scholarly journals Galicia Dixital. Una exposición de patrimonio e-tangible. El Museo Vacío.

2010 ◽  
Vol 1 (1) ◽  
pp. 39 ◽  
Author(s):  
Luis A. Hernández Ibáñez

<p>Galicia Dixital is an exhibition located in Santiago de Compostela whith the mission to show the culture and heritage of this region through the use of new audiovisual technologies, whilst to demonstrate the use and applications of avant-garde technology. This paper describes some of the installations present there with special emphasis in The Empty Museum, a fully immersive virtual reality installation where the user can walk physically visiting virtual worlds. A group of examples of contents designed for this medium will be also described.</p>

2019 ◽  
Vol 21 (8) ◽  
pp. 1734-1749 ◽  
Author(s):  
Kaylee Payne Kruzan ◽  
Andrea Stevenson Won

How the body is perceived through media is key to many well-being interventions. Researchers have examined the effects of platforms on users’ self-perceptions, including immersive virtual reality, nonimmersive virtual worlds, and social media such as Facebook. In this article, we use several conceptions of levels of embodiment to compare empirical work on the effects of virtual reality and social media as they relate to perceptions and conceptions of the self and body. We encourage social media researchers to utilize research on embodiment in virtual reality to help frame the effects of social media use on well-being. Similarly, researchers in immersive media should consider the opportunities and risks that may arise as embodied experiences become more social. We conclude our discussion with implications for future applications in mental health.


2021 ◽  
Vol 2 ◽  
Author(s):  
Joakim Vindenes ◽  
Barbara Wasson

Virtual Reality (VR) is a remarkably flexible technology for interventions as it allows the construction of virtual worlds with ontologies radically different from the real world. By embodying users in avatars situated in these virtual environments, researchers can effectively intervene and instill positive change in the form of therapy or education, as well as affect a variety of cognitive changes. Due to the capabilities of VR to mediate both the environments in which we are immersed, as well as our embodied, situated relation toward those environments, VR has become a powerful technology for “changing the self.” As the virtually mediated experience is what renders these interventions effective, frameworks are needed for describing and analyzing the mediations brought by various virtual world designs. As a step toward a broader understanding of how VR mediates experience, we propose a post-phenomenological framework for describing VR mediation. Postphenomenology is a philosophy of technology concerned with empirical data that understand technologies as mediators of human-world relationships. By addressing how mediations occur within VR as a user-environment relation and outside VR as a human-world relation, the framework addresses the various constituents of the virtually mediated experience. We demonstrate the framework's capability for describing VR mediations by presenting the results of an analysis of a selected variety of studies that use various user-environment relations to mediate various human-world relations.


2012 ◽  
Vol 3 (1) ◽  
pp. 13-18 ◽  
Author(s):  
James Mayrose

Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts to give users the sensation of being fully immersed in a synthetic environment by providing them with 3D hardware, and allowing them to interact with objects in virtual worlds. The technology is extremely effective for learning and exploration, and has been widely adopted by the military, industry and academia. This current study set out to study the effectiveness of 3D interactive environments on learning, engagement, and preference. A total of 180 students took part in the study where significant results were found regarding preference for this new technology over standard educational practices. Students were more motivated when using the immersive environment than with traditional methods which may translate into greater learning and retention. Larger studies will need to be performed in order to quantify the benefits of this new, cutting edge technology, as it relates to understanding and retention of educational content. 


2012 ◽  
Vol 2 (3) ◽  
Author(s):  
Branislav Sobota ◽  
Štefan Korečko ◽  
František Hrozek

AbstractThe paper deals with an issue of a design, development and implementation of a fully immersive virtual reality (VR) system and corresponding virtual worlds, specified in an object-oriented fashion. A virtual world object structure, reflecting a division of VR system into subsystems with respect to affected senses, is introduced. It also discusses virtual worlds building process, utilizing the software development technique of stepwise refinement, and possibilities of parallel processing in VR systems. The final part describes a VR system that has been implemented at the home institution of the authors according to some of the ideas presented here.


2018 ◽  
Vol 33 (80) ◽  
pp. 9-27
Author(s):  
Anders Engberg-Pedersen

Anders Engberg-Pedersen: “Serious games. Harun Farocki and MilitaryAesthetics”This article charts the emergence of a military-aesthetic regime in the twenty-first century. It shows how the US military has co-opted and militarized the field of aesthetics through the development of virtual worlds that train, prepare, and process military engagements. Using the German artist Harun Farocki’s installation Serious Games as a prism for this development, the essay charts the collaborations between military institutions, academics, and the creative industries. The key question is: what happens to the notion of “war experience” in the age of immersive virtual reality technologies? To find plausible answers, the article situates military aesthetics along a historical axis with the emergence of the modern wargame around 1800, and along a theoretical axis by drawing on key thinkers in philosophical aesthetics (Baumgarten, Dewey, Rancière).


2010 ◽  
Vol 1 (1) ◽  
pp. 93 ◽  
Author(s):  
Julián Flores ◽  
Antonio Otero ◽  
Eduardo Mallo ◽  
Rubén Arenas

<p>Over the past decade, projection based immersive virtual reality systems have increased in popularity. These kinds of systems and their applications left the laboratories and universities and became widely used in museums, schools, and other exhibition spaces. This trend has taken place largely due to vast improvements in the performance of projectors, CPU’s, and PC graphics cards at progressively lower costs. In this paper we present two of the most significant projects from the MAR group of University Santiago de Compostela in the design and development of low cost immersive virtual reality systems, in use at museums and public spaces.</p>


2018 ◽  
Vol 31 (7) ◽  
pp. 689-713 ◽  
Author(s):  
Hudson Diggs Bailey ◽  
Aidan B. Mullaney ◽  
Kyla D. Gibney ◽  
Leslie Dowell Kwakye

Abstract We are continually bombarded by information arriving to each of our senses; however, the brain seems to effortlessly integrate this separate information into a unified percept. Although multisensory integration has been researched extensively using simple computer tasks and stimuli, much less is known about how multisensory integration functions in real-world contexts. Additionally, several recent studies have demonstrated that multisensory integration varies tremendously across naturalistic stimuli. Virtual reality can be used to study multisensory integration in realistic settings because it combines realism with precise control over the environment and stimulus presentation. In the current study, we investigated whether multisensory integration as measured by the redundant signals effects (RSE) is observable in naturalistic environments using virtual reality and whether it differs as a function of target and/or environment cue-richness. Participants detected auditory, visual, and audiovisual targets which varied in cue-richness within three distinct virtual worlds that also varied in cue-richness. We demonstrated integrative effects in each environment-by-target pairing and further showed a modest effect on multisensory integration as a function of target cue-richness but only in the cue-rich environment. Our study is the first to definitively show that minimal and more naturalistic tasks elicit comparable redundant signals effects. Our results also suggest that multisensory integration may function differently depending on the features of the environment. The results of this study have important implications in the design of virtual multisensory environments that are currently being used for training, educational, and entertainment purposes.


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