Symontosis and conceptual ambivalence in worldmaking

Author(s):  
Peter Aloysius Agbonoga Ikhane

In this paper, I explore an African metaphysics of virtual reality (VR). The questions that guide my analysis include: (i) how are we to understand the changes the virtual world causes in how our knowledge and awareness of life are rooted? And (ii) how do we perceive our lived-reality as we go in and come out of a world generated by the computer? Though I take VR to denote a not-quite-actual world that stands in contrast to the physical or primary world, I show that VR is a variant of worldmaking. On this, I controvert the intuition to take African metaphysics of virtual reality to be concerned with an analysis of the ontological contrasts between VR and the primary world. Drawing on the principle of symontosis, I show that African metaphysics of VR is to be concerned with an analysis of the ‘harmony’ of both worlds. In this vein, I present the primary world as providing the metaphysical anchor for the virtual world, as wherefrom, we are rooted and can organise our lived-experience of VR.

Proceedings ◽  
2020 ◽  
Vol 47 (1) ◽  
pp. 35
Author(s):  
Wei Wang

The development of virtual reality brings an old and historic question on the difference between the real world and unreal world. In this paper, starting from the concept of representation, I argued that what we call “virtual reality” is a representation of an actual or non-actual world and the criterion of difference between the “real world” and “virtual reality” is whether we present it with the intention of using it as a representation. After that, the thesis is demonstrated again from different theories of scientific representation. Therefore, the intuitive distinction between the “real world” and “virtual reality” can be drawn on the epistemological criterion; that is to say, the virtual world is a representation while the real world is not.


Author(s):  
Mark Grimshaw-Aagaard

Mark Grimshaw-Aagaard addresses the role of sound in the creation of presence in virtual and actual worlds. He argues that imagination is a central part of the generation and selection of perceptual hypotheses—models of the world in which we can act—that emerge from what Grimshaw-Aagaard calls the “exo-environment” (the sensory input) and the “endo-environment” (the cognitive input). Grimshaw-Aagaard further divides the exo-environment into a primarily auditory and a primarily visual dimension and he deals with the actual world of his own apartment and the virtual world of first-person-shooter computer games in order to exemplify how we perceptually construct an environment that allows for the creation of presence.


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.


Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


2011 ◽  
Vol 78 (1) ◽  
pp. 87-94 ◽  
Author(s):  
Glenn W. Harrison ◽  
Ernan Haruvy ◽  
E. Elisabet Rutström

Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


2021 ◽  
Vol 10 (2) ◽  
pp. 176
Author(s):  
Maira Mukhtarovna Pernekulova ◽  
Ayazhan Sagikyzy ◽  
Zhamal Bazilovna Ashirbekova ◽  
Dinara Mukhtarovna Zhanabayeva ◽  
Gaukhar Abdikarimovna Abdurazakova

Currently there are many attempts to determine virtual reality which is created by digital technologies. The present article discusses this phenomenon in the creative act. This approach gives an opportunity for the full consideration of virtual reality because the category of reality includes not only digital technologies but subjective perceptions which creates problems in its definition. According to our understanding virtual reality is determined by the relation with the person’s virtual world and digital code. The person’s creative potential is defined, in its turn, as the person’s virtual. In the creative act between virtual reality and creative potential besides homogeneous connection there is an ontological connection and then virtual reality is a medium and a tool for the person’s creative potential realization. In this case the creative act is an actualization of images or symbols, by changing the intensities of the virtual image which results in the transition of the creative potential into otherness- the virtual reality of the code. As the tool of creative reality virtual reality plays the role of the digital technology which alienates the person’s time and space.   Received: 19 November 2020 / Accepted: 4 February 2021 / Published: 5 March 2021


2020 ◽  
Vol 11 (12) ◽  
pp. 141-154
Author(s):  
Munazza Mah Jabeen

Technology has travelled a long way from an analogue world to a digital age, where our interaction in the virtual world is leading us towards virtual reality. Ubiquitous learning (UL) can be considered as a pattern in erudition grounded on ubiquitous latest technologies usage through smart devices. The research has gaged the level of awareness of ubiquitous learning and analyzed the contribution of various factors that are responsible for the rate of adoption of UL. The outcome of this research has led to coming up with a framework which if applied in any academic setup will lead to the effective delivery of the futuristic ubiquitous educational learning environment.


Author(s):  
Vicente Galiano ◽  
Victoria Herranz

In this chapter, the authors describe the project of a virtual world that they developed in their university and with their students. In this work, they joined concepts like social networks and virtual reality, creating a virtual model of the University Miguel Hernandez (UMH), where students are able to walk around the campus, inside the buildings, chat with other students, and moreover, use videoconferencing rooms where students talk and see other students in the same virtual world. The authors describe this project, called UMHvirtual (available in http://virtual.umh.es), which has been supervised by the authors, implemented by a group of students, and focused on all the university students.


Author(s):  
Archana Tyagi

Identity has become one of the single most important issues for human development and adjustment in today’s turbulent times. Virtual world is changing the interface of identification and communication. Virtual reality has recently emerged as an effective tool to extend a healing space for an alternative identity. The focus of this chapter is on the challenges faced by the young generation, which is struggling to understand its “identity.” The exploration of identity in such virtual environments may be a search for a ‘unitary’ construct about the self (Erikson, 1968). In this paper, the concept of “identity” and “identity crisis” and the potential challenges identified in the real and virtual world are discussed at length. In today’s world people are pulled in different directions, thanks to the different kinds of societal demands from family, friends and society. It becomes difficult to find a uniqueness of one’s self and yet able to fulfill the norms and parameters set up by the society. Respect for diversity of self would go a long way in allowing people to be “uniquely themselves” while belonging to a community. Healthy “crisis” or exploration can afford people the opportunity to knowledgeably investigate choices in which there is positive meaning with regard to where they have come from, where they presently exist, and where they envision their future to be (International Encyclopaedia of the Social Sciences, 2008). An attempt to explore the identity management and identity statuses has also been made to understand “real” and “virtual reality.” Identity crisis and psychosocial moratorium’s linkage (Erikson, 1963) to virtual reality have also been touched upon. An understanding of organizational identity with the individual identity.


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