Academic literature on the topic 'Nature of reality'

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Journal articles on the topic "Nature of reality"

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Donnelley, Strachan. "Nature as Reality Check." Hastings Center Report 26, no. 6 (1996): 26. http://dx.doi.org/10.2307/3528752.

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Bratina, Boris. "The nature of contemporary reality." Zbornik radova Filozofskog fakulteta u Pristini 53, no. 1 (2023): 325–37. http://dx.doi.org/10.5937/zrffp53-40499.

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Reality seems to have become a matter of ownership-everyone supposedly has the right to 'their' reality. In contrast, to this supposed freedom of acceptance, there is a 'scientific' interpretation of reality, which claims to be the only correct one in modern times. The text presented here wants to show not only the limitations of the 'scientific' interpretation, as a pure formalism, but especially that its ideological glosses cannot reveal the reality. Instead, they falsify it, not just as the success of theory, but as reality itself. This is especially visible in modern times. In that name, over a hundred years have passed since the theory suppresses subjectivity in the explanation of reality; philosophy at the level of the establishment has accepted this very task. However, it was not motivated only by theoretical reasons, but intentionally, as an imposition of the nature of reality and the idea of the human nature of subjectivity. Although the 'primacy of the theoretical' was promoted after Kant's 'primacy of the practical', theory as a formalism manifested violence in its own understanding of reality and at the same time, after all the apologies, subjectivity was not accepted within it as the foundation of reality, but as a place of application of systemic results. The author shows that this procedure is possible as an action in reality, but that it is beyond his power to explain it. Finally, the author is in favour of reintroducing subjectivity into the theoretical structuring of reality, because its interpretation without subjectivity is as wrong as it is involved in the interests of subjectivity that are not subjectivity as subjectivity. They think that from the epistemological situation and diagnosis of modernity, it is possible to derive a theory that can take into account the essential nature of subjectivity in the interpretation of the nature of reality.
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Lewis, Paul. "Nature, Reality and the Sacred." Tradition and Discovery: The Polanyi Society Periodical 31, no. 1 (2004): 42–44. http://dx.doi.org/10.5840/traddisc2004/200531114.

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Penzhorn, Heidi, and Magriet Pitout. "interactive nature of reality television." Communicare: Journal for Communication Studies in Africa 25, no. 2 (2022): 85–102. http://dx.doi.org/10.36615/jcsa.v25i2.1746.

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This article explores the motivating factors for viewer participation in the reality television programme,Project Fame. It looks at the interactive component of reality television, arguing that viewers areactive in their media consumption. The theoretical foundation of this study is based on the usesand gratifications theory as well as the cultural studies approach to reception theory.On a methodological level, this study applies qualitative research methods in order to determinewhat factors motivate viewers to participate interactively in the television programme. Supportedby the categories of need gratifications, this study concludes that cognitive, affective and personalintegrative needs motivate viewers to utilise the various interactive opportunities and thatviewers expect gratifications from participating interactively. In addition, reception theory is usedto further explain viewers’ active participation and interpretation of media messages in a socialand cultural context.
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Schatzki, Theodore R. "The Nature of Social Reality." Philosophy and Phenomenological Research 49, no. 2 (1988): 239. http://dx.doi.org/10.2307/2107975.

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Polkinghorne, John C. "THE NATURE OF PHYSICAL REALITY." Zygon� 26, no. 2 (1991): 221–36. http://dx.doi.org/10.1111/j.1467-9744.1991.tb00814.x.

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Barsukov, Yaroslav. "On the nature of reality." Nature Physics 11, no. 11 (2015): 980. http://dx.doi.org/10.1038/nphys3570.

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Mancuso, James C. "Reality and Nature in Personhood." Contemporary Psychology: A Journal of Reviews 31, no. 9 (1986): 713–14. http://dx.doi.org/10.1037/025064.

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Walker, Deborah, and Stuart D. Warner. "The Nature of Social Reality." Cultural Dynamics 5, no. 3 (1992): 341–55. http://dx.doi.org/10.1177/092137409200500308.

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Polkinghorne, John. "The Nature of Physical Reality." Zygon® 35, no. 4 (2000): 927–40. http://dx.doi.org/10.1111/1467-9744.00323.

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Dissertations / Theses on the topic "Nature of reality"

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Miller, Jonathan Scott. "MYSTICAL EXPERIENCES, NEUROSCIENCE, AND THE NATURE OF REALITY." Bowling Green State University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1174405835.

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Vallo, Laura Elizabeth. "Stress recovery by exposure to nature in virtual reality." Kansas State University, 2017. http://hdl.handle.net/2097/35527.

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Master of Landscape Architecture<br>Department of Landscape Architecture/Regional & Community Planning<br>Brent Chamberlain<br>The purpose of this research is to identify if virtual reality environments with varying degrees of exposure to nature influence stress recovery at different rates. In 1991, environmental psychologist and architect, Rodger Ulrich, conducted a study on how varying degrees of exposure to nature influences stress recovery by showing participants videos with different levels of nature. His research concluded that participants who viewed the tapes containing scenes with higher degrees of nature recovered from stress quicker than those shown the tapes with higher degrees of human intervention. To expand on this research, it is important to understand how different mediums influence stress recovery. In particular, analyzing how fully immersive virtual reality environments influence the amount of time it takes to recover from a stressor. Virtual reality is particularly beneficial for testing as it enables variable isolation and complete environmental control. A test similar to Ulrich’s was conducted in three parts, a baseline, a stressor, and a stress recovery period. Two environments with varying degrees of human intervention were tested. The virtual reality environments were strategically designed along a same path to minimize the addition of extraneous variables. During this test, biometric data was taken in addition to stated stress levels and stated affective response. The study concluded that regardless of the environment type, participants lowered their baseline stress level. This study represents one of the firsts of its type and can serve as a valuable learning mechanism for testing in virtual reality. Results show promise for mitigating stress levels. However, it is recommended that a similar study be replicated in a more refined manor. Lessons learned from this study could be used to inform future studies investigating the effect of VR environments on stress and mental health.
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Bacha, Ryan Joseph. "Intensified Nature." Thesis, Virginia Tech, 2002. http://hdl.handle.net/10919/33910.

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While art can be an intensification of perception, this nature center recognizes the presence of nature through symbiotic connotations of its primordial elements as architectural form. Deepened experiences of both nature and architecture are to be achieved through a clarified ordering of architectonic elements and their relationship to each other, nature, and humanity.<br>Master of Architecture
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Ayers, Abigail E. "The Collaborative Nature of Designing Narrative VR Applications." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1587130850965235.

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Williams, Holly. "The cluttered mind and the illusory nature of perception and reality." Thesis, The University of Sydney, 2005. https://hdl.handle.net/2123/28047.

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This paper is conceived of as an overview and a discussion positing that there is inherent uncertainty in the subject, and that installation art can act as a revelatory agent in the viewer’s understanding of this uncertainty. This - the recognition of uncertainty - can be achieved through the inclusion of uncertainty itself as a trope in artwork. The self and subjectivity are open to a myriad of speculation and theory. Informing my discussion are theories of the uncanny, the abject and Buddhist discourse of the misapprehension of self. In this paper, I will focus on the concept of uncertainty in relation to subjectivity and suggest the existence of the narratizing process that determines the individual’s sense of self and perception of the world. This proposes an idea of the ‘self’ as a fiction, and includes discussions surrounding narcissism (the shoring up of identity), anxiety (existential fear), certainty (misguided search for solidity of self), imagination (the fictionalising process and the amelioration of anxiety), the interstice (breaks in the cognitive narrative). As well as my own work, 1 am focussing on artists whoutilize elements of fantasy and the uncanny in their work, namely Mike Nelson, et a1., Gregor Schneider, Eija- Liisa Ahtila and Gregory Crewdson.
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Epstein, Philip. "The reality and myth of business cycles : the nature and representation of short-run economic fluctuations." Thesis, University of Warwick, 1995. http://wrap.warwick.ac.uk/65208/.

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Business cycles as a distinct type of economic behaviour originated in the severe instabilities experienced by European banking systems in the nineteenth century. A large number of divergent explanations of the phenomenon were proposed by contemporary economists; but by 1900 a consensus had emerged about how they were propagated, if not about causes. Business cycles were thought to be induced by disequilibrium relations among real and monetary variables. This quantity-theoretic view was formulated as self-sustaining sequences of phases of prosperity, recession and depression in 'general conditions' by Wesley Mitchell in 1913. Mitchell, with Arthur Burns, attempted to document these 'comovements' between the wars, but found that actual behaviour was complex and that all episodes were effectively unique. Their results were taken as 'proof of the comovement hypothesis by later economists, and most current research assumes such behaviour. Econometric research proposes an a priori decomposition into 'trend' and 'cycle' on the identifying assumption of separate data generating processes for each component, following the standard interpretation of Burns and Mitchell. Most empirical studies find that such decompositions either are rejected by the data or else fail to capture important empirical properties. Theoretical research assumes comovements to be the effects of random shocks propagated through moving average processes. This model is not in general supported empirically owing to the difficulties in identifying shocks from time-series data. The current literature mostly describes growth-rate rather than levels fluctuations, and models are increasingly being formulated explicitly in terms of growth. Evidence from undecomposed time series in levels suggests that the comovement hypothesis is not supported and further, that timing relations among economic variables are not stable.
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Carter, Lewis A. "Design Considerations for a Virtual Reality Serious Game Towards Connectedness to a Nature-Based Tourism Attraction." Thesis, Griffith University, 2020. http://hdl.handle.net/10072/396198.

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This dissertation explores the potential of a virtual reality serious game to help people understand the complexity of a nature-based attraction, and leverage this to cultivate a connectedness to the ecosystem, working towards increasing pro-environmental behaviour. Specifically, this research examines what design considerations are necessary in working towards these goals. To this end, the opportunities in the tourism space for serious games and virtual reality were investigated through a site visit and subsequent pilot application. The opportunities were used to create a set of objectives for a virtual reality serious game artefact. Through several iterations the artefact was developed and modified, and was used to analyse the design considerations relevant to building a videogame around a nature-based tourism attraction. Further to this, design considerations around influencing a player’s connectedness to the attraction were investigated. Iterations One and Two were developed as part of Associate Professor Alexandra Coghlan’s project on VR games and reef conservation through tourism. The final iteration formed part of this dissertation. Utilising a Design Science methodology, the artefact was developed through a series of iterative activities. The Design, Play, Experience (DPE) Framework, a serious game specific extension of the Mechanics-Dynamics-Aesthetics (MDA) Framework, is used to guide the development and evaluation process. While design considerations for creating serious games exists in literature, theory has neglected those specific to nature-based attractions and those around creating a connection between real-world attractions and players. Through the iterative process, a virtual reality serious game is created around the Great Barrier Reef, the chosen nature-based tourism attraction context for the work. Involvement in the project during the Pilot, Iteration One and Iteration Two was as a paid employee for Associate Professor Alexandra Coghlan. Through the first two iterations of design science, the work identifies a series of design considerations for creating virtual reality serious games about nature-based tourism attractions for visitors. From a gameplay perspective, designers can look to engage players with non-typical elements of the attraction, while using both completely player-controlled and completely simulated events and actions from the attraction to show the attraction’s complexity. Towards teaching visitors about the attraction, designers shouldn’t focus on accuracy but interpretation when representing the environment and allow the player to conduct detrimental activities so they can see the consequences of those actions. Designers can utilize virtual reality to showcase unique perspectives, both from a literal vantage point in the attraction, and to help embody the player as the attraction. Finally, designers can create a visual language that separates the videogame components and the simulated real-world components to ensure visitors know how to interpret various elements. Through the final iteration of design science, the work identifies several more design considerations pertaining specifically to creating a sense of connectedness between the visitor and the tourism attraction. Designers should highlight knowledge about the attraction that pertains to its struggles or threats not necessarily to for visitors to remember, but to create emotional moments. Designers should find ways to evoke different emotions from a typical visit to the attraction or find ways to evoke similar emotions towards different elements of the attraction. Designers can consider the emotional journey the visitor goes on while playing the videogame and make clear connections to the real-world attraction through various stages of their journey. Designers can highlight actions that mimic pro-environmental behaviour in the videogame to help visitors continue those actions in the real-world. The findings seek to better enable videogame creators and designers to create systems around complex ecosystems, towards encouraging pro-environmental behaviour in players. The significance of this dissertation is that it gives videogame designers new lenses to look at their designs through, to better capture the complexity of an ecosystem into a simplified, interactive and educational videogame, while ensuring their videogame brings people closer emotionally to the attraction.<br>Thesis (PhD Doctorate)<br>Doctor of Philosophy (PhD)<br>School of Info & Comm Tech<br>Science, Environment, Engineering and Technology<br>Full Text
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Grieshaber, Verene. "The monster in the mirror : Delisle de Sales and the human body in 'De la Philosophie de la Nature' (1774)." Thesis, University College London (University of London), 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.313726.

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Widegren, Markus, and Josef Alin. "Augmented reality-markörer, deras utformning och platsbaserat berättande." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108228.

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När det gäller design av augmented reality­markörer och platsbaserat berättande finns det många aspekter att ta hänsyn till för att skapa en djup och engagerande upplevelse för användaren. Det finns olika tekniska och kommunikativa faktorer att ta hänsyn till, bland annat måste markörerna vara igenkännbara som just markörer samtidigt som de måste vara tolkningsbara av bildigenkänningen i augmented reality­enheten. Mitt i denna konflikt ligger en designutmaning i vilket det estetiska uttrycket och berättandet måste passa in. Denna studie har genomförts som en kvalitativ fallstudie där scenarier och prototyper har utvecklats utifrån designmetoder som bland annat brainstormning och idéloggar baserat på teorier om designprinciper för augmented reality och berättande i olika medier. En intervju med en potentiell uppdragsgivare ligger delvis till grund för designarbetet. Det producerade materialet har utvärderats genom användbarhetstester samt observationer och intervjuer med ett antal testpersoner. Under arbetet utvecklades “Naturens gång” – en platsbaserad berättelse med tillhörande augmented reality­markörer. Upplevelsen bestod av bild, ljud, video och animation som förde användaren genom en suggestiv berättelse med hjälp av GPS­punkter och markörer. Som teknisk plattform användes augmented reality­applikationen Minnesmark. Utvärderingen visade på vikten av att användandet av tekniken flyter skarvlöst, att markörerna görs skarvfulla och ges betydelse i sig så att de är relevanta för berättelsen och inte bara ett tekniskt hjälpmedel, att vända de tekniska begränsningarna till fördelar, att den estetiska och kommunikativa stilen är genomgående i alla delar, det vill säga i markörer, filmer, bilder och så vidare, för att bibehålla användarens inlevelse i situationen.<br>Regarding design of augmented reality markers and location­based storytelling, there are several aspects to consider in order to create a deep and engaging user experience. There are various technical and communicative factors to take into account, for example: The markers must be specifically recognizable as markers while they also must be interpretable by image recognition in an augmented reality device. In the midst of this conflict lies a design challenge in which the aesthetic expression and storytelling must fit. This study was conducted as a qualitative case study where scenarios and prototypes have been developed based on theories of design principles for augmented reality and storytelling in different mediums. Design methods including brainstormning and idéa logs have been used in the developement. An interview with a potential stakeholder has partly formed the basis for the design work. The produced material has been evaluated through usability testing, observation and interviews with a number of test persons. "The Course of Nature" – a location­based story with accompanying augmented reality markers – was developed as a part of the study. The experience consisted of image, sound, video and animation that brought the user through a suggestive story using GPS locations and markers. As a technical platform the augmented reality application Minnesmark was used. The evaluation showed the importance of how the technology should seamlessly integrate the different elements of the experience, that the markers are given seamfulness and importance in themselves so that they are relevant to the story and not just a technical tool, turning the technical limitations into benefits, that the aesthetic and communicative style is consistent across all parts, the markers, video, images and so on, in order to maintain the user's immersion.
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Furmuzachi, Gabriel. "Emotions, metaphors and reality, a phenomenological approach to William Lyall's Intellect, the emotions and the moral nature." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/MQ60843.pdf.

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Books on the topic "Nature of reality"

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Richard, Morris. The nature of reality. McGraw-Hill, 1987.

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Lawson, Tony. The Nature of Social Reality. Routledge, 2019. http://dx.doi.org/10.4324/9780429199035.

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Kak, Subhash. The nature of physical reality. Lang, 1986.

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Sandman, Erika, and Riika J. Virtanen. Himalayan nature: Representations and reality. Finnish Oriental Society, 2011.

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1964-, Braun Bruce, and Castree Noel 1968-, eds. Remaking reality: Nature at the millenium. Routledge, 1998.

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Davies, Paul, and Niels Henrik Gregersen, eds. Information and the Nature of Reality. Cambridge University Press, 2009. http://dx.doi.org/10.1017/cbo9780511778759.

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Davies, Paul, and Niels Henrik Gregersen, eds. Information and the Nature of Reality. Cambridge University Press, 2014. http://dx.doi.org/10.1017/cbo9781107589056.

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Thompson, Ian J. Philosophy of nature and quantum reality. Eagle Pearl Press, 1988.

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Bassi, Angelo, Sheldon Goldstein, Roderich Tumulka, and Nino Zanghì, eds. Physics and the Nature of Reality. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-45434-9.

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Aerts, Diederik, and Jarosław Pykacz, eds. Quantum Structures and the Nature of Reality. Springer Netherlands, 1999. http://dx.doi.org/10.1007/978-94-017-2834-8.

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Book chapters on the topic "Nature of reality"

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Harju, Matias. "Nature of AAR." In Audio Augmented Reality. Focal Press, 2025. https://doi.org/10.4324/9781003627289-2.

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Rosenkrantz, Gary S. "Animate Beings: Their Nature and Identity." In Classifying Reality. John Wiley & Sons, Ltd, 2013. http://dx.doi.org/10.1002/9781118627747.ch5.

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de Regt, Anouk, and Stuart J. Barnes. "V-Commerce in Retail: Nature and Potential Impact." In Augmented Reality and Virtual Reality. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-06246-0_2.

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Webb, Stephen. "The Nature of Reality." In All the Wonder that Would Be. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-51759-9_6.

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Kok, Pieter. "The Nature of Reality." In Undergraduate Lecture Notes in Physics. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92207-2_10.

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Koller, John M. "The Nature of Reality." In Oriental Philosophies. Macmillan Education UK, 1985. http://dx.doi.org/10.1007/978-1-349-08237-7_14.

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Kok, Pieter. "The Nature of Reality." In Undergraduate Lecture Notes in Physics. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-16165-0_11.

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Vermij, Rienk. "The nature of reality." In A History of Western Science. Routledge, 2023. http://dx.doi.org/10.4324/9781003323181-14.

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Capra, Fritjof. "The Nature of Reality." In R. D. Laing in the Twenty-First Century. Routledge, 2025. https://doi.org/10.4324/9781003564294-10.

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Bayın, Selçuk Ş. "Mathematics, Physics, and Nature." In The Pursuit of Reality. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-1031-1_14.

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Conference papers on the topic "Nature of reality"

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Buchner, Josef. "Embodying nature in virtual reality generates different presence levels and learning outcomes." In 2024 IEEE International Conference on Advanced Learning Technologies (ICALT). IEEE, 2024. http://dx.doi.org/10.1109/icalt61570.2024.00073.

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Potter, Leigh Ellen, Lewis Carter, and Alexandra Coghlan. "Virtual reality and nature based tourism." In the 28th Australian Conference. ACM Press, 2016. http://dx.doi.org/10.1145/3010915.3011854.

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Chovanec, Samuel. "Enhancing Nature Connectedness Through Augmented Reality." In Politics of the Machines: Lifelikeness & beyond, Aachen 2024. BCS Learning & Development, 2024. https://doi.org/10.14236/ewic/pom24.11.

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Johnson, Justin, and Amber Johnson. "Photogrammetry for a Virtual Reality Nature Scene." In SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2021. http://dx.doi.org/10.1145/3450549.3464416.

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Hutchinson, William, and Matthew Warren. "The Nature of Data: Illusions of Reality." In 2001 Informing Science Conference. Informing Science Institute, 2001. http://dx.doi.org/10.28945/2405.

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The nature of data has changed as human technology has evolved. ‘Natural ' analogue data stimulate our senses, whilst machine produced data provides an intermediary for natural or artificial data to our senses. In the age of the cyborg (a machine with human attributes) and the bionic person (a human with machine attributes), it is possible for data totally alien from ‘natural reality' to be fed directly to the brain so by-passing the senses. This is a new form of reality, which lends itself to manipulation of a kind never experienced before. The dreams of deceivers may yet be realised on a mass scale.
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Tölgyesi, Borbála, Ágnes Karolina Bakk, Máté Barkóczi, et al. ""Virtual reality nature as our next retreat?"." In MuC '23: Mensch und Computer 2023. ACM, 2023. http://dx.doi.org/10.1145/3603555.3608543.

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Bakk, Ágnes Karolina, Borbála Tölgyesi, Máté Barkóczi, et al. "Zenctuary VR: Simulating Nature in an Interactive Virtual Reality Application." In IMX '23: ACM International Conference on Interactive Media Experiences. ACM, 2023. http://dx.doi.org/10.1145/3573381.3597215.

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Azimi, Ehsan, Long Qian, Peter Kazanzides, and Nassir Navab. "Robust optical see-through head-mounted display calibration: Taking anisotropic nature of user interaction errors into account." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892255.

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Nefedev, S. "THE PROBLEM OF THE CONCEPTUALIZATION OF «HETEROGENEITY» AS A PRINCIPLE OF THE ORGANIZATION OF MODERN SOCIAL REALITY." In Man and Nature. Socio-natural interaction in the world-historical process. LLC MAKS Press, 2020. http://dx.doi.org/10.29003/m1942.s-n_history_2020_43/36-44.

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Saeghe, Pejman, Bruce Weir, Mark McGill, Sarah Clinch, and Robert Stevens. "Augmenting a Nature Documentary with a Lifelike Hologram in Virtual Reality." In IMX '22: ACM International Conference on Interactive Media Experiences. ACM, 2022. http://dx.doi.org/10.1145/3505284.3532974.

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Reports on the topic "Nature of reality"

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Colburn, Ben, Fiona Macpherson, Derek Brown, Laura Fearnley, Calum Hodgson, and Neil McDonnell. Policy and Practice Recommendations for Augmented and Mixed Reality. University of Glasgow, 2024. http://dx.doi.org/10.36399/gla.pubs.326686.

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This policy report arises from the research project Augmented Reality: Ethics, Perception, Metaphysics, conducted at the University of Glasgow’s Centre for the Study of Perceptual Experience between November 2021 and November 2023. It was funded by a grant from the Royal Society of Edinburgh. The project brought together experts in various academic fields, with partners from industry and regulatory bodies, to explore the nature of augmented and mixed reality technology, the theories underpinning them, and the ethical and legal questions prompted by new technology in this domain.
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Klochko, Oksana V., Vasyl M. Fedorets, Aleksandr D. Uchitel, and Vitaliy V. Hnatyuk. Methodological aspects of using augmented reality for improvement of the health preserving competence of a Physical Education teacher. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4405.

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The article deals with the results of the research aimed at the improvement of methodology of use of augmented reality for the development of health preserving competence of a Physical Education teacher under conditions of post-graduate education. From the point of Umwelt phenomenology, augmented reality is characterized by correspondence to nature, its cognitive, metaphoric, diverse, interactive, anthropomorphic nature. The article analyzes the vectors of using augmented reality in the professional activity of a Physical Education teacher, particularly the one that is aimed at health preservation. The software that may be used with this purpose has been described. The attitude of Physical Education teachers to the use of the augmented reality for preserving their students’ health and development of their motion skills, intellect and creativity was determined in the research. The results of the survey show that the majority of teachers positively react to the idea of using augmented reality in their professional activity. However, in some cases, not a fully formed understanding of this issue was observed. The ways of solving the stated problem could be the inclusion of augmented technologies’ techniques into the process of post-graduate education, taking into consideration the anthropological, ethical, cultural contexts as well as teacher involvement in the stated process.
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Midak, Liliia Ya, Ivan V. Kravets, Olga V. Kuzyshyn, et al. Augmented reality while studying radiochemistry for the upcoming chemistry teachers. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4627.

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The objective of the research is developing a mobile application (on Android) designed to visualize the basic definitions of the discipline “Radiochemistry and radioecology” in 3D. Studying the education material of this discipline (phenomena of radionuclide, radioisotope, the nucleus, the fundamental particle etc and their specifics) requires a more sophisticated explanation from the teacher and dynamic dimensional image from the student. Decent detailed visualization of the study material makes this process easier. So applying the augmented reality is rational for the purpose of visualizing the study material, applying it allows demonstrate 3D-models of the nucleus, the fundamental particles, the nature of radioactive decay, nuclear fission, the specifics of managing the nuclear weapon and the NPS. Involving this instrument of the up-to-date information and communication technologies while studying the new material gives the opportunity to develop and boost the spatial imagination of the students, “to see” the invisible and to understand the received material in a better way, which improves its better memorizing. As far as the augmented reality is one of the most recent new-age education trends, all the teachers are required to have the ability to use it. In this reason the upcoming teachers, the students of the “General Education (Chemistry)” specialty, must be trained with this technology. Within the study process the students have the opportunity to review the positive moments of applying AR from a student’s stand of point and to understand, how to apply similar education tools in the future pedagogic work.
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Merzlykin, Olexandr V., Iryna Yu Topolova, and Vitaliy V. Tron. Developing of Key Competencies by Means of Augmented Reality at CLIL Lessons. [б. в.], 2018. http://dx.doi.org/10.31812/123456789/2661.

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Using of new learning and IC technologies is necessary for effective learning of modern students. Their specific educational needs are: using of mobile ICTs, collaboration, challenging tasks and entertainment. Appropriate learning environment should be created to satisfy all these demands. It ought to deal with cloud-based technologies (for 24/7 access, individual and group work according to a personal schedule), augmented reality (for creating of firm links between real and virtual objects), content and language integrated learning (for immersion in an additional language and creation challenging groups and personal tasks in language and non-language subjects). Using these technologies in complex provides social and ICT mobility and creates positive conditions for developing 9 of 10 key competencies. The paper deals with the features, problems and benefits of technologies’ implementation in secondary schools. To sum up, in spite of all difficulties, this environment helps students to get some practical experience in using foreign languages and understanding abstract nature concepts; to develop language and research competencies and to remain motivated (and self-motivated) in learning Science and English.
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Zhylenko, Tetyana I., Ivan S. Koziy, Vladyslav S. Bozhenko, and Irina A. Shuda. Using a web application to realize the effect of AR in assessing the environmental impact of emissions source. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4408.

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Revolutionary technologies of nowadays are virtual and augmented reality. Humanity's concern for nature may be affected by their ability to combine reality with the simulated effects of human impact on the environment. An urgent task today is creating software applications to assess the impact of human activities on the environment. Recently, most scientists have been trying to model the impact of various factors on environmental change today and for decades using information technology. Visual models are very impressive and they also make a deep impression on the psychological state of the person. This forces people to use natural resources wisely. In this article we have considered the sequential process of building and implementing models for assessing the impact of pollutants from a stationary emission source. We have created a software product that helps to show visually how the emissions of a chemical plant are spreading to the surrounding city. The harmfulness to the city of the cloud into which emissions are converted can also be calculated by the program. We have implemented a number of functions responsible for emission modeling, taking into account different conditions.
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Barkatov, Igor V., Volodymyr S. Farafonov, Valeriy O. Tiurin, Serhiy S. Honcharuk, Vitaliy I. Barkatov, and Hennadiy M. Kravtsov. New effective aid for teaching technology subjects: 3D spherical panoramas joined with virtual reality. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4407.

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Rapid development of modern technology and its increasing complexity make high demands to the quality of training of its users. Among others, an important class is vehicles, both civil and military. In the teaching of associated subjects, the accepted hierarchy of teaching aids includes common visual aids (posters, videos, scale models etc.) on the first stage, followed by simulators ranging in complexity, and finished at real vehicles. It allows achieving some balance between cost and efficiency by partial replacement of more expensive and elaborated aids with the less expensive ones. However, the analysis of teaching experience in the Military Institute of Armored Forces of National Technical University “Kharkiv Polytechnic Institute” (Institute) reveals that the balance is still suboptimal, and the present teaching aids are still not enough to allow efficient teaching. This fact raises the problem of extending the range of available teaching aids for vehicle-related subjects, which is the aim of the work. Benefiting from the modern information and visualization technologies, we present a new teaching aid that constitutes a spherical (360° or 3D) photographic panorama and a Virtual Reality (VR) device. The nature of the aid, its potential applications, limitations and benefits in comparison to the common aids are discussed. The proposed aid is shown to be cost-effective and is proved to increase efficiency of training, according to the results of a teaching experiment that was carried out in the Institute. For the implementation, a tight collaboration between the Institute and an IT company “Innovative Distance Learning Systems Limited” was established. A series of panoramas, which are already available, and its planned expansions are presented. The authors conclude that the proposed aid may significantly improve the cost-efficiency balance of teaching a range of technology subjects.
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O’Driscoll, Dylan, Ottilia Anna Maunganidze, and Markus Mayer. Addressing Fragility through Integrated Peacebuilding. Stockholm International Peace Research Institute, 2025. https://doi.org/10.55163/quug2710.

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The world today is facing unrelenting and interrelated environmental, ecological, demographic, socio-economic and political pressures, which challenge resources at local, national, regional and global levels. Addressing these crises requires integrated approaches that respond to their compounding nature, as well as new funding modalities to spur effective collaboration. This SIPRI Insights on Peace and Security paper explores both the opportunities and processes for reforming aid provision in fragile settings. The paper advocates for an integrated peacebuilding approach that tackles multiple complex issues together in a collaborative, long-term and interlinked manner. It outlines necessary changes at the political, donor and organizational levels to make this approach a reality.
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AKHADOVA, R. A., and M. L. SHTUKKERT. ‘THE DREAM OF A RIDICULOUS MAN’ F.M. DOSTOEVSKY AND A. PETROV: POETICS OF THE FEAR. Science and Innovation Center Publishing House, 2021. http://dx.doi.org/10.12731/978-0-615-67323-3-8-21.

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The purpose of the study is to determine the features of the structure and functioning of the fear motive in F.M. Dostoevsky’s “fantastic story” “The Dream of a Ridiculous Man” and in A. Petrov’s cartoon of the same name. The report first examines the images, details, etc., with which the fear motive is created in the story, and then analyzes the ways of embodying this motive and transmitting a certain frightening atmosphere in the cinema. There is revealed and determined the ontological significance and the main character of fear in the “The Dream of a Ridiculous Man”, which, in our opinion, manifests itself in the fundamental nature and primacy of this feeling in human nature. It can be observed in the transition from the dream world, not defiled by the fall, to the terrible reality of St. Petersburg, described in the story. The scientific novelty lies in the fact that a comprehensive analysis of the fear motive in the story of F. M. Dostoevsky and the peculiarities of the interpretation of this motive in the animated film by A. Petrov has not been carried out before. The study revealed, firstly, a number of repetitive means by which the fear motive is formed in both works (and their functions were determined), and secondly, there was noted the originality of the representation of the analyzed motive in the cinema.
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Narvaez, Liliana, Caitlyn Eberle, Lisa Hartmann, Sally Janzen, Jack O'Connor, and Katyayini Sood. Technical Report: Realign with nature. United Nations University Institute for Environment and Human Security, 2025. https://doi.org/10.53324/ftui6286.

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Nature is in crisis. Around 95 per cent of Earth’s land has been altered by human activities, causing habitat loss, ecosystem degradation and biodiversity loss. Currently, around one million plant and animal species are at risk of going extinct. We know that destroying nature destroys some of the most precious resources we need for our own survival, such as clean air and water, the plants we eat, or the materials to put roofs over our heads. So then, why do we keep doing it? This technical report explains the Theory of Deep Change, developed for the 2025 edition of the Interconnected Disaster Risks report, with the aim to understand human relationships with nature and the obstacles that need to be overcome to live in harmony with it. Backed up by scientific evidence, the report shows how our current system is rooted on ingrained assumptions that humans are separate from nature, and that humans can take advantage of nature. The multiple environmental crisis we are currently facing can all be traced back to this way of thinking. The report then highlights the need for deep change, where people’s relationship to nature should move towards oneness and sharing. It also stresses that instead of controlling natural processes, we can learn to coexist with them, ensuring a balanced, resilient future for all.
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Savage, Ruthann. Training Wayfinding: Natural Movement in Mixed Reality. Defense Technical Information Center, 2007. http://dx.doi.org/10.21236/ada474826.

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