The Win of the Sign Over the Signed

Author(s):  
Jörg Wurzer

Virtual reality is more than only high tech. We encounter this phenomenon in everyday media worlds and economy. The sign dominates the signed. Philosophy can describe this phenomenon by means of a different ontological analysis following Poppers theory of the three worlds and can prepare new ontological categories for knowledge of acting.

2017 ◽  
Vol 128 ◽  
pp. 01012 ◽  
Author(s):  
Zhang Meng ◽  
Xu Lutie ◽  
Yu Weibo ◽  
Liu Hongbo

Author(s):  
Jacqueline-Nathalie Harba

Abstract Consumer behavior is shifting radically with the rise of e-commerce and new technologies. As a result, luxury retailers are forced to embrace a variety of technologies to keep their customers engaged. How do brands captivate shoppers and provide the customer experience that will satisfy their desires? Through dissemination of literature and case studies on examples from the industry, this paper presents a detailed discussion on the new approaches to customer experience in the luxury fashion industry, in the context of a modern economy that is highly shaped by disruptive technological innovations. The discussion includes two detailed case studies, focusing on two key themes that define contemporary customer expectations: the story – discussing customer’s desire to be immersed in the narratives behind catwalk collections, and the experience – discussing the use of technology to create a unique retail space through the use of online and mobile specific technologies. The first case study focuses on how new technologies provide brands with new opportunities to present their products through narratives. Using famous luxury retailers Dior, Givenchy and Prada as examples, the case study provides a detailed discussion on the use of virtual reality and augmented reality as tools that enable customers to project themselves into the story behind a catwalk show and become active characters in the narrative, through the use of technological devices. The second case study focuses on the importance of merging the online and the traditional brick-and-mortar store. “The Store of the Future”, by luxury retailer Farfetch is used as an example of how retailers make use of high-tech equipment, virtual reality and augmented reality not only to create a tech-powered interactive experience that will intrigue customers, but also to improve retail productivity by capturing customer data. The study adopts a qualitative research method to evaluate the validity of the concepts discussed in the Literature Review, using a sample of three in-depth interviews with industry experts, focusing on the use of technology to improve customer experience in physical retail spaces. Based on previously published research, it is estimated that the primary research will indicate that it is not the use of technology that drives the customer experience, but customer expectations that determine the adoption and adaptation of disruptive technologies to satisfy the shoppers’ requirements.


2021 ◽  
Vol 275 ◽  
pp. 03067
Author(s):  
Yuan Ye ◽  
Lu Juan

With the continuous update and progress of computer technology, there are more and more display ways in public environment, and many high-tech ways such as virtual reality are also integrated into the display of public environment design. Its interactive, comprehensive and realistic features enhance the artistic sense of the whole design. Public art creation is a kind of diversified art design that includes different disciplines. Its main carrier is the display of environment and culture, which involves a wide range of fields and can better meet the people’s pursuit of sensory stimulation in modern society. Therefore, this paper will make an in-depth analysis of the application of virtual reality technology in public art creation, and briefly describe its design principle and its application mode, in order to provide some valuable opinions for future practice creation.


2021 ◽  
Vol 7 (3) ◽  
pp. 53-67
Author(s):  
Zoya I. Konnova ◽  
◽  
Galina V. Semenova ◽  

Modern society requires specialists who are ready to act in a high-tech professional environment. The use of Augmented Reality (AR) and Virtual Reality (VR) technologies is a key direction for the development of the professional sphere in the near future. The relevance of this study is due to the need to introduce these technologies in the field of foreign language education in universities to optimize the process of forming students' professional foreign language competence. The purpose of this article is to study and analyze the existing experience of using educational technologies of augmented and virtual reality in teaching a foreign language in Russia and abroad. Methodology and methods: the lack of a sufficient research base devoted directly to the experience of implementing AR and VR technologies in the process of teaching a foreign language to university students led to the choice of a comprehensive research methodology: theoretical analysis of scientific, pedagogical and methodological literature on the research topic, description and analysis of research results. As a result, the article analyzes the use of augmented and virtual reality technologies in teaching a foreign language, their purpose and functions. The possibility of using these technologies in the educational environment in order to visualize the educational material, supplement it with visual information technologies by reading the QR code with smartphones, tablets and other gadgets, increase motivation and interest in learning is shown. The advantages and disadvantages of augmented and virtual reality technologies are highlighted. It is concluded that educational AR and VR technologies have a huge potential for teaching a foreign language in universities, and many of their shortcomings will be eliminated in the coming years.


2020 ◽  
Vol 12 (3) ◽  
pp. 757 ◽  
Author(s):  
Domenica Mirauda ◽  
Nicola Capece ◽  
Ugo Erra

The estimated population growth in the next decades will create severe scarcity of water and will have a tremendous impact on the natural environment. Both the developed and developing countries will have to face increasing challenges to match the greater demand of clean and safe water, looking for supplies far from the residential area. This situation will be furtherly exasperated by the effects of climate change which, increasing the frequency and intensity of extreme events, will reduce the availability and the quality of water resources and will subject the population to serious and ongoing hazards. In such context, an accurate and continuous monitoring of surface waters represents a fundamental step to reduce the contamination status and plan actions for a sustainable management of this resource. In the last years, the development of advanced methodologies and high-tech equipment able to lower the times and costs of the field surveys has not been associated with an appropriate training of the technical staff of public and private bodies responsible for the control of the territory. In most cases, unable to outsource highly qualified personnel due to lack of funding, such bodies tend to reduce the monitoring activities, leaving the areas even more subject to the risk of disastrous events. The present paper proposes an innovative educational tool based on the virtual reality in support to technical and non-technical workforces in field activities. The tool represents a Virtual Laboratory able to train on the standard techniques for the accurate monitoring of the water discharge in open-channel flows and was successfully tested on a sample of people from the private and public water sector. According to the results, its use increased the fieldworkers’ ability to quickly move within the river as well as to easily and correctly manage the measurement equipment and methodology, so reducing the costs and times of surveys in situ.


Virtual reality (VR) technology is a sophisticated high-tech form of ICT that has recently been enthusiastically promoted as having a great potential benefit to both design activity and design education. VR is a computer-generated visualized form of communication in which participants visit a fantastic world where they feel a sense of presence and interact with each other through the use of first-person perspective screen representations known as avatars. It is often thought that VR is created by computers, but it is in fact a creation of the humans who program computers with their own ontological assumptions, especially about cause and effect relationships. In other words, VR is not an accurate representation of reality. It may – as in VR games – be a gross distortion of reality. Unlike the real world, VR is not independent of human control, and it is nowhere near as complex as everyday life experiences. Therefore, the use of VR for educational purposes remains dubious, especially in regard to the transference of the behaviour of avatars in VR to the understanding users of the technology in real life. So too is the use of VR technology questionable for the work of design, for the simple reason that it does not provide accurate and thorough representations of reality. When VR is compared to the visual representations that human beings make by the mysterious co-ordination of brain and eye and hand, they fall far short of realizing their grandiose claim of being “virtually” real.


Author(s):  
Н.В. Ломовцева

В статье представлены результаты пилотного исследования, нацеленного на выявление отношения студентов среднего профессионального образования к технологиям виртуальной реальности (VR-технологии), используемых в процессе обучения. Теоретическая часть работы посвящена изучению этапов развития VR-технологий, обоснованию актуальности применения их в среднем профессиональном образовании, рассмотрению примеров организации в рамках учебно-профессионального пространства виртуальных мастерских, ориентированных на моделирование высокотехнологичных производственных процессов с помощью виртуальной реальности. Практическую ценность имеет опрос студентов Университетского колледжа Российского государственного профессионально-педагогического университета (РГППУ, Екатеринбург) относительно их осведомленности о VR-технологиях, заинтересованности в их использовании в процессе обучения, выявлении наиболее эффективных способов применения VR в образовании. Эмпирическая часть исследования представлена в виде таблиц, диаграмм по результатам онлайн-опроса студентов. Данные исследования могут быть использованы при разработке новых образовательных программ в системе среднего профессионального образования. The article provides the results of a pilot study of the students of secondary vocational education interest in the technologies of virtual reality (VR technologies) used in the educational process. The theoretical part of the work consists of studying the issues of the formation of virtual reality and the justification of this technology in secondary vocational education. Several examples of organization within the educational virtual workshops focused on modeling high-tech production processes using virtual reality. The research is of practical value, which is devoted to the results of a survey of students of the University College of the Russian State Vocational Pedagogical University (RSVPU, Yekaterinburg) about their awareness of VR technologies; interest in learning through their use, identification of the most effective ways to use VR in education. The empirical part of the study is presented in the form of tables, diagrams based on the results of an online survey of students. The results of the study can be used in the development of new educational programs of VET.


Author(s):  
Olena Yatsenko

The modern development of technologies, both mass media and virtual reality, declare the mobility of the boundaries of private and public life. This fact proves the existence of a significant number of social networks, branding and image technologies, biometrics, and profiling of employees of high-tech corporations, big data technologies, cookies, and the Social Credit System in China. The scale of this phenomenon is explained by the collision of two trends which are oriented against each other: on the one hand, subjectivity seeks to maximize expression and self-presentation in cyberspace, and on the other hand, stakeholders, guided by economic, political, religious, and other motives use published information for pragmatic influence on subjectivity, first of all, manipulative one. The strategy of the morality of the virtual world provides a wide range of assessments: from identification with the Stoic principles of ataraxia and autarky to the accusations of irresponsibility, impersonality and escapism. Therefore, we consider it appropriate to define the modern type of actualization and representation of subjectivity as transversal, i. e. complex, contradictory, integrative and motivated by certain intentions and aspirations of the person.


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