Reality–virtuality Continuum
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Reality–virtuality Continuum
The virtuality continuum is a continuous scale ranging between the completely virtual, a virtuality, and the completely real, reality. The reality–virtuality continuum therefore encompasses all possible variations and compositions of real and virtual objects. It has been described as a concept in new media and computer science. The concept was first introduced by Paul Milgram. The area between the two extremes, where both the real and the virtual are mixed, is called mixed reality. This in turn is said to consist of both augmented reality, where the virtual augments the real, and augmented virtuality, where the real augments the virtual. Overview This continuum has been extended into a two-dimensional plane of ''virtuality'' and ''mediality''.Mediated Reality with implementations for everyday life
2002 August 6th, Pr ...
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Virtuality Continuum 2-en
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consist ...
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Daniel Miller (anthropologist)
Daniel Miller (born in 1954) is an anthropologist who is closely associated with studies of human relationships to things, the consequences of consumption and digital anthropology. His theoretical work was first developed in ''Material Culture and Mass Consumption'' and is summarised more recently in his book ''Stuff''. This is concerned to transcend the usual dualism between subject and object and to study how social relations are created through consumption as an activity. Miller is also the founder of the digital anthropology programme at University College London (UCL), and the director the Why We Post and ASSA projects. He has pioneered the study of digital anthropology and especially ethnographic research on the use and consequences of social media and smartphones as part of the everyday life of ordinary people around the world. He's a Fellow of the British Academy (FBA). Education Miller was educated at Highgate School and St John's College, Cambridge, where he read arc ...
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Virtual Reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets cons ...
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Multimodal Interaction
Multimodal interaction provides the user with multiple modes of interacting with a system. A multimodal interface provides several distinct tools for input and output of data. Introduction Multimodal human-computer interaction refers to the "interaction with the virtual and physical environment through natural modes of communication", This implies that multimodal interaction enables a more free and natural communication, interfacing users with automated systems in both input and output. Specifically, multimodal systems can offer a flexible, efficient and usable environment allowing users to interact through input modalities, such as speech, handwriting, hand gesture and gaze, and to receive information by the system through output modalities, such as speech synthesis, smart graphics and other modalities, opportunely combined. Then a multimodal system has to recognize the inputs from the different modalities combining them according to temporal and contextual constraintsCasche ...
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Transreality Gaming
A transreality game, sometimes written as trans-reality game, describes a type of video game or a mode of gameplay that combines playing a game in a virtual environment with game-related, physical experiences in the real world and vice versa. In this approach a player evolves and moves seamlessly through various physical and virtual stages, brought together in one unified game space. Alongside the rising trend of gamification, the application of game mechanics to tasks that are not traditionally associated with play, a transreality approach to gaming incorporates mechanics that extend over time and space, effectively playing through a players day-to-day interactions. The essential part of transreality gaming is considered to be the fluidity between physical and virtual stages of gameplay, making it more and more difficult to see the distinction between what is allegedly 'virtual' and what is allegedly 'real' while playing. Looking at a transreality game from that perspective it may a ...
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Simulated Reality
The simulation theory is the hypothesis that reality could be simulated—for example by quantum computer simulation—to a degree indistinguishable from "true" reality. It could contain conscious minds that may or may not know that they live inside a simulation. This is quite different from the current, technologically achievable concept of virtual reality, which is easily distinguished from the experience of actuality. Simulated reality, by contrast, would be hard or impossible to separate from "true" reality. There has been much debate over this topic, ranging from philosophical discourse to practical applications in computing. Arguments Simulation argument A version of the simulation hypothesis was first theorized as a part of a philosophical argument on the part of René Descartes, and later by Hans Moravec. The philosopher Nick Bostrom developed an expanded argument examining the probability of our reality being a simulation. His argument states that at least one of t ...
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Extended Reality
Extended reality is a catch-all to refer to augmented reality (AR) and virtual reality (VR). Sometimes the abbreviation “XR” is used to refer to both. The technology is intended to combine or mirror the physical world with a "digital twin world" that is able to interact with each other. The fields of virtual reality and augmented reality are rapidly growing and being applied in a wide range of ways, entertainment, marketing, real estate, training, and remote work. Multisensory extended reality Multisensory extended reality (XR) integrates the five traditional senses, including sight, hearing, smell, taste and touch. Perception involves signals that go through the nervous system, as vision involves light striking the retina of the eye, the smell is mediated by odor molecules, and hearing involves pressure waves. Sensory cues of multisensory extended reality include visual, auditory, olfactory, haptic, and environmental. Scent is prominent in multisensory extended realit ...
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Computer-mediated Reality
Computer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone. Description Mediated reality is a proper superset of mixed reality, augmented reality, and virtual reality, as it also includes, for example, diminished reality. Typically, it is the user's ''visual'' perception of the environment that is mediated. This is done through the use of some kind of electronic device, such as an EyeTap device or smart phone, which can act as a visual filter between the real world and what the user perceives. Computer-mediated reality has been used to enhance visual perception as an aid to the visually impaired. This example achieves a mediated reality by altering a video input stream light that would have normally reached the user's eyes, and computationally altering it to filter it into a more useful form. It has also been used fo ...
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Information Communication Technology
Information and communications technology (ICT) is an extensional term for information technology (IT) that stresses the role of unified communications and the integration of telecommunications (telephone lines and wireless signals) and computers, as well as necessary enterprise software, middleware, storage and audiovisual, that enable users to access, store, transmit, understand and manipulate information. ICT is also used to refer to the convergence of audiovisuals and telephone networks with computer networks through a single cabling or link system. There are large economic incentives to merge the telephone networks with the computer network system using a single unified system of cabling, signal distribution, and management. ICT is an umbrella term that includes any communication device, encompassing radio, television, cell phones, computer and network hardware, satellite systems and so on, as well as the various services and appliances with them such as video conferencing and ...
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Steve Woolgar
Stephen William Woolgar (born 14 February 1950) is a British sociologist. He has worked closely with Bruno Latour, with whom he wrote '' Laboratory Life: The Construction of Scientific Facts'' (1979). Education Stephen Woolgar holds a BA (First Class Honours) in engineering and a PhD in sociology, both at the University of Cambridge. Career Woolgar was Professor of Sociology and Head of the Department of Human Sciences and director of CRICT (Centre for Research into Innovation, Culture and Technology) at Brunel University until 2000. He then held the Chair of Sociology and Marketing at the University of Oxford where he was a fellow at Green Templeton College. He is the former director of Science and Technology Studies within Oxford's Institute for Science, Innovation and Society. He is (2022) now retired from Oxford, and also from Linköping University where he worked more briefly in the late 2010s. Contributions Woolgar is an important contributor in the fields of science ...
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Anthropology
Anthropology is the scientific study of humanity, concerned with human behavior, human biology, cultures, societies, and linguistics, in both the present and past, including past human species. Social anthropology studies patterns of behavior, while cultural anthropology studies cultural meaning, including norms and values. A portmanteau term sociocultural anthropology is commonly used today. Linguistic anthropology studies how language influences social life. Biological or physical anthropology studies the biological development of humans. Archaeological anthropology, often termed as 'anthropology of the past', studies human activity through investigation of physical evidence. It is considered a branch of anthropology in North America and Asia, while in Europe archaeology is viewed as a discipline in its own right or grouped under other related disciplines, such as history and palaeontology. Etymology The abstract noun '' anthropology'' is first attested in referen ...
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Virtual Reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets cons ...
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