scholarly journals Empathy for the game master: how virtual reality creates empathy for those seen to be creating VR

2020 ◽  
Vol 19 (1) ◽  
pp. 65-80
Author(s):  
Paul Roquet

This article rethinks the notion of virtual reality (VR) as an ‘empathy machine’ by examining how VR directs emotional identification not toward the subjects of particular VR titles, but toward VR developers themselves. Tracing how both positive and negative empathy circulates around characters in one of the most influential VR fictions of the 2010s, the light novel series-turned-anime series Sword Art Online (2009–), as well as the real-life figure of Palmer Luckey, creator of the Oculus Rift headset that launched the most recent VR revival, the author shows how empathetic identification ultimately tends to target the VR game master, the head architect of the VR world. These figures often already inhabit a socially privileged position. A better understanding of how VR channels empathy towards VR creators points to the need to ensure a broader range of people have opportunities to take up the role of VR game master for themselves.

Author(s):  
Yuan Lo

The character and status are presented together. Others have to play the role. The real situation is to be presented in a simple way. It can be understood how to adapt yourself to the real field. The role of the actress is to be revealed. Students get real-life education in the artificial environment. Performances of speech and expression are improved.


Author(s):  
Avaz Khamitovich Mirzajonov ◽  

The article is devoted to the analysis of changes in the communication processes of the late XX - early XXI centuries, reflecting the powerful impact on the real life of modern mass media, the problems associated with understanding media text in the condition of Mass Media convergence, clarifying the role of the Mass Media in forming society and individual recognition and how far their influence extends on modern man.


1996 ◽  
Vol 19 (2) ◽  
pp. 211-228 ◽  
Author(s):  
Asher Koriat ◽  
Morris Goldsmith

AbstractOur response to the commentators covers four general issues: (1) How useful is our proposed conceptualization of the real-life/laboratory controversy in terms of the contrast between the correspondence and storehouse metaphors? (2) What is the relationship between these two metaphors? (3) What are the unique implications of the correspondence metaphor for memory assessment and theory? (4) What are the nature and role of memory metaphors in memory research? We stress that the correspondence metaphor can be usefully exploited independent of the real-life/laboratory controversy, but that a variety of other metaphors, including the storehouse, should also be utilized in order to more fully capture the myriad facets and functions of memory in everyday life.


Hawwa ◽  
2003 ◽  
Vol 1 (2) ◽  
pp. 189-205 ◽  
Author(s):  
Samia Serageldin

AbstractAt a time when the American popular imagination is dominated by fun-house refractions of Arabs and Muslims as the ultimate "other," it is critical that these images be counterbalanced by unmediated, first-person, authentic reflections of the real-life experiences of writers of Middle Eastern heritage. This is where fiction and narrative non-fiction occupy a privileged position, creating an intimate, expansive space for empathy and identification, and serving generality through specificity.


2020 ◽  
Author(s):  
Kseniia Leonidovna Erofeeva

The article analyses the final lines of V. Soloviev’s work “The General Sense of Art,” correlating them with the art tendencies of the modern civilization. The author addresses Soloviev’s idea about the transforming role of art in relation to the reality, the real life. It is stated that, in the modern era, within the commercial mass culture domination, the entertaining function of art comes to the forefront. At the same time, an opposing tendency can be observed: a movement towards the all-encompassing unity, understanding of the universal, the priority of common values (the ideas of ecological ethics, common religion, non-violence). The author indicates that the dialectic negation of the negation law is manifested in the history of art, in the realization of its varied functions.


Reality is shaped differently in software environments through Virtual Reality VR and augmented Reality AR, it has a remarkable position and an important background with its role of ensuring contact between the software environment and the user. It was popular in the entertainment sector, in particularly industry, but over time, it becomes apparent that there would be a much greater need for VR/AR technologies in different areas dealing with tasks/issues in the real world. In This article we provide an overview of virtual and augmented reality systems and their principal domains of applications.


Perception ◽  
1988 ◽  
Vol 17 (5) ◽  
pp. 603-608 ◽  
Author(s):  
Barbara Gillam ◽  
Eric Borsting

Random-dot stereograms of an object standing out from a background always contain a monocular region at the side of the foreground object. This is equivalent to the monocularly occluded part of the background in the real-life viewing of one object in front of another. The role of these monocular regions in the stereoscopic process has not been investigated previously, although it is generally assumed that they are a source of difficulty in stereoscopic resolution because of the unmatchable texture within them. The basis of the present study was a prediction that the presence of texture within these regions would facilitate rather than retard stereoscopic processing. This prediction follows from a hypothesis that stereoscopic processing is initially located at disparity discontinuities. Unmatched regions are only found at such discontinuities, and could serve to locate them.


2019 ◽  
Vol 51 (1) ◽  
pp. 128-161
Author(s):  
Aleksandra Trbojevic ◽  
Svetlana Spanovic ◽  
Vlasta Hus

The paper presents the results of a study of the opinion of the fourth grade primary school students (N=60) from Sombor, Serbia, about the role of the textbook Nature and Society in the adoption of social contents. The aim of the study is to determine students? opinions about how the textbook assists them in adopting social contents and how this knowledge can be useful in the real life context, which can be a relevant starting point for improving the quality of textbooks. Qualitative methodology was used to analyse the obtained data. Focus group discussions pointed to problems about the presentation of social contents in the textbooks: extensive texts that must be memorised; the lack of explanations in the text; insufficient coherence of the text, which is the reason why the adoption of social contents require assistance in the interpretation of the text. Moreover, there is a problem in the relation between the text and visual displays; the examples given do not sound familiar to students, the text is not related to the real life context, which limits the usability of social knowledge adopted from the textbook. The students? answers refer to key standards of the textbook quality (the quality of the contents, the quality of the didactic design, the quality of the language used in the textbook), and indicate that the textbook that students use does not contribute to the process of learning complex social phenomena.


Lupus ◽  
2017 ◽  
Vol 26 (12) ◽  
pp. 1328-1332 ◽  
Author(s):  
N Fernandez Mosteirin ◽  
L Saez Comet ◽  
C Salvador Osuna ◽  
J M Calvo Villas ◽  
J Velilla Marco

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