scholarly journals A CRITICAL FUTURE OF VIRTUAL REALITY: ALL WORK AND NO PLAY

Author(s):  
Marcus Carter ◽  
Ben Egliston

Head-Mounted Virtual Reality (VR) is generally discussed as a gaming technology, but in this paper we argue for the greater need to take VR seriously as a general computing platform and future site for, and of, work. For Facebook (who hold a dominant 39% share of the VR market) VR is not simply a gaming device but as a new frontier for social media, framed by Zuckerberg as a “new kind of social computing platform”. In this paper we report on our research that is examining the implications of VR as (1) a technology being introduced into workplaces; as (2) a possible site for existing forms of labour, in technologies like Infinite Office; and as (3) a platform for transformed and new kinds of labour, such as remote work via telepresence. We identify concerning issues of algorithmic discrimination, exascberated by a prevailing 'fantasy of perfect data' with VR, with serious consequences in the context of productivity tracking and analytics, and the further expansion of the gig economy into new domains.

Author(s):  
Silvia Francesca Maria Pizzoli ◽  
Dario Monzani ◽  
Laura Vergani ◽  
Virginia Sanchini ◽  
Ketti Mazzocco

AbstractIn recent years, virtual reality (VR) has been effectively employed in several settings, ranging from health care needs to leisure and gaming activities. A new application of virtual stimuli appeared in social media: in the documentary ‘I met you’ from the South-Korean Munhwa Broadcasting, a mother made the experience of interacting with the avatar of the seven-year-old daughter, who died four years before. We think that this new application of virtual stimuli should open a debate on its possible implications: it represents contents related to grief, a dramatic and yet natural experience, that can have deep psychological impacts on fragile subjects put in virtual environments. In the present work, possible side-effects, as well as hypothetical therapeutical application of VR for the treatment of mourning, are discussed.


2021 ◽  
Vol 20 (3) ◽  
pp. 318-335
Author(s):  
John Torous ◽  
Sandra Bucci ◽  
Imogen H. Bell ◽  
Lars V. Kessing ◽  
Maria Faurholt‐Jepsen ◽  
...  

Author(s):  
YUliya Polozhyentsyeva ◽  
A. Stepanova

The decline in the growth rate of the country's economy leads to an increase in the interest of various sectors of society in the search for effective ways of organizing work in the face of increasing universal digitalization. In the post-pandemic world, the able-bodied population needs new ways of earning money, the opportunity to work in their spare time, the presence of a flexible schedule, as employers are increasingly striving to optimize the costs of business processes, including personnel. Therefore, domestic employers are waiting for the development and growth of the institution of freelance, which requires an active restructuring of labor relations. The application of the gig economy as a new socio-economic model of entrepreneurial organization has influenced the emergence of modern forms of labor organization, such as outsourcing, subcontracting, freelance, remote work, outstaffing, which represent the possibility of partial employment. Such forms of labor relations are mainly in demand in the service sector and IT organizations. The aim of the study is to study the directions of transformation of forms of organization of labor activity in domestic and foreign business in conditions of transition to gig-economy. The study analyzed the development prospects of gig-economy as one of the directions of digital transformation of the economy. Also, on the basis of a synthesis of expert assessments and surveys of the population, features and prospects for the development of freelance in Russia were formed. Based on the study, the following main results were obtained: the main trends in the development of the gig economy were identified; analyzed the theoretical and practical aspects of the development of gig-economy as one of the developing areas of the digital economy; statistical assessment of the studied direction is given; the problems of organization of freelance in conditions of gig-economy are covered.


Author(s):  
Surendra Prasad Mishra ◽  
Dinkar Kulshreshtha ◽  
Anoop Kumar Srivastava ◽  
Ajeet Kumar Gandhi ◽  
Madhup Rastogi

The evolution of gaming in healthcare promotion evolved concurrently with the ascendance of computing technology, smart phones, facilitated by video-based 3D technology and virtual reality in the mid-eighties and nineties. Health and wellness in the twenty-first century is interlinked with the wealth of the nation and individuals and its traditional definition of physical, psychological, spiritual, social, and financial optima has seen new paradigms. The gaming technology has found groundbreaking applications in many diagnostic and therapeutic modalities to modulate the behavioral changes, simulation of virtual reality, and passage to recovery through neurologically engaging the cognitive functions with the stimuli produced. Physiological symptoms and life-threatening disorders which may caused be faced by viral inflictions (HIV, Hepatitis C, etc.) and type 2 diabetes could today be significantly managed by gaming technologies for psychosomatic management.


Author(s):  
Lambrini Papadopoulou ◽  
Theodora A. Maniou

The chapter offers a theoretical overview and understanding on issues regarding the way technological disruption transforms old habits and practices in newsrooms leading to innovative storytelling that transcends time and space. The emergence of social media as a main news source, the extensive use of mobile platforms and the advent of complex technologies such as virtual reality (VR) and artificial intelligence (AI) are paving the way for new forms of journalism that are shaping the future of the industry. In this context, this chapter defines and adequately describes the term digital media while, at the same time it sheds light on new forms of journalism that arise from the vast outspread of ‘smart technology' such as conversational journalism, data journalism, drone journalism, network journalism, robot journalism, selfie journalism, slow journalism, and virtual reality journalism.


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