scholarly journals Synthetic Vision in Virtual Reality Documentaries

2021 ◽  
Vol 25 (3) ◽  
pp. 321-345
Author(s):  
Jihoon Kim

Based on a nuanced understanding of immersion and sense of presence (SoP) as two key aesthetic effects that the application of virtual reality (VR) to cinema is believed to innovate, this paper develops the concept of synthetic vision as fundamental to understanding the visual experience of VR media, particularly VR documentaries. The concept contends that viewers’ experience in VR is based on two visions that seemingly contradict each other: first, a disembodied vision that transports them to a simulated world, and second, an embodied vision guaranteed by the freedom to control kinesthetic movement and direction of gaze. This serves to advance the idea that immersion and SoP are not unified but rather multifaceted concepts premised on a nuanced understanding of the varying relationships between the technological system of VR, its media content, and its user. For the concept of synthetic vision points to the paradoxical coexistence of viewers’ presence in the virtual world and their structural absence from the world that lays the groundwork for their immersive experience. By classifying three generic categories of contemporary VR documentaries (humanitarian and journalism documentaries, documentaries about nature, travel, and museum visits, and documentaries based on the reenactment of conscious or mnemonic realities), and by examining the aesthetic and ethical underpinnings VR brings to each of them, I argue that it hinges upon what kind of cinematic conventions and genres are remediated to determine the effective synthesis of the two visions. The varying effects of synthetic vision in the three subgenres of VR documentary stress that immersion and SoP have different political and ethical consequences of media witnessing. In the conclusion, I recapitulate multiple implications that the concept of synthetic vision has in regards to both the studies on VR and the recently flourishing investigation into cinematic VR artifacts.

2021 ◽  
Author(s):  
Sergo Martirosov ◽  
Marek Bureš ◽  
Tomáš Zítka

AbstractIt is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber sickness felt by participants is presented. Eighty-nine participants aged between 19 and 36 years have been equally divided into four groups with different level of VR immersion. The low-immersive group was represented by PC with monoscopic screen, the semi-immersive group was represented by CAVE with stereoscopic projector, the fully immersive group was represented by VR head-mounted display, and the last group was the control group without any kind of immersion. The task for the participants was to navigate through the maze for a specified amount of time (10 min). The Simulator Sickness Questionnaire was used as a subjective measure tool for cyber sickness level and Grooved Pegboard Test for assessing the fine dexterity, both before and after the experiment. Regarding the time spend in VR the fully immersive environment had the biggest problems as more than half of the participants had to stop before 10 min (p < 0.001). Concerning the cyber sickness, the significant increase in nausea score between pre-test and post-test scores has been observed in semi-immersive group (p = 0.0018) and fully immersive group (p < 0.0001). The increase in oculomotor score was smaller. The significant difference was noted only in fully immersive group (p = 0.0449). In spite of great nausea factor after the VR immersion the participants did not show a decrease of fine dexterity in any group (p < 0.001).


Author(s):  
S.A. Kondakov ◽  

The article examines the main trends in the development of information technology in the world in the 21st century. The main diff erences in interpretation are shown in terms such as: virtual reality, augmented reality, BP-technologies. The essence and methods of introduction and use of the «physical engine» in information technologies are described. The technology of the problem of using the main element of cognition - modeling in virtual space, is revealed. The essence and content of the concepts: «model», «modeling» are described in detail. The essence of computer modeling is determined, which consists in obtaining quantitative and qualitative results according to the existing model.


2021 ◽  
Author(s):  
Hyun-joo Jeon ◽  
Ho-chang Youn ◽  
Sang-mi Ko ◽  
Tae-heon Kim

With new technologies related to the development of computers, graphics, and hardware, the virtual world has become a reality. As COVID-19 spreads around the world, the demand for virtual reality increases, and the industry represented by the Metaverse is developing. In the Metaverse, a virtual world that transcends reality, artificial intelligence and blockchain technology are being combined. This chapter explains how artificial intelligence and blockchain can affect the Metaverse.


2020 ◽  
Vol 56 (S2) ◽  
pp. 81-94
Author(s):  
Anna Latawiec

The development of computer sciences has transformed the way of thinking and our perception of the world. To express this new view of the world, a new language is created, which uses such notions as “virtuality”, “virtual world”, “virtual reality”. These words have already worked in our colloquial speech and our thinking. However, they are used in various contexts and have a different meaning. The paper offers some remarks on the problem of the meaning of these notions and draws some consequences of their interpretation.


2017 ◽  
Vol 3 (1) ◽  
pp. 352
Author(s):  
Sheila Borges de Oliveira ◽  
Diego Gouveia Moreira

RESUMO Este artigo pretende contribuir para o debate em torno do futuro do jornalismo em tempos de convergência tecnológica: como se reconfigurar para continuar a ser reconhecido como o campo de construção do real, dando sentido ao emaranhado de informações que circulam no mundo virtual? Este trabalho considera que uma das respostas pode estar no uso da realidade virtual, que não se restringe mais ao mundo dos jogos eletrônicos. As reportagens produzidas com realidade virtual levam a audiência a ter experiências imersivas. Com a realidade virtual, o jornalismo convida o cidadão para uma nova experiência: estar no local do acontecimento. Por fim, a pesquisa constata que a cultura imersiva pode levar o jornalismo para uma revisão de suas fases históricas.   PALAVRAS-CHAVE: Jornalismo; notícia; convergência; cultura participativa; imersão.     ABSTRACT This article aims to contribute to the debate on the future of journalism in times of technological convergence: how to reconfigure to continue to be recognized as the actual construction field, giving meaning to the tangle of information circulating in the virtual world? This paper considers that one of the answers may be in the use of virtual reality, which is no longer restricted to the world of video games. The reports produced with virtual reality lead the audience to have immersive experiences. With virtual reality, journalism invites citizens to a new experience: being in the event site. Finally, the research finds that the immersive culture can bring journalism to a review of its historical phases.   KEYWORDS: Journalism; news; convergence; participatory culture; immersion.     RESUMEN Este artículo tiene como objetivo contribuir al debate sobre el futuro del periodismo en tiempos de convergencia tecnológica: cómo adaptar para continuar a ser reconocido como el campo de la construcción actual, dando sentido a la maraña de información que circula en el mundo virtual? En este trabajo se considera que una de las respuestas pueden estar en el uso de la realidad virtual, que ya no se limita al mundo de los videojuegos. Los informes producidos con la realidad virtual de llevar al público a tener experiencias de inmersión. Con la realidad virtual, el periodismo invita a los ciudadanos a una nueva experiencia: estar en el lugar del evento. Por último, la investigación concluye que la cultura de inmersión puede traer el periodismo a una revisión de sus fases históricas.   PALABRAS CLAVE: Periodismo; noticias; convergencia; cultura participativa; inmersión.


2021 ◽  
pp. 181-196
Author(s):  
Frédérique de Vignemont

A vast array of experimental results has recently shown that there is something specific in the way we perceive the space immediately surrounding the body, also known as ‘peripersonal space’, by contrast with the perception of what lies farther away. However, we seem to have no conscious awareness of peripersonal space as being ‘special’ in any sense. Instead, we are presented with a continuous visual field without a phenomenological boundary between what is close and what is far. The computational peculiarities of peripersonal perception thus seem to have no phenomenological consequences. Here I will argue that, when you see an object in the immediate surroundings of your body, not only do you have a visual experience of the object (comparable to the experience you can have of further objects), but you also experience what you see as being here. This sense of here-ness can be conceived of as a specific type of sense of presence. To better understand it, I shall turn to illusions in virtual reality and to the feeling of disconnection in the psychiatric syndrome of depersonalization.


Mousaion ◽  
2019 ◽  
Vol 37 (1) ◽  
Author(s):  
Tshepho Lydia Mosweu

Social media as a communication tool has enabled governments around the world to interact with citizens for customer service, access to information and to direct community involvement needs. The trends around the world show recognition by governments that social media content may constitute records and should be managed accordingly. The literature shows that governments and organisations in other countries, particularly in Europe, have social media policies and strategies to guide the management of social media content, but there is less evidence among African countries. Thus the purpose of this paper is to examine the extent of usage of social media by the Botswana government in order to determine the necessity for the governance of liquid communication. Liquid communication here refers to the type of communication that goes easily back and forth between participants involved through social media. The ARMA principle of availability requires that where there is information governance, an organisation shall maintain its information assets in a manner that ensures their timely, efficient and accurate retrieval. The study adopted a qualitative case study approach where data were collected through documentary reviews and interviews among purposively selected employees of the Botswana government. This study revealed that the Botswana government has been actively using social media platforms to interact with its citizens since 2011 for increased access, usage and awareness of services offered by the government. Nonetheless, the study revealed that the government had no official documentation on the use of social media, and policies and strategies that dealt with the governance of liquid communication. This study recommends the governance of liquid communication to ensure timely, efficient and accurate retrieval when needed for business purposes.


Recent decades have seen a major expansion in our understanding of how early Greek lyric functioned in its social, political, and ritual contexts. The fundamental role song played in the day-to-day lives of communities, groups, and individuals has been the object of intense study. This volume places its focus elsewhere, and attempts to illuminate poetic effects that cannot be captured in functional terms. Employing a range of interpretative methods, it explores the idea of lyric performances as textual events. Several chapters investigate the pragmatic relationship between real performance contexts and imaginative settings. Others consider how lyric poems position themselves in relation to earlier texts and textual traditions, or discuss the distinctive encounters lyric poems create between listeners, authors, and performers. In addition to studies that analyse individual lyric texts and lyric authors (Sappho, Alcaeus, Pindar), the volume includes treatments of the relationship between lyric and the Homeric Hymns. Building on the renewed concern with the aesthetic in the study of Greek lyric and beyond, Textual Events re-examines the relationship between the poems’ formal features and their historical contexts. Lyric poems are a type of sociopolitical discourse, but they are also objects of attention in themselves. They enable reflection on social and ritual practices as much as they are embedded within them. As well as enacting cultural norms, lyric challenges listeners to think about and experience the world afresh.


Author(s):  
Yuriko Saito

This chapter argues for the importance of cultivating aesthetic literacy and vigilance, as well as practicing aesthetic expressions of moral virtues. In light of the considerable power of the aesthetic to affect, sometimes determine, people’s choices, decisions, and actions in daily life, everyday aesthetics discourse has a social responsibility to guide its power toward enriching personal life, facilitating respectful and satisfying interpersonal relationships, creating a civil and humane society, and ensuring the sustainable future. As an aesthetics discourse, its distinct domain unencumbered by these life concerns needs to be protected. At the same time, denying or ignoring the connection with them decontextualizes and marginalizes aesthetics. Aesthetics is an indispensable instrument for assessing and improving the quality of life and the state of the world, and it behooves everyday aesthetics discourse to reclaim its rightful place and to actively engage with the world-making project.


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