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EN
The author discusses the problem of identity in relation to relationships being established on the Internet and people existing in and through the Internet. Internet connections, apart from shaping everyday reality of working life, may also change the direction of human intentionality, from one directed to the physical world, to one directed towards electronic, virtual world, where the virtual world is treated as a fully fledged alternative to the physical reality. The growing intensity of human relationships with and within virtual reality, such as the Internet and 3D environments, for example Second Life, shape the identity of people existing in a nonlinear system of connections, and reveal needs, values and meaning, that might not have basis in the physical world. The self shaped within the virtual world may contain all the richness of human spirituality. The virtual enriches the human self; it gives it its secondary shape, which in turn has an impact on how a given person functions in the physical world.
Przegląd Kulturoznawczy
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2006
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vol. 1
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issue 1
134-141
EN
One of the most important problems these days is the disappearance of reality, although a phrase 'virtualization of reality' might better articulate the idea. The present virtualization of reality is caused by technological progress, and more precisely, by incompatibility of our perception of the world with the third generation images which are able to simulate reality. By the means of these images our reality is doubled. As long as we speak of factual reality and virtual reality, and claim that the former is replaced by latter, we are still within the frame of the logics of representation. Paradoxically, we still know what reality is and what its virtual phantom is, and therefore, we can speak of the 'loss' of reality. Virtualization of reality lies in something different, in making us believe in plausibility of the images, in making us believe that reality is what we can see. Victory of images over reality is a threatening perspective and mass media draw us closer and closer to it. .
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EN
The Machinima is a technique of creating animated films in virtual environments. The article presents it as an educational tool, which can be applied by both, the teachers and students of so called 'YouTube generation'.
EN
Virtual reality and virtual cyberspace represent the state-of-the-art approach to museum presentation and visualization. The latest trends focus on applying virtuality in various forms (such as 2D and XD, augmented reality, CAVE systems and holograms) and these are commonly implemented as the so-called Virtual Museum with three distinct levels with differing technical approaches and types of virtual design: website visualizations, virtual reality applications and artificial intelligence applications. At first, this paper examines the implementation of these techniques in current museum practice with a number of concrete examples. Then, we focus on a case study, that of the remnants of the Slanec Castle (Košice county) and its reconstruction (in its so-called ideal reconstructed form of 1898-1907/1910 with some contemporary architectural elements) in a virtual museum where we analyse the varied aspects of this endeavour from its conception through the required research, documentation and design all the way to the final output intended for public consumption.
EN
This paper maps out the possibilities of using virtual and augmented reality in the context of virtual museums and galleries. In addition to the many advantages that virtual reality offers in new knowledge acquisition and presentation of cultural heritage objects, we also describe some possible disadvantages or problems directly related to this technology. Next, we try to find the answer to whether the presentation of selected objects of cultural heritage through virtual reality brings better results compared to the presentation in a traditional, museal form in the research part of the article. In conclusion, we summarise and present the results of the conducted research based on the statements of 138 students who participated in our testing.
EN
Marie-Laure Ryan is by origin a Swiss independent scholar, presently working in American environment, in Colorado. Her scope of interest is crossing the borders of individual disciplines; she is writing and editing theoretical works dealing with narrative theory, theory of possible worlds, game theory, cyberculture and digital literature. In her monograph 'Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media', Ryan is moving from the primary analysing of virtual reality as a philosophical concept through the presentation and explication of the poetics of immersion and interactivity to the projection of their synthesis as an ultimate aim for the perception of the work of art (concentrating mostly on literature and visual art). The theoretical parts are interwoven with seven interludes of hermeneutical interpretations, providing a direct exemplification of the presented theory. Narrative as Virtual Reality can be stimulating not only for the philosophical, art historical and cultural perspective on the piece of art or their interdisciplinary relations for theoreticians, scholars and scientists active in various humanistic and informational fields but can also function as a very inspiring source for the artists working with new media. The offered terminology and broad spectrum of concepts from diverse areas of art, science and technology can provide readers with a sufficiently stable basis for hermeneutical interpretation of the Works from electronic environment.
EN
Virtual reality, cyberspace, 2D – 3D, anaglyf, avatar, digitisation of cultural heritage are concepts which represent only a handful of technological elements, which came into public´s awareness in the last 10 years. Cyberculture has had an impact on both the field of humanities and world cultural heritage, particularly in the form of virtual tours. The author of the study analyses cyberculture´s most important achievements in the field of education, presentation and protection of cultural heritage. This is supplemented by data directly from museums, with a whole range of applied elements. Cyberculture might also help with interpreting history, or in the protection of cultural heritage. The study also points out the limits of museum cyberculture based on technical and presentational activities from the period of 2012 – 2017.
EN
In the study the authoress concentrates on the perspectives of literary hypertext research in the context of electronic literariness. The modest material basis of Central European geospace - weak e-literariness - is the cornerstone of the idea that the perspective of its research needs to be looked for in the transdiciplinary approach. This transdiciplinary approach is found in the field of digital media, which are regarded as the culture's evolutionary phenomenon - in the cultural practices. One of them is the perception of the literary hypertext as an artistic event. The ideas are consequently supported by the examples from the Polish literature. The authoress points out to the literary texts, which expose the problematics of the presence of the author as the text's editor - medial consciousness - as well as to the hypertext projects
EN
This study investigated analgesia mechanisms by using virtual reality (VR) technology. We tested how the content of a virtual environment (VE) influences the intensity of experienced pain. Two different VE’s were used – relaxation and stimulation, and pain was triggered by heat stimuli. We used repeated experimental designs for the study. Thirty-two undergraduate psychology students participated, with each person being immersed in two VE`s while a heat stimulus was applied to their wrist. Objective and subjective pain measurements were collected on a visual analog scale (VAS) – the temperature of the heat stimulus and the participant`s assessment of pain intensity. Participants also filled in questionnaires designed to measure their temperaments and anxiety levels. We also recorded the subject`s respiratory rate. We found no significant difference between the two VE’s in their analgesic efficacy. Under both VR conditions participants endured significantly higher temperatures than under the no-VR condition. We found no signifi cant differences in the influence of temperament or anxiety on a specific VE efficacy.
EN
The geographical dispersion of the Silk Road generates a number of problems with the availability of its heritage for visitors. ICT can at least partially address these problems. This article discusses the concept of extending the Silk Road museums’ offer with virtual reality (VR) technologies, which has been tested based on a virtual exhibition, developed through a long-term cooperation between Lublin University of Technology and museums in Samarkand in the field of 3D digitization and dissemination of their exhibitions. A survey of a group of spectators was conducted and its results are discussed. It revealed that VR is a promising technology, widely accepted among spectators and well suited for the specificity of the Silk Road museums, and it could be used primarily to complement traditional exhibitions.
Homo Ludens
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2014
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issue 1(6)
13-31
EN
Studies on the rubber hand illusion concentrate on the problem of multisensory integration – that is, on psychological and neurological processes which underlie the formation of sensations and conscious experience. Those studies indicate the importance of visual perception. The first observations were focused on the relation between sight and touch (the rubber hand seems to replace one’s own when both are synchronically touched). Latest research has additionally emphasized the role of first person perspective and of the sense of agency. The current article presents the evolution of the paradigm (including the sense of presence and the importance of one’s own activity). The paper also analyzes possible practical solutions for future games in the light of theoretical findings stemming from the studies on the rubber hand illusion paradigm. The importance of somatosensory modality (too often ignored in the process of game design) and of a higher level of interactivity is emphasized. Additionally, implementation of tools enabling detection and virtual expression of psychical states is proposed.
Rocznik Lubuski
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2010
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vol. 36
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issue 1
257-266
EN
The family, traditionally ascribed the task of introducing young people into social life, supporting them in difficult or crisis situations, is presently perceived as helpless in relation to unclear, incomprehensible present and unpredictable future. In the article, the author shows some new areas in which youngsters seek help and support. Community websites and students' blogs are presented as the space in which counseling practice is initiated and realized. It is informal, incidental, often anonymous, noncommittal and available to young people at their 'beck and call'.
Communication Today
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2016
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vol. 7
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issue 2
30–45
EN
The study deals with theoretical and historical reflection on the game principle alea and discusses the current trends in applying this game principle in the virtual reality. The key theoretical framework of the text is the typology of game principles by the French sociologist R. Caillois as well as works by other authors who deal with ludological principles. The essence of the theoretical reflection is examining historical development of the above-mentioned game principle and contemplating the use of key features of the principle in the presentday virtual reality, particularly in digital games. The author focuses mainly on the current digital games working with the alea principle; mainly on online games of chance and their alternatives. The terminological axis is based on the terms “virtual reality”, “game”, “digital game”, “game principles” and the “alea principle”. The key objective of this study is to clarify the current understanding of alea on the basis of logical analysis, i.e. to point out its evident occurrence in the media environment, more specifically in the dimension of digital games. The author mentions various metamorphoses of the game principle alea, taking into consideration the historical background of media evolution. The ambition of the text is not only to understand and interpret the examined reality, but mainly to specify how the alea principle interacts with the environment of virtual reality and digital games. The study works with an assumption that the analysed game principle alea has been present in the human society since the times of the Ancient Rome – its occurrence in today’s social and/or individual games experienced in the everyday reality is evident. The author also presumes that R. Caillois’s theoretical postulates are still timely and widely usable – also in new contexts such as the present-day media reality of digital games.
EN
The aim of the paper is to offer an interpretation of U. Eco's hyper-reality and J. P. Baudrillard's simulacrum as related to the conceptions of mixed reality and virtual continuum (Milgram, Kishino), which have been presented in the laboratories of communication technology in the early 1990s. The paper tries to show the interference point of the two approaches - philosophical (semiotic) and technical ones, as well as the possibility and necessity to revise some traditional philosophical question and categories, such as humanity or reality.
EN
The 'immersion conception' concerned with the virtual reality was discussed and criticised mainly in the 1990's. However, there were anticipations of the impendent creation of the tools for reality simulation and of the following preference of such reality at the expense of 'basic' reality. An individual was meant to be (mis)shaped by the artificial experience of virtual world. The 'immersion conception' has been overcome due to new relationships between humans and computers and by different 'augmentation' conceptions corresponding much more to our present (as well as past) condition. A man has never been trapped by an artificial experience coming from living in virtual reality generated by computers. More likely we are trapped by our own constructions of reality. Always we have to keep in mind the relativity of the value of the natural experience of basic reality.
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