application: listening is active, directed, intentional hearing, and is not merely egocentric, it is body-centric. A classification of modes of listening that draws on work in film studies, virtual reality, and audiology is then proposed as a means of supporting the design of place-centric virtual environments in providing an effective aural experience. Finally, we apply this to a case study of listening in real and simulated soundscapes, and suggest directions for further applications of this work


2021 ◽  
Vol 13 (26) ◽  
Author(s):  
Sonja Vujović ◽  
Srđan Milosavljević

The products of human inginuity of the Fourth Industrial Revolution provide the opportunity for those already fortunate enough to enjoy the advantages of previous Industrial Revolutions to shape, not only the design of new technologies, but also agile forms of management and extraordinary benefits that can fundamentally transform the way people live, work, communicate and relate to each other. More powerful technologies dramatically modify not only traditional production models, but also conventional ways of „delivery service” and distribution of the value. The implementation of the latest technological advances, primarily in the form of RFID technology, which is designed to provide continuous communication and „refresh” data in the entire supply chain in real-time, will result in raising the quality of logistics services to a higher level while simultaneously significantly rationalizing and controlling costs. There is a growing trend in increased use of robotic manipulators and RFID-based smart shelves and smart factories, and retail stores without sales staff which eliminate the need to read and pay for products at cash registers are on the horizon. The revolutionary changes in marketing logistics are conditioned by the emergence and increasing use of multidimensional, so-called 3D printing that has the potential to initiate a trend towards approaching consumption production, which would significantly modify the current role of marketing logistics in the entire supply-chain. New technologies have not changed the essential role of marketing logistics, but the establishment of consistency in the physical movement of goods has evolved over time to the level of science-fiction. Logically, we impose the question of the fate of marketing logistics in the conditions of the 4.0. Revolution, as well as a much more serious question of the future of Man in the event that the humanoid machines made „in the image of man”, insensitive to the destiny of mankind, „master” the World.


Author(s):  
Sven Maričić ◽  
Iva Mrša Haber ◽  
Donald Radolović ◽  
Ivan Veljović

AbstractThe paper presents some essential tools in the field of 3D modelling for vocational education. The purpose of vocational training is to adequately prepare students for the needs of the industry. Over the last decade, the appearance of low-cost virtual reality (VR) technology has enabled it to be deployed across a broad range of educational institutions. VR as a system allows intuitive human-computer interaction and offers great benefits in many application areas important for educational process. In this paper, two VR studies in educational field were compared.


2020 ◽  
Vol 64 (2) ◽  
pp. 251-261
Author(s):  
Jessica E. Fellmeth ◽  
Kim S. McKim

Abstract While many of the proteins involved in the mitotic centromere and kinetochore are conserved in meiosis, they often gain a novel function due to the unique needs of homolog segregation during meiosis I (MI). CENP-C is a critical component of the centromere for kinetochore assembly in mitosis. Recent work, however, has highlighted the unique features of meiotic CENP-C. Centromere establishment and stability require CENP-C loading at the centromere for CENP-A function. Pre-meiotic loading of proteins necessary for homolog recombination as well as cohesion also rely on CENP-C, as do the main scaffolding components of the kinetochore. Much of this work relies on new technologies that enable in vivo analysis of meiosis like never before. Here, we strive to highlight the unique role of this highly conserved centromere protein that loads on to centromeres prior to M-phase onset, but continues to perform critical functions through chromosome segregation. CENP-C is not merely a structural link between the centromere and the kinetochore, but also a functional one joining the processes of early prophase homolog synapsis to late metaphase kinetochore assembly and signaling.


Sign in / Sign up

Export Citation Format

Share Document