scholarly journals Existential, Instrumental and Cyber Spaces as Ontological Modi of Human Being

2020 ◽  
Vol XVIII (3) ◽  
pp. 485-499
Author(s):  
Lubov E. Motorina ◽  
Veronica M. Sytnik

Context and relevance of the research: the task of developing a general theoretical basis and methodology of ontological problems of interaction and interrelation of the Internet space and the physical world comes forward with the formation of the virtual computer environment determined both by the presence of a human being in computer network and presence of computer network in the life world of the human being. Virtual reality, even in its current state, is already widely recognized and described in academic sources. There are prospects of its application in medicine, education, professional training, space, military, art, automotive industry, shipbuilding, trade, leisure, consulting assistance to population, administration, and other spheres of management. According to academic forecasts, intensive, large-scale, multidirectional development of virtual computer environment will continue in the 21st century. The purpose of the study is to carry out a systematic analysis of the concepts: existential space, instrumental space and cyberspace in their interrelationship and interaction; to propose the author’s definition of existential space as a methodological construction for the study of its ontological modi: instrumental space and cyberspace; to define the ontological characteristics of instrumental space and cyberspace, their common features (connection) and distinction; to reveal features of existential immersion of a person into virtual computer reality – the process of emotional perception of existence in the information field – an artificially created world of ‘people and things,’ as well as subjective-personal effects accompanying this process. The methodology used: M. Heidegger’s Dasein analytics, D. Ihde’s instrumental realism, systems-based approach, comparative analysis. Key findings: the creation of cyberspace and computer virtual reality has unveiled a new stage in the formation of existential experience and project as a system of information technology and socio-psychological competencies. There is a necessity in the system-based elaboration of conceptual and categorical apparatus. The researcher will use it to describe the ontological modi of both existing and a new (computer virtual) reality and their interconnection.

Author(s):  
Robin Horst ◽  
Ramtin Naraghi-Taghi-Off ◽  
Linda Rau ◽  
Ralf Dörner

AbstractEvery Virtual Reality (VR) experience has to end at some point. While there already exist concepts to design transitions for users to enter a virtual world, their return from the physical world should be considered, as well, as it is a part of the overall VR experience. We call the latter outro-transitions. In contrast to offboarding of VR experiences, that takes place after taking off VR hardware (e.g., HMDs), outro-transitions are still part of the immersive experience. Such transitions occur more frequently when VR is experienced periodically and for only short times. One example where transition techniques are necessary is in an auditorium where the audience has individual VR headsets available, for example, in a presentation using PowerPoint slides together with brief VR experiences sprinkled between the slides. The audience must put on and take off HMDs frequently every time they switch from common presentation media to VR and back. In a such a one-to-many VR scenario, it is challenging for presenters to explore the process of multiple people coming back from the virtual to the physical world at once. Direct communication may be constrained while VR users are wearing an HMD. Presenters need a tool to indicate them to stop the VR session and switch back to the slide presentation. Virtual visual cues can help presenters or other external entities (e.g., automated/scripted events) to request VR users to end a VR session. Such transitions become part of the overall experience of the audience and thus must be considered. This paper explores visual cues as outro-transitions from a virtual world back to the physical world and their utility to enable presenters to request VR users to end a VR session. We propose and investigate eight transition techniques. We focus on their usage in short consecutive VR experiences and include both established and novel techniques. The transition techniques are evaluated within a user study to draw conclusions on the effects of outro-transitions on the overall experience and presence of participants. We also take into account how long an outro-transition may take and how comfortable our participants perceived the proposed techniques. The study points out that they preferred non-interactive outro-transitions over interactive ones, except for a transition that allowed VR users to communicate with presenters. Furthermore, we explore the presenter-VR user relation within a presentation scenario that uses short VR experiences. The study indicates involving presenters that can stop a VR session was not only negligible but preferred by our participants.


Electronics ◽  
2021 ◽  
Vol 10 (8) ◽  
pp. 955
Author(s):  
Vasyl Teslyuk ◽  
Andriy Sydor ◽  
Vincent Karovič ◽  
Olena Pavliuk ◽  
Iryna Kazymyra

Technical systems in the modern global world are rapidly evolving and improving. In most cases, these are large-scale multi-level systems and one of the problems that arises in the design process of such systems is to determine their reliability. Accordingly, in the paper, a mathematical model based on the Weibull distribution has been developed for determining a computer network reliability. In order to simplify calculating the reliability characteristics, the system is considered to be a hierarchical one, ramified to level 2, with bypass through the level. The developed model allows us to define the following parameters: the probability distribution of the count of working output elements, the availability function of the system, the duration of the system’s stay in each of its working states, and the duration of the system’s stay in the prescribed availability condition. The accuracy of the developed model is high. It can be used to determine the reliability parameters of the large, hierarchical, ramified systems. The research results of modelling a local area computer network are presented. In particular, we obtained the following best option for connecting workstations: 4 of them are connected to the main hub, and the rest (16) are connected to the second level hub, with a time to failure of 4818 h.


Nanophotonics ◽  
2020 ◽  
Vol 9 (9) ◽  
pp. 3003-3010
Author(s):  
Jiacheng Shi ◽  
Wen Qiao ◽  
Jianyu Hua ◽  
Ruibin Li ◽  
Linsen Chen

AbstractGlasses-free augmented reality is of great interest by fusing virtual 3D images naturally with physical world without the aid of any wearable equipment. Here we propose a large-scale spatial multiplexing holographic see-through combiner for full-color 3D display. The pixelated metagratings with varied orientation and spatial frequency discretely reconstruct the propagating lightfield. The irradiance pattern of each view is tailored to form super Gaussian distribution with minimized crosstalk. What’s more, spatial multiplexing holographic combiner with customized aperture size is adopted for the white balance of virtually displayed full-color 3D scene. In a 32-inch prototype, 16 views form a smooth parallax with a viewing angle of 47°. A high transmission (>75%) over the entire visible spectrum range is achieved. We demonstrated that the displayed virtual 3D scene not only preserved natural motion parallax, but also mixed well with the natural objects. The potential applications of this study include education, communication, product design, advertisement, and head-up display.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Haron M. Abdel-Raziq ◽  
Daniel M. Palmer ◽  
Phoebe A. Koenig ◽  
Alyosha C. Molnar ◽  
Kirstin H. Petersen

AbstractIn digital agriculture, large-scale data acquisition and analysis can improve farm management by allowing growers to constantly monitor the state of a field. Deploying large autonomous robot teams to navigate and monitor cluttered environments, however, is difficult and costly. Here, we present methods that would allow us to leverage managed colonies of honey bees equipped with miniature flight recorders to monitor orchard pollination activity. Tracking honey bee flights can inform estimates of crop pollination, allowing growers to improve yield and resource allocation. Honey bees are adept at maneuvering complex environments and collectively pool information about nectar and pollen sources through thousands of daily flights. Additionally, colonies are present in orchards before and during bloom for many crops, as growers often rent hives to ensure successful pollination. We characterize existing Angle-Sensitive Pixels (ASPs) for use in flight recorders and calculate memory and resolution trade-offs. We further integrate ASP data into a colony foraging simulator and show how large numbers of flights refine system accuracy, using methods from robotic mapping literature. Our results indicate promising potential for such agricultural monitoring, where we leverage the superiority of social insects to sense the physical world, while providing data acquisition on par with explicitly engineered systems.


2009 ◽  
Vol 37 (1) ◽  
pp. 46-50 ◽  
Author(s):  
Adi Leiba ◽  
Dagan Schwartz ◽  
Talor Eran ◽  
Amir Blumenfeld ◽  
Daniel Laor ◽  
...  

2018 ◽  
Vol 2018 ◽  
pp. 1-22 ◽  
Author(s):  
Shuang Zhao ◽  
Xiapu Luo ◽  
Xiaobo Ma ◽  
Bo Bai ◽  
Yankang Zhao ◽  
...  

Proximity-based apps have been changing the way people interact with each other in the physical world. To help people extend their social networks, proximity-based nearby-stranger (NS) apps that encourage people to make friends with nearby strangers have gained popularity recently. As another typical type of proximity-based apps, some ridesharing (RS) apps allowing drivers to search nearby passengers and get their ridesharing requests also become popular due to their contribution to economy and emission reduction. In this paper, we concentrate on the location privacy of proximity-based mobile apps. By analyzing the communication mechanism, we find that many apps of this type are vulnerable to large-scale location spoofing attack (LLSA). We accordingly propose three approaches to performing LLSA. To evaluate the threat of LLSA posed to proximity-based mobile apps, we perform real-world case studies against an NS app named Weibo and an RS app called Didi. The results show that our approaches can effectively and automatically collect a huge volume of users’ locations or travel records, thereby demonstrating the severity of LLSA. We apply the LLSA approaches against nine popular proximity-based apps with millions of installations to evaluate the defense strength. We finally suggest possible countermeasures for the proposed attacks.


Author(s):  
Aaron Crowson ◽  
Zachary H. Pugh ◽  
Michael Wilkinson ◽  
Christopher B. Mayhorn

The development of head-mounted display virtual reality systems (e.g., Oculus Rift, HTC Vive) has resulted in an increasing need to represent the physical world while immersed in the virtual. Current research has focused on representing static objects in the physical room, but there has been little research into notifying VR users of changes in the environment. This study investigates how different sensory modalities affect noticeability and comprehension of notifications designed to alert head-mounted display users when a person enters his/her area of use. In addition, this study investigates how the use of an orientation type notification aids in perception of alerts that manifest outside a virtual reality users’ visual field. Results of a survey indicated that participants perceived the auditory modality as more effective regardless of notification type. An experiment corroborated these findings for the person notifications; however, the visual modality was in practice more effective for orientation notifications.


2013 ◽  
Vol 299 ◽  
pp. 130-134
Author(s):  
Li Wei ◽  
Da Zhi Deng

In recent years,china input in the construction of the network management is constantly increasing;information technology has improved continuously,but,making a variety of network security incidents occur frequently,due to the vulnerability of the computer network system inherent,a direct impact on national security and social and political stability. Because of the popularity of computers and large-scale development of the Internet, network security has been increasing as the theme. Reasonable safeguards against violations of resources; regular Internet user behavior and so on has been the public's expectations of future Internet. This paper described a stable method of getting telnet user’s account in development of network management based on telnet protocol.


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