scholarly journals Finding Wholes in the Metaverse: Posthuman Mystics as Agents of Evolutionary Contextualization

Religions ◽  
2021 ◽  
Vol 12 (9) ◽  
pp. 768
Author(s):  
Ryan K. Bolger

The Metaverse is a pervasive expression of technological culture whose impact will be global. First, through knowledge, then through social, and now through geo-spatial, AI (the foundation of the Metaverse) will connect all entities on Earth through digital means thereby creating a three-dimensional informational and experiential layer across the world dubbed the Metaverse. The Metaverse has four characteristics: augmented reality, lifelogging, mirror worlds, and virtual reality. From the standpoint of Christian cultural engagement, a contextual theology has yet to be developed. In the work that follows, the Metaverse is engaged through a combination of contextualization and wholemaking from the standpoint of posthumanism and mysticism. The study focuses on evolutionary wholemaking as identified by Teilhard/Delio, while being guided by Bevans’ five (early) models of contextualization. The method of contextual wholemaking enables new ways of seeing, embracing, communing, complexifying, and creating within the four spheres of the Metaverse. After exploring the nature of the Metaverse in the first half of the paper, insights were gathered from the dialogue between contextual theology and culture and discussed in the second half of the paper.

2021 ◽  
Vol 58 (3) ◽  
pp. 137-142
Author(s):  
A.O. Dauitbayeva ◽  
◽  
A.A. Myrzamuratova ◽  
A.B. Bexeitova ◽  
◽  
...  

This article is devoted to the issues of visualization and information processing, in particular, improving the visualization of three-dimensional objects using augmented reality and virtual reality technologies. The globalization of virtual reality has led to the introduction of a new term "augmented reality"into scientific circulation. If the current technologies of user interfaces are focused mainly on the interaction of a person and a computer, then augmented reality with the help of computer technologies offers improving the interface of a person and the real world around them. Computer graphics are perceived by the system in the synthesized image in connection with the reproduction of monocular observation conditions, increasing the image volume, spatial arrangement of objects in a linear perspective, obstructing one object to another, changing the nature of shadows and tones in the image field. The experience of observation is of great importance for the perception of volume and space, so that the user "completes" the volume structure of the observed representation. Thus, the visualization offered by augmented reality in a real environment familiar to the user contributes to a better perception of three-dimensional object.


Author(s):  
Marisa Pascarelli Agrello ◽  
Marianina Impagliazzo ◽  
Joaquim José Escola

ResumoNo presente artigo apresentamos a experiência realizada com o uso dos softwares de realidade aumentada (RA) e a realidade virtual (RV) em cenários para o Ensino das Ciências objetivando atender a Era da Educação 4 por meio de manipulação de objetos virtuais.Com aplicações distintas, as duas tecnologias são complementares e se configuram como ferramentas adicionais aos docentes com a proposta de elevar a qualidade das aulas e a geração de uma aprendizagem significativa representando uma ponte entre a educação e a tecnologia. Como objetos virtuais de aprendizagem (OVA), deverão ser usados em sala de aula como forma de enriquecimento das experiências práticas por meio da representação virtual de temas e contextos tornando mais ativa, contextualizada e efetiva o processo de apreensão do mundo. Palavras-chave: realidade virtual, realidade aumentada, ensino das ciências, tecnologias educacionais. Abstract In the present article we present the experience with the use of software of augmented reality (RA) and virtual reality (VR) in scenarios for the Teaching of Sciences in order to attend the Age 4 of Education through manipulation of virtual objects, the two technologies are complementary and are configured as additional tools for teachers with the proposal of raising the quality of lessons and generating meaningful learning as a bridge between education and technology. As virtuais learning objects, they should be used in the classroom as a way to enrich practical experiences through virtual representation of themes and contexts, making the process of apprehension of the world more active, contextualized and effective. Keywords: virtual reality, augmented reality, science teaching, educational technologies.


2019 ◽  
Vol 11 (17) ◽  
pp. 4792 ◽  
Author(s):  
Tsao ◽  
Shu ◽  
Lan

Through virtual interaction and multivariate communication, the social interaction and life satisfaction of elderly people can be improved. This study integrated virtual reality (VR) and augmented reality (AR) to construct a visualized reminiscence therapy system, which provides not only reminiscence entertainment but may also aid in dementia prevention for healthy and sub-healthy (a therapeutic working concept which defines an intermediate stage between health and disease) elderly people. Images taken by an LG 360 CAM are primarily introduced into Power Director 360 as the guide interface. The special effects are joined using After Effects. With the model constructed under 3ds Max, the reminiscence therapy system integrated by virtual reality and augmented reality is then established by the Unity engine. It is shown that the developed 3D ancient building model can be used by Samsung Note 5 smartphones as well as VR CASE glasses to increase the immersive experience for the elderly. Through nostalgic elements triggered by the AR/VR three-dimensional model and video/audio interaction, the feasibility of our integrated system for reminiscence therapy is thus verified. Through reminiscence therapy, memories and thoughts can fully be activated as a therapy for elderly people. The visualized reality system developed in this study can further promote the social interactional satisfaction of elderly people.


2019 ◽  
Vol 20 (1_suppl) ◽  
pp. 65-70
Author(s):  
Itsuo Yokoyama ◽  
Tsuyosi Sarai ◽  
Toshinori Asai ◽  
Nobuyuki Kitou ◽  
Hirotaka Nozaki ◽  
...  

Obtaining adequate and precise anatomical information is mandatory to prevent vascular access–related complications in dialysis patients. For this purpose, we underwent Doppler ultrasound, vascular access angiogram, and plain computer-assisted tomography scan of the arm with vascular access. With the use of computer graphics software, the anatomical structure of the vascular access can be visualized three dimensionally which is shared among the staffs for precise and better recognition. Furthermore, created object is applicable for virtual reality and/or augmented reality presentation that provides useful means for education and practical procedures in the management of vascular access.


TEM Journal ◽  
2020 ◽  
pp. 820-825
Author(s):  
Failasuf Fadli ◽  
Siti Irene Astuti D. ◽  
Rukiyati Rukiyati

The development of global technology is very fast. The invention of new technology penetrated the education sector as well. New technology-based learning media have been widely used by several teachers in various schools in the world. At present, new technological media in learning media such as augmented reality, virtual reality, must be responded to by the teacher. The focus of this research is on the phenomenon of teachers who are slow to respond to new technological developments. These teachers experience stress, anxiety, and give up on using technology-based learning media. Therefore, teacher resilience in responding to contemporary media is very much needed.


Neurology ◽  
2021 ◽  
pp. 10.1212/WNL.0000000000012413
Author(s):  
Stefano Sandrone ◽  
Chad E Carlson

Virtual reality and augmented reality have become increasingly prevalent in our lives. They are changing the way we see and interact with the world and have started percolating medical education. In this article, we reviewed key applications of virtual and augmented realities in neurology and neuroscience education, and discussed barriers and opportunities for implementation in the curriculum. Although long-term benefits of these approaches over more traditional learning methods and the optimal curricular balance remain mostly unexplored, virtual and augmented reality can change how we teach neurology and neuroscience.


Author(s):  
Anang Pramono ◽  
Martin Dwiky Setiawan

The concept of education for children is important. The aspects that must be considered are methods and learning media. In this research innovative and alternative learning media are made to understand fruits for children with Augmented Reality (AR). Augmented Reality (AR) in principle is a technology that is able to combine two-dimensional or three-dimensional virtual objects into a real environment and then project it. This learning media combines picture cards and virtual reality. Markers contained on picture cards will be captured by the mobile device camera, processed and will 3D animated pieces appear on the mobile screen in realtime. By using the concept of combining real world, real images on cards and virtual, applications can stimulate imagination and sense of desire in children and motivation to learn more and more. 3D fruit estimation created using the 3D Blender application and the Augmented Rea process lity is made using Unity and the Vuforia SDK library. The application of fruit recognition has been applied to several child respondents and has been tested on several types and brands of Android-based mobile phones. Based on research trials, 86% of 30 respondents stated that the application which was developed very effectively as a medium for the introduction of fruits.


2020 ◽  
Vol 2 (1) ◽  
pp. 39-53
Author(s):  
Yolinda Suciliyana ◽  
La Ode Abdul Rahman

Technology in the multimedia field that is currently developing is Augmented Reality (AR). Utilization of Augmented Reality as a medium for children's education provides a new perspective on the existing educational media, not only using real objects but also using virtual objects in the delivery of information. AR is a technology that combines three-dimensional virtual objects into a real three-dimensional environment and displays them in real time. AR can make delivery easier and make information more interesting especially for children. AR is expected to be able to support as one of the media for school-age children in an effort to realize health promotion. This research method uses a literature review that focuses on the use of Augmented Reality as a medium for health education for school-age children. The literature used is in the form of articles originating from national and international journals. The application of AR as an educational medium can increase children's knowledge. In Indonesia the use of AR media has not been implemented much less especially in nursing. The need for the development of this AR media in the world of nursing.


Author(s):  
Ariesta Kartika Sari ◽  
Prita Dellia ◽  
M. Dicky ◽  
Cholillah Cholillah

One of the efforts in facilitating the teacher to teach the material concretely, then the learning of mathematics on three dimensional geometri can be done using the help of a medium of learning. Along with the development of technology today, many applications in the world of technology that can be useful for learning activities. One of the learning media that can help the teacher in facilitating Visualization Three Dimensional geometry is Augmented Reality. In addition, through mathematics learning using Augmented Reality media in Three Dimensional geometry is expected to present interactive math learning. This research produces instructional media using Augmented Reality based on Android for Three Dimensional geometry material in grade 5 students of Elementary School. Development of learning media Augmented Reality using Kemp and Dayton model, there are two components, namely multimedia technology components and components of mathematics subjects. Components of multimedia technology contained in the program that is text, sound, images, and animation, while the components of mathematics subject’s ie content material and exercise questions. The materials contained in the program are: (1) the cube, (2) limas, (3) the cone and (4) the tube.


Author(s):  
Leidy Diana Díaz Nieto ◽  
Sonia Patricia Nieto Aguirre

Resumen El propósito de este documento es describir un campo de la realidad virtual, la realidad aumentada, término que hace referencia a una tecnología que está adquiriendo gran importancia en diferentes áreas por sus diversas aplicaciones y novedad. El objetivo de un sistema con realidad aumentada es combinar la imagen registrada por un usuario del mundo real a través de un dispositivo, con elementos tridimensionales procesados a través de una computadora. Esta característica permite a la tecnología de la realidad aumentada convertirse en un instrumento útil en áreas como educación, publicidad, desarrollo y comercialización en la industria, así como en entretenimiento, medicina y otras ciencias; se fundamenta en la combinación de otras tecnologías y es partícipe en la generación de técnicas de interacción hombre-máquina. Palabras ClaveEducación, multimedia, realidad aumentada, tecnología emergente.   Abstract The purpose of this paper is to describe a field of virtual reality, augmented reality, a term that refers to a technology that is gaining importance in different areas for various applications and novelty. The goal of an augmented reality system is to combine the image recorded by a real-world user through a device with three-dimensional elements processed through a computer. This feature allows the augmented reality technology into a useful tool in areas such as education, publicity, development and marketing in the industry as well as entertainment, medicine and other sciences, is based on a combination of other technologies and is participating techniques to generate human-machine interaction. KeywordsEducation, multimedia, augmented reality, emerging technology


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