Academic literature on the topic 'Virtual reality in mass media'

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Journal articles on the topic "Virtual reality in mass media"

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Benno, Mark. "Virtual Reality." Gifted Child Today 21, no. 1 (January 1998): 12–14. http://dx.doi.org/10.1177/107621759802100104.

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Much has been written over the years about virtual reality. Frequently, it is explored in science fiction literature. Mass media outlets, from the National Enquirer to Popular Mechanics to the evening news have both celebrated and feared virtual worlds. The attention has escalated recently as more powerful computers have been developed and the public is aware of virtual events such as the rover on the surface of Mars.
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Sukhodolov, Alexander, and Sergey Timofeev. "Mass Media and Virtual Reality: New Opportunities and Prospects." Theoretical and Practical Issues of Journalism 7, no. 4 (October 15, 2018): 567–80. http://dx.doi.org/10.17150/2308-6203.2018.7(4).567-580.

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The sphere of mass communication is changing rapidly nowadays. To estimate the situation correctly and forecast changes to follow one needs to apply modern research methods. Among such methods there is mathematical modelling. The logical construction that is a mathematical model can substitute and at the same time describe different aspects of the phenomenon studied. Analysis of the model can provide researchers with new information about the phenomenon and allows one to discover regularities not found before. The raticle considers the opportunity of a new media channel appearing in the new future as a result of applying modelling to research into evolution of mass media. The article proves that the main difference between media channels is the fact that they affect different senses connected to the type of the representative system of a particular person. The authors conclude that the fast-developing technologies of virtual reality provide the recipient with an opportunity to receive information at a new level owing to the multisensory perception experience. The article gives examples of effective applying of this technologies to science and production, as well as to the new trend in journalism, i.e. immersive journalism. Immersive technologies are the reason for a new informative-communicative environment to emerge, i.e. VRmedia.
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Murray, Janet H. "Virtual/reality: how to tell the difference." Journal of Visual Culture 19, no. 1 (April 2020): 11–27. http://dx.doi.org/10.1177/1470412920906253.

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With the advent of mass consumer virtual reality (VR) headsets and controllers in the second decade of the 20th century, some experts have predicted we are on a path toward losing the distinction between the real and the virtual. These predictions overstate the empirical evidence for the effects of VR; ignore its technical limitations; take for granted highly speculative claims about the nature of consciousness; and, most fundamentally, lose sight of the continuities between VR and other representational media. This article argues against thinking of VR as a magical technology for creating seamless illusions. Instead it situates VR as an emerging medium within an evolving community that is beginning to develop the media conventions to support sustained interaction and immersion. The future of VR is not an inevitable and delusional metaverse but a medium of representation that will always require our active creation of belief.
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Yosfiah, Muhammad Al Fath, Primawati Primawati, Waskito Waskito, and Febri Prasetya. "PERANCANGAN MEDIA PEMBELAJARAN INTERAKTIF VIRTUAL REALITY PADA MATA KULIAH TEKNOLOGI PEMESINAN DI JURUSAN TEKNIK MESIN FT - UNP." Jurnal Vokasi Mekanika (VoMek) 4, no. 1 (February 28, 2022): 132–36. http://dx.doi.org/10.24036/vomek.v4i1.303.

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Media menjadi salah satu fasilitas pendukung pada jalannya proses pembelajaran pada bidang Kuliah Teknologi Pemesinan sulit dimengerti karena mahasiswa belum mengetahui cara menggunakan mesin bubut selama masa pandemi Covid-19 Kerena di situasi ini semua pembelajaran di tingkat perguruan tinggi dan sekolah melalui proses daring. Pada observasi ini memiliki tujuan untuk menghasilkan media pembelajaran yang dapat dipakai untuk mahasiswa angkatan 2020 Jurusan Teknik Mesin FT-UNP pada bidang studi Teknologi Pemesinan dengan memakai media interaktif Virtual Reality. Metoda yang dipakai ialah Research and Development serta memakai jenis eskalasi Plomp. Penelitian ini dilaksanakan di Jurusan Teknik Mesin FT-UNP Pada Semester Juli–Desember 2021. Subjek penelitian ini adalah 60 orang Mahasiswa Angkatan Masuk 2020 Jurusan Teknik Mesin FT-UNP. Observasi yang dilakukan validasi ahli media tentang pelaksanaan aplikasi Virtual Reality untuk Bidang studi Teknologi Pemesinan menyatakan nilai perolehan yang diperoleh yaitu 95,29% yang menyatakan sangat valid. Observasi dilakukan validasi ahli materi tentang pelaksanan aplikasi Virtual Reality menyatakan nilai perolehan yang diperoleh yaitu 83,5% yang menyatakan telah valid. Obeservasi praktikalitas yang dilakukan salah satu dosen tentang pelaksanaan aplikasi Virtual Reality pada bidang kuliah yang diriset ialah 80% yang menyatakan bahwa aplikasi Virtual Reality telah praktis. Observasi Penataan applikasi Virtual Reallity pada Bidang Studi yang sedang diriset tersebut di Jurusan Teknik Mesin FT-UNP dari 60 responden, menyatakan jumlah perolehan yaitu 84,93% yang dapat dinyatakan bahwa anggapan siswa tentaang penerapan Virtual Reallity dalam proses studi khususnya yaitu mata kuliah Teknologi Pemesinan yang menyaatakkan telah Efektif untuk dipakai.
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Goryacheva, О. N. "Constructing media reality with an agenda in mind." Vestnik Universiteta, no. 9 (November 12, 2021): 151–55. http://dx.doi.org/10.26425/1816-4277-2021-9-151-155.

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In the world of virtual reality, it becomes quite difficult for the recipient of information to understand how much the image he uses, created in media reality, corresponds to the phenomenon of social reality, of which it is a reflection. The construction of media reality in the media is of particular interest for research in the field of sociology, cultural studies, psychology, linguistics, advertising, PR. The study of the genesis of media reality in the paradigm of mass media is the basis for identifying the main trends in the development of communication science. Of interest is the interdependence of the agenda and the means of influencing consumers of information used in the media. The relevance of the work is associated with the understanding that the construction of media reality turns into a media process. The allocation of priority information in the media stream becomes problematic: the consciousness of the recipient is significantly overloaded the individual does not have time to analyze the information received, but only gives him a superficial emotional assessment. The article analyses mass media materials that reflect the agenda and affect the construction of media reality. The practical significance of the study of the potential of mass media in the construction of media reality is to identify priority topics for the agenda of publications that affect the consumer of information content.
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Madouni, Ali. "The Social Interaction in Virtual Media." Technium Social Sciences Journal 11 (September 3, 2020): 417–26. http://dx.doi.org/10.47577/tssj.v11i1.1605.

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As the virtual media emerged and disseminated immensely ;specifically in the last ten years of the twenty-first Century, throughinnumerable channels and virtually broadcasting pages, as strong equivalentlyas the traditional mass media in almost life critical domains and areas ; as aresult and feature of the technological progress. The technology of the twenty-first Century gave to hands a wide reach and availability of information, itallows people and communities to participate even in producing and makinginfluential public opinions towards local and international issues and topical; asways of social interaction behind devices screens. Technology and changescreate a sort of circumstantial adaptation which did not exist before.Furthermore and notably, the traditional mass media amid this advance; theyspecify regular corners and a considerable space for the virtual interactions ofintellectual and popular society categories ; through the worldwide knownmedia and interactive gates. and they give an increasing as well remarkableconcern, and sometimes they are used as a referential and reliable base to thesesocial interactions. Through this paper, we intended to spotlight on theinteractive role of society in the virtual media, additionally, to expose to whatextent can the virtually-made public opinions as well interactions can affect thestatements and decisions in reality, on local and wider levels..
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Zloković, Jasminka, Metod Černetič, and Olga Dobrnjič. "Children and Virtual Reality — Some dilemas of Education." Organizacija 42, no. 1 (January 1, 2009): 17–22. http://dx.doi.org/10.2478/v10051-008-0026-2.

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Children and Virtual Reality — Some dilemas of EducationPossible responses to the extremely complex and delicate question of the influence that <virtual reality> exercises on the development of a child as a unique personality, on the child's psycho-social development and on the education of a child generally may be provided by serious research of a cohort sequential design, either in research programmes in the field of educational sciences or of other social disciplines. The present paper confronts some dilemmas of the modern world. Particularly those between the <traditional> educational values, <obsolete> families and schools and <progressive> education supplied (imposed) by virtual reality that promotes the social standardization of behaviour and the perception of values and of the world around us. The aggressiveness of the mass media in presenting <virtual reality> as <progressive> and without an <alternative> often results in a virtual life for a child, with virtual friends, education and even virtual families. In the time of developing technology, an important question arises: how to deal with such a situation. Do we direct young people to carefully select from what modern virtual reality has to offer and how do we do that?
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Bungin, Burhan, Monika Teguh, and Muhammad Dafa. "Cyber Community Towards Society 5.0 And The Future Of Social Reality." International Journal of Computer and Information System (IJCIS) 2, no. 3 (August 27, 2021): 73–79. http://dx.doi.org/10.29040/ijcis.v2i3.39.

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Abstract—In cyber community towards the Society 5.0 era, the use of industrial technology 4.0, especially communication media technology plays an important role. The information era causes digital communication media technology to develop very rapidly and encourage the birth of digital media that have real time capabilities and create new media. Currently mass media institutions that are not innovative are experiencing a fall. Then the existence of the construction of reality is also increasingly obscured by the mixing of life in the real world with the virtual world. Therefore, the study wants to criticize the existence of reality in the midst of the development of communication technology that is so fast. This study uses the interview method in collecting data and analyzing it using the narrative method. The results of this study are that in society 5.0 and industrial technology 4.0, a pseudo social reality constructed by communication technology media causes mass media to die, social harmony is confused and even lost, and hoaxes are attacks on harmony.technological advances in industry 5.0 increase above 70%.
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Chistyakov, D. I. "DYNAMICS OF MEDIA AND SOCIETY INTERACTION IN COMMUNICATIVE SPACE." MGIMO Review of International Relations, no. 6(33) (December 28, 2013): 234–40. http://dx.doi.org/10.24833/2071-8160-2013-6-33-234-240.

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The article is dedicated to the analysis of the social issues caused by mass-media impact on individuals and society. The author bases on reflection of sociological theories and discourses of late modern and postmodern and thus shows the transformation of media and their audience on the society’s way to the postmodernity. Postmodern media are viewed as a specific social institution of postmodernity; the author also emphasizes the basic peculiarities of its institutionalization. Structural integrity between mass-media and society is ensured through mass communication in its one-sided direction of the only communicator to the masses, often turning into an influence on recipients. The article stems from the premise that a modernday person is included in qualitatively and quantitavely other communications than in a preceding era of late modernity. Mass-media’s influence on society is thus specific. Messages, images, symbols, signs created by media not only form our perspective, but also serve as keys to the perception of reality. A subject today is involved in endless interconnected streams of information, hence a subject doesn’t consume information in discreet blocks anymore. Rather, we can imagine a subject standing knee-deep in a vast stream grabbing whatever he or she may find interesting. Under the certain conditions the very reality is being substituted by the virtual reality. The author shows and analyses the communication model of the basic information producers and recipients.
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Yatsenko, Olena. "TRANSVERSAL SUBJECTIVITY IN THE DIMENSIONS OF VIRTUAL REALITY." Educational Discourse: collection of scientific papers, no. 28(11) (December 30, 2020): 7–22. http://dx.doi.org/10.33930/ed.2019.5007.28(11)-1.

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The modern development of technologies, both mass media and virtual reality, declare the mobility of the boundaries of private and public life. This fact proves the existence of a significant number of social networks, branding and image technologies, biometrics, and profiling of employees of high-tech corporations, big data technologies, cookies, and the Social Credit System in China. The scale of this phenomenon is explained by the collision of two trends which are oriented against each other: on the one hand, subjectivity seeks to maximize expression and self-presentation in cyberspace, and on the other hand, stakeholders, guided by economic, political, religious, and other motives use published information for pragmatic influence on subjectivity, first of all, manipulative one. The strategy of the morality of the virtual world provides a wide range of assessments: from identification with the Stoic principles of ataraxia and autarky to the accusations of irresponsibility, impersonality and escapism. Therefore, we consider it appropriate to define the modern type of actualization and representation of subjectivity as transversal, i. e. complex, contradictory, integrative and motivated by certain intentions and aspirations of the person.
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Dissertations / Theses on the topic "Virtual reality in mass media"

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Yipu, Zen, University of Western Sydney, of Arts Education and Social Sciences College, and Centre for Cultural Research. "Selling props, playing stars:virtualising the self in the Japanese mediascape." THESIS_CAESS_CR_Yip_Z.xml, 2005. http://handle.uws.edu.au:8081/1959.7/589.

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In the so-called postmodern era, when networked media are increasingly ubiquitous in everyday life, where the ‘real’ and the ‘simulation’ become ever more indistinguishable; the physical and virtual intertwine; machines and man merge, and audience and stars transpose. To understand consumption in a time when realness and authenticity are no longer relevant, this thesis draws attention to the consumption and production of media content through case studies of consumer participation and social trends in Japan. The work begins in a themed shopping mall, Venus Fort in Tokyo Bay; continues with the reproduction of Audrey Hepburn‘s image; expands to the dramatised ‘realness’ of television; and finally moves to the omnipresent mobile phone and the impact of networked personal media on our idea of the ‘real’. First, through an analysis of a themed consumption environment, it is suggested that a transition is taking place in consumption from objects to experiences, services and spectacle. Secondly, by showing Audrey Hepburn‘s transition from a Hollywood star to a virtualised idol, technologically-aided illusions are shown to make hierarchical realness irrelevant. Thirdly, via Reality TV dating programs, the focus shifts to the role of audience participation in the consumption of media content. These themes are demonstrated individually, then merged into the last example – the social and cultural evolution induced by the mass consumption of networked media, that promise to revolutionise the way we consume, communicate and connect between people, machines and consumer goods.The thesis grounds its analysis of contemporary trends in the culture of consumption in Japan in theories of commodity and culture, the real and the simulation, speed and reality, the spectacle and the self in mediated spaces, and probes further into the collapse of demarcations between the virtual and the real, the event and the everyday and media and the self in the network society
Doctor of Philosophy (PhD)
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Schneider, Christoph. "Positioning products in business-to-consumer electronic commerce : differential effects of product positioning on affect and cognition." Online access for everyone, 2007. http://www.dissertations.wsu.edu/Dissertations/Summer2007/c_schneider_070907.pdf.

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Yipu, Zen. "Selling props, playing stars:virtualising the self in the Japanese mediascape." Thesis, View Thesis, 2005. http://handle.uws.edu.au:8081/1959.7/589.

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In the so-called postmodern era, when networked media are increasingly ubiquitous in everyday life, where the ‘real’ and the ‘simulation’ become ever more indistinguishable; the physical and virtual intertwine; machines and man merge, and audience and stars transpose. To understand consumption in a time when realness and authenticity are no longer relevant, this thesis draws attention to the consumption and production of media content through case studies of consumer participation and social trends in Japan. The work begins in a themed shopping mall, Venus Fort in Tokyo Bay; continues with the reproduction of Audrey Hepburn‘s image; expands to the dramatised ‘realness’ of television; and finally moves to the omnipresent mobile phone and the impact of networked personal media on our idea of the ‘real’. First, through an analysis of a themed consumption environment, it is suggested that a transition is taking place in consumption from objects to experiences, services and spectacle. Secondly, by showing Audrey Hepburn‘s transition from a Hollywood star to a virtualised idol, technologically-aided illusions are shown to make hierarchical realness irrelevant. Thirdly, via Reality TV dating programs, the focus shifts to the role of audience participation in the consumption of media content. These themes are demonstrated individually, then merged into the last example – the social and cultural evolution induced by the mass consumption of networked media, that promise to revolutionise the way we consume, communicate and connect between people, machines and consumer goods.The thesis grounds its analysis of contemporary trends in the culture of consumption in Japan in theories of commodity and culture, the real and the simulation, speed and reality, the spectacle and the self in mediated spaces, and probes further into the collapse of demarcations between the virtual and the real, the event and the everyday and media and the self in the network society
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Yipu, Zen. "Selling props, playing stars virtualising the self in the Japanese mediascape /." View Thesis, 2005. http://library.uws.edu.au/adt-NUWS/public/adt-NUWS20060210.104650/index.html.

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Wilken, Rowan Cameron. "Teletechnologies, place and community /." Connect to thesis, 2006. http://eprints.unimelb.edu.au/archive/00003211.

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Atkins, Daniel Aaron. "Investigating Cognitive and Persuasive Effects of 360-degree Virtual Reality Community News Narratives on Memory Performance, Presence, Perception of Credibility, and Attitude Change." Ohio University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1573830322607172.

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Mills, Hailey L. "Avatar Creation: The Social Construction of "Beauty" in Second Life." University of Akron / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=akron1352436009.

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Bernhagen, Lindsay M. "The Creation And Mediation Of Political Texts In Virtual Spaces: Cybercommunities, Postmodern Aesthetics, And Political MUSICKING OF MULTIMEDIA MASHUPS." Columbus, Ohio : Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1221771224.

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Vázquez, Machado Christian David. "Embodied language learning in virtual reality." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119088.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 87-93).
Embodied theories of language propose that the way we communicate verbally is grounded in our body. Nevertheless, the way a second language is conventionally taught does not capitalize on embodied modalities. The tracking and immersive capabilities of virtual reality systems can enable a change in the way students learn language by engaging them in kinesthetic activities that explicitly use body movement to encode knowledge. The body can also be used implicitly to alter a student's perception of themselves in order to enhance the way they approach learning in immersive environments. In this work, we seek to explore the potential of both explicit and implicit embodied language learning using virtual reality as a platform. For the purpose of this thesis we focus on vocabulary acquisition to assess the potential impact these methodologies can have on language education. Two systems were developed that afford explicit (Words in Motion) and implicit (Inner Child) embodied learning. Both systems were evaluated separately during controlled experiments with 6o participants each. Explicit embodied learners displayed enhanced retention positively correlated with performing actions in the Words in Motion platform. Our findings from the implicit embodied study highlight the importance of having a body in virtual reality. Inner Child successfully increased word retention when inducing a subjective age reduction that correlated with the feeling of ownership of a virtual child avatar. These results support the hypothesis that virtual reality can deeply impact language learning by leveraging the body explicitly and implicitly.
by Christian David Vázquez Machado.
S.M.
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Tortum, Halil Deniz. "Embodied montage : reconsidering immediacy in virtual reality." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106685.

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Thesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Humanities, 2016.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 83-86).
Virtual reality, as the name implies, is implicitly evaluated by its ability to reproduce or imitate aspects of reality, particularly in ways that convince users that they are physically present in the virtual space. This approach to the medium, a form of immediacy, effaces the material reality of the medium and can obscure the ways through which a medium can offer new forms of knowledge. Virtual reality's realism is a construct, and by acknowledging this, creators can push the medium to more experimental and novel ends. The framework of embodied montage proposed in this thesis seeks to provide an expressive vocabulary and techniques for creating virtual reality work that accounts for the material aspects of the medium. Drawing on theoretical research from film and media theory, analyzing existing virtual reality work, and discussing the process of creating an original virtual reality work, I analyze the 3D capture and interaction design process. I offer the term machine vision perspective to describe the process of experiencing such images through virtual reality systems. This process provides a ground to experiment with embodied modes of thinking that are not possible with the human body situated in the real world. This makes embodied montage, a novel framework proposed by this thesis, possible. Embodied montage is the decoupling and recoupling of action and perception in virtual reality experiences in order to generate new meanings, similar to montage in film. Drawing on film theory, media history and cognitive science, this framework creates a territory for creative expression that challenges embodied cognitive structures and could effectively use the medium in ways that are distinguished from other media forms.
by Halil Deniz Tortum.
S.M. in Comparative Media Studies
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Books on the topic "Virtual reality in mass media"

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Dobryninas, Aleksandras. Virtuali nusikaltimų tikrovė =: Virtual reality of crime. Vilnius: Eugrimas, 2001.

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Chan, Melanie. Virtual reality: Representations in contemporary media. New York: Bloomsbury, 2014.

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Evans, Andrew. This virtual life. London: Fusion, 2001.

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Burs, Gerhard Martin. Kontext: Sinnstiftung in virtuellen Systemen. Weilerswist: Velbrück Wissenschaft, 2019.

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DeRosa, Robin. Simulation in media and culture: Believing the hype. Lanham: Lexington Books, 2011.

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Bühlmann, Vera. Die Nachricht, ein Medium-generische Medialität, städtische Architektonik. Wien: Ambra/V, 2014.

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Simulation in media and culture: Believing the hype. Lanham: Lexington Books, 2011.

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Seelische Wirklichkeiten in virtuellen Welten. Göttingen: Vandenhoeck & Ruprecht, 2014.

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Nelle storie: Arte, cinema e media immersivi. Roma: Carocci editore, 2022.

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Virtual Murdoch: Reality wars on the information highway. London: Secker & Warburg, 2001.

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Book chapters on the topic "Virtual reality in mass media"

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Eide, Øyvind, and Zoe Schubert. "Seeing the Landscape Through Textual and Graphical Media Products." In Beyond Media Borders, Volume 2, 175–209. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49683-8_7.

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Abstract Space is a central element in human communication. In this chapter, the authors compare representations of landscapes in different media types, including texts, maps, and virtual reality to show how they express spatial conceptions. Such a comparison is necessary to understand the mechanisms behind combinations and transformations among different media; hence, it forms a useful basis for analysing media interacting with spaces more generally. Taking a step back, the authors then discuss how the materiality and concreteness of space interact with the abstract conceptual level of models. This makes it possible to study traditional two-dimensional maps and texts as well as three-dimensional modelling and virtual reality systems. Finally, the authors introduce virtual reality as a new media form in the light of empirical experiments conducted at the University of Cologne.
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Kalyanaraman, Sriram, and Jeremy Bailenson. "Virtual Reality in Media Effects." In Media Effects, 404–18. Fourth edition. | New York, NY : Routledge, 2020. |: Routledge, 2019. http://dx.doi.org/10.4324/9780429491146-26.

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Wang, Shanshan, Candace Parrish, and James Castonguay. "Virtual Reality, Empathy, Solidarity." In Media Literacy, Equity, and Justice, 229–34. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003175599-34.

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Wolf, Mario, Heinrich Söbke, and Florian Wehking. "Mixed Reality Media-Enabled Public Participation in Urban Planning." In Augmented Reality and Virtual Reality, 125–38. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37869-1_11.

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Johnston, Susan. "Virtual Reality as New Media." In Encyclopedia of Computer Graphics and Games, 1–2. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_87-1.

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Hilt, Simon, Charles Pontonnier, and Georges Dumont. "Model Based Compensation for Low Mass Objects Haptic Manipulation in Virtual Environments." In Virtual Reality and Augmented Reality, 87–101. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-72323-5_6.

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Soler-Adillon, Joan, and Carles Sora. "Immersive Journalism and Virtual Reality." In Interaction in Digital News Media, 55–83. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96253-5_4.

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Raney, Arthur A. "Digital Games and Virtual Reality." In Introduction to Positive Media Psychology, 122–41. New York, NY : Routledge, 2021.: Routledge, 2020. http://dx.doi.org/10.4324/9780429353482-8.

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Flavián, Carlos, Sergio Ibáñez-Sánchez, and Carlos Orús. "User Responses Towards Augmented Reality Face Filters: Implications for Social Media and Brands." In Augmented Reality and Virtual Reality, 29–42. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68086-2_3.

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Messeri, Lisa. "Ethnography of/and Virtual Reality." In The Routledge Companion to Media Anthropology, 570–80. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003175605-55.

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Conference papers on the topic "Virtual reality in mass media"

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Jin, Xiaoxue. "Research on the Application of Virtual Reality in Mass Communication." In 2021 International Conference on Social Development and Media Communication (SDMC 2021). Paris, France: Atlantis Press, 2022. http://dx.doi.org/10.2991/assehr.k.220105.124.

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Ionita, Mirela, and Veronica Pastae. "ACADEMIC CONTROVERSIES OVER SOCIAL MASS COMMUNICATION IN THE VIRTUAL ENVIRONMENT." In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-062.

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Social communication could be considered the most comprehensive form of communication. Whether face-to-face or virtual, communication processes are a reality of the contemporary world. This article draws upon the fact that the manifestations of social communication in the virtual environment have aroused numerous controversies in the academic field. The reason behind this state of affairs is the fact that the theoretical foundations are being laid simultaneously with the evolution of social practices. As a result, people's perceptions are influenced by their direct involvement in the phenomena under investigation. In the present paper we shall approach the main academic views on the relationship between social media and mass communication in order to explore the extent to which the contemporary scientific discourse legitimizes the existence of a new form of communication in the virtual environment, namely, social media communication. We shall analyze how the undifferentiated treatment of communication and technological aspects with respect to online communication has complicated the efforts to define social media. Additionally, we intend to survey the pros and cons put forward in the academic debates over social communication. Some of the issues we intend to address are the following: Is social media a variation of mass communication or a distinct form of communication? Is interactivity a critical feature that makes social media a new stage in the evolution of social communication? Is there a clear distinction between mass communication and online communication? Or are we just facing a technocentric reductionism that cannot give grounds for the emergence of a new paradigm in communication studies?
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Brett Talbot, Thomas, and Chinmay Chinara. "Open Medical Gesture: An Open-Source Experiment in Naturalistic Physical Interactions for Mixed and Virtual Reality Simulations." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002054.

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Mixed (MR) and Virtual Reality (VR) simulations are hampered by requirements for hand controllers or attempts to perseverate in use of two-dimensional computer interface paradigms from the 1980s. From our efforts to produce more naturalistic interactions for combat medic training for the military, we have developed an open-source toolkit that enables direct hand controlled responsive interactions that is sensor independent and can function with depth sensing cameras, webcams or sensory gloves. From this research and review of current literature, we have discerned several best approaches for hand-based human computer interactions which provide intuitive, responsive, useful, and low frustration experiences for VR users. The center of an effective gesture system is a universal hand model that can map to inputs from several different kinds of sensors rather than depending on a specific commercial product. Parts of the hand are effectors in simulation space with a physics-based model. Therefore, translational and rotational forces from the hands will impact physical objects in VR which varies based on the mass of the virtual objects. We incorporate computer code w/ objects, calling them “Smart Objects”, which allows such objects to have movement properties and collision detection for expected manipulation. Examples of smart objects include scissors, a ball, a turning knob, a moving lever, or a human figure with moving limbs. Articulation points contain collision detectors and code to assist in expected hand actions. We include a library of more than 40 Smart Objects in the toolkit. Thus, is it possible to throw a ball, hit that ball with a bat, cut a bandage, turn on a ventilator or to lift and inspect a human arm.We mediate the interaction of the hands with virtual objects. Hands often violate the rules of a virtual world simply by passing through objects. One must interpret user intent. This can be achieved by introducing stickiness of the hands to objects. If the human’s hands overshoot an object, we place the hand onto that object’s surface unless the hand passes the object by a significant distance. We also make hands and fingers contact an object according to the object’s contours and do not allow fingers to sink into the interior of an object. Haptics, or a sense of physical resistance and tactile sensation from contacting physical objects is a supremely difficult technical challenge and is an expensive pursuit. Our approach ignores true haptics, but we have experimented with an alternative approach, called audio tactile synesthesia where we substitute the sensation of touch for that of sound. The idea is to associate parts of each hand with a tone of a specific frequency upon contacting objects. The attack rate of the sound envelope varies with the velocity of contact and hardness of the object being ‘touched’. Such sounds can feel softer or harder depending on the nature of ‘touch’ being experienced. This substitution technique can provide tactile feedback through indirect, yet still naturalistic means. The artificial intelligence (AI) technique to determine discrete hand gestures and motions within the physical space is a special form of AI called Long Short Term Memory (LSTM). LSTM allows much faster and flexible recognition than other machine learning approaches. LSTM is particularly effective with points in motion. Latency of recognition is very low. In addition to LSTM, we employ other synthetic vision & object recognition AI to the discrimination of real-world objects. This allows for methods to conduct virtual simulations. For example, it is possible to pick up a virtual syringe and inject a medication into a virtual patient through hand motions. We track the hand points to contact with the virtual syringe. We also detect when the hand is compressing the syringe plunger. We could also use virtual medications & instruments on human actors or manikins, not just on virtual objects. With object recognition AI, we can place a syringe on a tray in the physical world. The human user can pick up the syringe and use it on a virtual patient. Thus, we are able to blend physical and virtual simulation together seamlessly in a highly intuitive and naturalistic manner.The techniques and technologies explained here represent a baseline capability whereby interacting in mixed and virtual reality can now be much more natural and intuitive than it has ever been. We have now passed a threshold where we can do away with game controllers and magnetic trackers for VR. This advancement will contribute to greater adoption of VR solutions. To foster this, our team has committed to freely sharing these technologies for all purposes and at no cost as an open-source tool. We encourage the scientific, research, educational and medical communities to adopt these resources and determine their effectiveness and utilize these tools and practices to grow the body of useful VR applications.
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Cmeciu, Doina, and Camelia Cmeciu. "VIRTUAL MUSEUMS - NON-FORMAL MEANS OF TEACHING E-CIVILIZATION/CULTURE." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-108.

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Considered repositories of objects(Cuno 2009), museums have been analysed through the object-oriented policies they mainly focus on. Three main purposes are often mentioned: preservation, dissemination of knowledge and access to tradition. Beyond these informative and cultural-laden functions, museums have also been labeled as theatres of power, the emphasis lying on nation-oriented policies. According to Michael F. Brown (2009: 148), the outcome of this moral standing of the nation-state is a mobilizing public sentiment in favour of the state power. We consider that the constant flow of national and international exhibitions or events that could be hosted in museums has a twofold consequence: on the one hand, a cultural dynamics due to the permanent contact with unknown objects, and on the other hand, some visibility strategies in order to attract visitors. This latter effect actually embodies a shift within the perception of museums from entities of knowledge towards leisure environments. Within this context where the concept of edutainment(Eschach 2007) seems to prevail in the non-formal way of acquiring new knowledge, contemporary virtual museums display visual information without regard to geographic location (Dahmen, Sarraf, 2009). They play ?a central role in making culture accessible to the mass audience(Carrazzino, Bergamasco 2010) by using new technologies and novel interaction paradigms. Our study will aim at analyzing the way in which civilization was e-framed in the virtual project ?A History of the World in 100 Objects, run by BBC Radio 4 and the British Museum in 2010. The British Museum won the 2011 Art Fund Prize for this innovative platform whose main content was created by the contributors (the museums and the members of the public). The chairman of the panel of judges, Michael Portillo, noted that the judges were impressed that the project used digital media in ground-breaking and novel ways to interact with audiences. The two theoretical frameworks used in our analysis are framing theories and critical discourse analysis. ?Schemata of interpretation? (Goffman 1974), frames are used by individuals to make sense of information or an occurrence, providing principles for the organization of social reality? (Hertog & McLeod 2001). Considered cultural structures with central ideas and more peripheral concepts and a set of relations that vary in strength and kind among them? (Hertog, McLeod 2001, p.141), frames rely on the selection of some aspects of a perceived reality which are made more salient in a communicating text or e-text. We will interpret this virtual museum as a hypertext which ?makes possible the assembly, retrieval, display and manipulation? (Kok 2004) of objects belonging to different cultures. The structural analysis of the virtual museum as a hypertext will focus on three orders of abstraction (Kok 2004): item, lexia, and cluster. Dividing civilization into 20 periods of time, from making us human (2,000,000 - 9000 BC) up to the world of our making (1914 - 2010 AD), the creators of the digital museum used 100 objects to make sense of the cultural realities which dominated our civilization. The History of the World in 100 Objects used images of these objects which can be considered ?as ideological and as power-laden as word (Jewitt 2008). Closely related to identities, ideologies embed those elements which provide a group legitimation, identification and cohesion. In our analysis of the 100 virtual objects framing e-civilization we will use the six categories which supply the structure of ideologies in the critical discourse analysis framework (van Dijk 2000: 69): membership, activities, goals, values/norms, position (group-relations), resources. The research questions will focus on the content of this digital museum: (1) the types of objects belonging to the 20 periods of e-civilization; (2) the salience of countries of origin for the 100 objects; (3) the salience of social practices framed in the non-formal teaching of e-civilization/culture; and on the visitors? response: (1) the types of attitudes expressed in the forum comments; (2) the types of messages visitors decoded from the analysis of the objects; (3) the (creative) value of such e-resources. References Brown, M.F. (2009). Exhibiting indigenous heritage in the age of cultural property. J.Cuno (Ed.). Whose culture? The promise of museums and the debate over antiquities (pp. 145-164), Princeton, Oxford: Princeton University Press. Carrazzino, M., Bergamasco, M. (2010). Beyond virtual museums: Experiencing immersive virtual reality in real museums. Journal of Cultural Heritage, 11, 452-458. Cuno, J. (2009) (Ed.). Whose culture? The promise of museums and the debate over antiquities (pp. 145-164), Princeton, Oxford: Princeton University Press. Dahmen, N. S., & Sarraf, S. (2009, May 22). Edward Hopper goes to the net: Media aesthetics and visitor analytics of an online art museum exhibition. Visual Communication Studies, Annual Conference of the International Communication Association, Chicago, IL. Eshach, H. (2007). Bridging in-school and out-of-school learning: formal, non-formal, and informal education . Journal of Science Education and Technology, 16 (2), 171-190. Goffman, E. (1974). Frame analysis: An essay on the organization of experience. Cambridge, MA: Harvard University Press. Hertog, J.K., & McLeod, D. M. (2001). A multiperspectival approach to framing analysis: A field guide. In S.D. Reese, O.H. Gandy, & A.E. Grant (Eds.), Framing public life: Perspective on media and our understanding of the social world (pp. 139-162). Mahwah, NJ: Lawrence Erlbaum Associates. Jewitt, C. (2008). Multimodality and literacy in school classrooms. Review of Research in Education, 32 (1), 241-267. Kok, K.C.A. (2004). Multisemiotic mediation in hypetext. In Kay L. O?Halloren (Ed.), Multimodal discourse analysis. Systemic functional perspectives (pp. 131-159), London: Continuum. van Dijk, T. A. (2000). Ideology ? a multidisciplinary approach. London, Thousand Oaks, New Delhi: Sage.
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Encinas Pino, Felipe, André De Herde, Carlos Ramiro Marmolejo Duarte, and Carlos Andrés Aguirre Núñez. "Comportamiento termico de edificios de departamentos en Santiago de Chile: segmentación de nichos en el mercado inmobiliario privado a partir de las exigencias de la reglamentación térmica nacional." In International Conference Virtual City and Territory. Barcelona: Centre de Política de Sòl i Valoracions, 2009. http://dx.doi.org/10.5821/ctv.7586.

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Santiago, capital de la República de Chile, se sitúa en el valle central del país en los 33º 27’ de latitud sur y 70º 42’ de longitud oeste, presentando un clima templado cálido con una estación seca prolongada de 7 a 8 meses de duración. La temperatura media anual es de 12,2°C y la oscilación térmica es considerable: hay casi 13°C de diferencia en la temperatura media entre el mes más cálido (enero) y el más frío (julio) y la diferencia entre las medias de las temperaturas máximas y mínimas para todos los meses del año fluctúan entre 10 y 16°C. De acuerdo a datos del Instituto Nacional de Estadísticas de Chile (INE), el 37,4% de los permisos de edificación de viviendas nuevas del 2006, declara que el ladrillo es su material predominante de muros, mientras que otro 36,0% está asociado con el hormigón armado. Dada la generalmente nula presencia de aislación térmica en estos sistemas constructivos y su alta inercia térmica de absorción, se podría esperar para Santiago un comportamiento térmico - en términos de confort - más bien desfavorable en invierno y favorable en verano. Sin embargo, estudios recientes presentan un escenario opuesto, dado que un gran porcentaje de usuarios encuestados acusa un alto nivel de sobrecalentamiento en sus viviendas. Esta aparente contradicción podría entenderse desde las limitaciones propias de esta base datos del INE del año 2006, puesto que por ejemplo, no refleja el impacto de la implementación de la 2° etapa de la Reglamentación Térmica nacional. Esta regulación, en vigencia desde enero de 2007, establece valores máximos de transmitancia térmica admisible para los diversos elementos de la envolvente de una vivienda. A partir del valor exigido en muros en Santiago (1,9 W/m2K), los nuevos edificios de departamentos han tenido que necesariamente incorporar al menos 10 mm de aislante térmico en su envolvente vertical, modificando su comportamiento térmico tanto en invierno como en verano.Este artículo propone la simulación del desempeño energético y condiciones de confort térmico para invierno y verano, de edificios de departamentos en Santiago para estratos socioeconómicos medios y medios altos, con el objetivo de establecer los impactos de las soluciones constructivas adoptadas en estos. Estas simulaciones numéricas se realizarán sobre tipologías de productos de vivienda ofertadas en el mercado privado durante el periodo 2006-2007, incorporando su materialidad y los datos de mercado, precios y atributos inmobiliarios, según datos de oferta del Portalinmobiliario.com. Estas tipologías de vivienda se traducirán en nichos, los cuales serán determinados a partir de la generación de grupos homogéneos de viviendas mediante a la técnica de generación de conglomerados, sobre las variables de cada producto inmobiliario. Estos grupos de viviendas se encontrarán en los mismos sub mercados inmobiliarios, evaluándose diferentes combinaciones de atributos asociados a las materialidades. Las simulaciones numéricas del comportamiento térmico en invierno y en verano, se realizan mediante el software de evaluación de desempeño energético TAS, mediante un sistema dinámico que calcula las condiciones de las viviendas en régimen horario, evaluando las condiciones de confort térmico. Se espera probar que las soluciones técnico-arquitectónicas actuales, y su interpretación de la Reglamentación Térmica vigente, generan desfavorables condiciones de confort independiente del nicho de mercado donde estén compitiendo. Estas conclusiones permitirán establecer desafíos y oportunidades para el mercado inmobiliario privado, tanto en términos de tecnología de la construcción, como en el diseño arquitectónico, permitiendo el desarrollo de nuevas propuestas para integrar las exigencias de la Reglamentación Térmica nacional a la realidad del mercado de vivienda privada. Santiago de Chile (33°27’S and 70°42’W), capital city of the country, is placed in the central valley. It has a Mediterranean climate with a long dry season (between 7 and 8 months). Its annual average temperature is 12,2°C, whereas the thermal oscillation is considerable: there is almost 13°C between January and July average temperatures (hottest and coldest months, respectively) and the difference between maximum and minimum temperatures ranges between 10°C and 16°C during all the year. According to the National Statistics Institute, 37.4% and 36.0% of new housing during 2006 were built using mainly brick masonry and concrete in their walls, respectively. In both cases, thermal insulation was not generally considered. On the contrary for the heating period, a favorable thermal performance in summer should be expected (low thermal insulation in combination to high thermal mass). However, some recent studies show the completely opposite scenario, since an important percentage of users declare overheating in their own dwellings. This apparent contradiction could be understood from a database limitation, due to these official data do not reflect the impact of the current thermal regulation, which is in force since January 2007. Notwithstanding the required standards are weak in comparison to the international state-of-art (e.g. 1,9 W/m2K as maximum U-value for walls in Santiago), nowadays apartment buildings in Santiago are including at least 20 mm of thermal insulation in their walls to give compliance to the code. This paper proposes a series of dynamic thermal simulations to apartment buildings in Santiago, with the aim of establish the impact of different constructive solutions by means of thermal behavior, both in winter and summer. These digital models are statistically based on the typologies offered in the private real estate market during both periods 2001-2002 and 2006-2007, according to a database from Portalinmobiliario.com. These were determined using a multivariate analysis of their attributes – producing homogeneous market niches - through the hierarchical clustering technique. These homogeneous niches were identified in the real estate private submarkets, assessing different attributes. Thermal simulations were made using the TAS software, a dynamic-state digital tool. According to the results, the implementation of the thermal regulation – intended mainly to reduce heating consumption – have produced unfavorable comfort conditions in all the studied market niches, in comparison with the business as usual scenario. These conclusions allow establishing challenges and opportunities for the private real estate market, in order to integrate new thermal regulations with the private market reality.
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Rusu, Alexandra. "E-LEARNING SOLUTIONS FOR REVITALIZING TRADITIONAL TEXTILE TECHNOLOGIES. THE MAPS OF TIME PROJECT." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-274.

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Traditional textile technologies are part of cyber-culture in all its complexity but the solutions only record the technological past and do not influence the personal development of underprivileged groups. The digital information development should mark changes not only in communication but also in education and human communities' dynamic. E-learning programs in cyber-space are undoubtedly agents of cultural change but they should be created for an immediate impact on communities and for stressing issues like alternatives for unemployed people and lifelong learning for a greater mobility. This great power of the Web to reunite people and shape their future is conditioned by the involvement and decision making of individuals. For an interactive e-learning system we have to use real time simulation social games that allow the creation of ideal spaces for the development of a learning-by-playing virtual environment, focused on skills and technologies. Also, augmented reality applications are important in developing intuitive interaction between the user and the virtual content. Using video games tactile devices or TUNE technology could enhance the real time involvement in the exploration of the "memories" of physical artifacts and technologies. "The Maps of Time" is a project developed by a team of artists and researchers from the National University of Art, Bucharest. We are building a structure for the immersive experimentation of ancient technologies in the virtual world with the purpose of preserving and revitalizing ancient traditional technologies bring them into contemporary context and present them as viable and tested solutions in lifelong education. The e-learning aspect of the project focuses on local community empowerment using visual support, expert online lessons and advice for learning traditional technologies (textile, ceramic or metal technologies). Although the e-learning sessions involve a small community in Oltenia region (south of Romania), especially school children, we are aiming for a larger audience, from experts to individuals that want to develop artistic skills. Interactive media will be used to grow awareness on sustainable traditional technologies. Digitalizing ancient technologies operational phases not only helps children discover talents but could also offer alternatives for unemployed people and be a method of active recreation. Learning technologies, creating objects to populate habitats, involving other people develops an interactive virtual community in which everyone can learn skills via information-knowledge gaining, specialist training, artist and designer involvement.
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Gil, Adriano, Afonso Costa, and Juliana Figueira. "Manipulação de Malhas 3D em uma aplicação de Realidade Aumentada utilizando o framework SXR." In XXI Symposium on Virtual and Augmented Reality. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/svr_estendido.2019.8472.

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A Realidade Aumentada (RA) tem adquirido um apelo massivo à medida que novas frameworks vãao surgindo possibilitando criar aplicações mais rapidamente. O SXR é um framework de código aberto da Samsung para desenvolver aplicações Android de realidade virtual e aumentada. Neste trabalho demonstramos a geração procedural de objetos em um mundo virtual a partir da manipulação de sua malha 3D.
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van Leeuwen, Jos P., Klaske Hermans, Antti Jylhä, Arnold Jan Quanjer, and Hanke Nijman. "Effectiveness of Virtual Reality in Participatory Urban Planning." In MAB18: Media Architecture Biennale. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3284389.3284491.

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Choo, Amber, and Aaron May. "Virtual mindfulness meditation: Virtual reality and electroencephalography for health gamification." In 2014 IEEE Games, Media, Entertainment (GEM) Conference. IEEE, 2014. http://dx.doi.org/10.1109/gem.2014.7048076.

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Nakamoto, T., and K. Murakami. "Selection Method of Odor Components for Olfactory Display Using Mass Spectrum Database." In 2009 IEEE Virtual Reality Conference. IEEE, 2009. http://dx.doi.org/10.1109/vr.2009.4811016.

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Reports on the topic "Virtual reality in mass media"

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Butyrina, Maria, and Valentina Ryvlina. MEDIATIZATION OF ART: VIRTUAL MUSEUM AS MASS MEDIA. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11075.

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The research is devoted to the study of the phenomenon of mediatization of art on the example of virtual museums. Main objective of the study is to give communication characteristics of the mediatized socio-cultural institutions. The subject of the research is forms, directions and communication features of virtual museums. Methodology. In the process of study, the method of communication analysis, which allowed to identify and characterize the main factors of the museum’s functioning as a communication system, was used. Among them, special emphasis is put on receptive and metalinguistic functions. Results / findings and conclusions. The need to be competitive in the information space determines the gradual transformation of socio-cultural institutions into mass media, which is reflected in the content and forms of dialogue with recipients. When cultural institutions begin to function as media, they take on the features of media structures that create a communication environment localized by the functions of communicators and audience expectations. Museums function in such a way that along with the real art space they form a virtual space, which puts the recipients into the reality of the exhibitions based on the principle of immersion. Mediaization of art on the example of virtual museum institutions allows us to talk about: expanding of the perceptual capabilities of the audience; improvement of the exposition function of mediatized museums with the help of Internet technologies; interactivity of museum expositions; providing broad contextual background knowledge necessary for a deep understanding of the content of works of art; the possibility to have a delayed viewing of works of art; absence of thematic, time and space restrictions; possibility of communication between visitors; a huge target audience. Significance. The study of the mediatized forms of communication between museums and visitors as well as the directions of their transformation into media are certainly of interest to the scientific field of “Social Communications”.
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Parra Valcarce, D., C. Edo Bolós, and JC Marcos Recio. Analysis of the application of augmented reality technologies in Spanish mass media productive processes. Revista Latina de Comunicación Social, December 2017. http://dx.doi.org/10.4185/rlcs-2017-1240en.

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Bilovska, Natalia. HYPERTEXT: SYNTHESIS OF DISCRETE AND CONTINUOUS MEDIA MESSAGE. Ivan Franko National University of Lviv, March 2021. http://dx.doi.org/10.30970/vjo.2021.50.11104.

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In the article we interpret discrete and continuous message as interrupted and constant, limited and continual text, which has specific features and a number of differences between traditional (one-dimensional) text and hypertext (multidimensional). The purpose of this study is to define the concept of “hypertext”, consideration of its characteristics and features of the structure, similarities and differences with the traditional text, including the message in the media and communication. To achieve the goal of the study, we used a number of methods typical of journalism. Empirical analysis enabled a generalized description of the subject of study, which allowed to know it as a phenomenon. With the help of generalization the characteristic and specific regularities and principles of hypertext were studied. The system method is used to identify the dependence of each element of hypertext on its place in the text system as a whole. The retrospective method helped to understand the preconditions for the emergence of hypertext, to trace the dynamics of its development. General scientific methods (analysis, synthesis, induction, deduction) made it possible to formulate the conclusions of the study. Thanks to hypertext and the hypertext systems, the concept of virtual reality has gained tangible meaning. In hypertext space, virtuality organically complements reality. The state of virtuality, in this case, becomes the concept of hyperreality, and all this merges into a single whole in the space of computer text. Due to its volume and multidimensionality, hypertext can arouse scientific interest as an interdisciplinary discipline. In today’s world, the phenomenon of hypertext has been the subject of numerous discussions, conferences and research in the field of social communications, linguistics and psychology. Today, a significant number of organizations conduct large-scale research based on the concepts of hypertext associations and associative navigation.
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Lavrentieva, Olena O., Ihor O. Arkhypov, Olexander I. Kuchma, and Aleksandr D. Uchitel. Use of simulators together with virtual and augmented reality in the system of welders’ vocational training: past, present, and future. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3748.

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The article discusses the theory and methods of simulation training, its significance in the context of training specialists for areas where the lack of primary qualification is critical. The most widespread hardware and software solutions for the organization welders' simulation training that use VR- and AR- technologies have been analyzed. A review of the technological infrastructure and software tools for the virtual teaching-and-production laboratory of electric welding has been made on the example of the achievements of Fronius, MIMBUS, Seabery. The features of creating a virtual simulation of the welding process using modern equipment based on studies of the behavioral reactions of the welder have been shown. It is found the simulators allow not only training, but also one can build neuro-fuzzy logic and design automated and robotized welding systems. The functioning peculiarities of welding's simulators with AR have been revealed. It is shown they make it possible to ensure the forming basic qualities of a future specialist, such as concentration, accuracy and agility. The psychological and technical aspects of the coaching programs for the training and retraining of qualified welders have been illustrated. The conclusions about the significant advantages of VR- and AR-technologies in comparison with traditional ones have been made. Possible directions of the development of simulation training for welders have been revealed. Among them the AR-technologies have been presented as such that gaining wide popularity as allow to realize the idea of mass training in basic professional skills.
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Iatsyshyn, Anna V., Valeriia O. Kovach, Volodymyr O. Lyubchak, Yurii O. Zuban, Andriy G. Piven, Oleksandra M. Sokolyuk, Andrii V. Iatsyshyn, Oleksandr O. Popov, Volodymyr O. Artemchuk, and Mariya P. Shyshkina. Application of augmented reality technologies for education projects preparation. [б. в.], July 2020. http://dx.doi.org/10.31812/123456789/3856.

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After analysis of scientific literature, we defined that concept of “augmented reality” has following synonyms: “advanced reality”, “improved reality”, “enriched reality”, “mixed reality” and “hybrid reality”. Analysis of scientific literature and own practical experience of the use of augmented reality technologies application in educational practices allowed to state next: augmented reality technologies have a great potential for application in education; there are some cases of augmented reality use for school education; positive aspects of augmented reality technologies application in higher education institutions are confirmed by experiments (isolated cases); only few universities in Ukraine apply augmented reality technologies to educate students; only few universities in Ukraine have special subjects or modules in schedule to teach students to develop augmented reality technologies; various scientific events, mass events, competitions are held in Ukraine, and specialized training on the augmentation of augmented reality technologies is carried out, but this is non-systematic and does not have special state orientation and support. Features of introduction of virtual and augmented reality technologies at Sumy State University (Ukraine) are identified: “e-learning ecosystems” was created; in 2019, augmented and virtual reality research laboratory was established. Advantages and disadvantages of project activity in education are described: project activity is one of the most important components of educational process; it promotes creative self-development and self-realization of project implementers and forms various life competencies. It is determined that augmented reality application for implementation of educational projects will help: to increase students’ interest for educational material; formation of new competences; increase of students’ motivation for independent educational and cognitive activity; activation of educational activities; formation of positive motivation for personal and professional growth; conditions creation for development of personal qualities (creativity, teamwork, etc.). Current trends in implementation of educational projects were identified: most of the winner projects were implemented using augmented reality technology; augmented reality technologies were used in projects to teach different disciplines in higher education institutions. Augmented reality technology application for project activity has positive impact on learning outcomes and competitiveness of the national workforce; it will enhance the country’s position in the global economic space.
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Zinenko, Olena. THE SPECIFICITY OF INTERACTION OF JOURNALISTS WITH THE PUBLIC IN COVERAGE OF PUBLIC EVENTS ON SOCIAL TOPICS. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11056.

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Consideration of aspects of the functioning of mass media in society requires a comprehensive approach based on universal media theory. The article presents an attempt to consider public events in terms of a functional approach to understanding the media, proposed by media theorist Dennis McQuayl in the theory of mass communication. Public events are analyzed, on the one hand, as a complex object of journalistic reflection and, on the other hand, as a situational media that examines the relationship of agents of the social and media fields in the space of communication interaction. Taking into account philosophical approaches to the interpretation of the concept of event, considering its semantic spectrum, specificity of use and synonyms in the Ukrainian language, a working definition of the concept of public event is given. Based on case-analysis of public events, In accordance with the functions of the media the functions of public events are outlined. This is is promising for the development of study on typology of public events in the context of mass communication theory. The realization of the functions of public events as situational media is illustrated with such vivid examples of cultural events as «Gogolfest» and «Book Forum in Lviv». The author shows that a functional approach to understanding public events in society and their place in the space of mass communication, opens prospects for studying the role of media in reflecting the phenomena of social reality, clarifying the presence and quality of communication between media producers and media consumers.
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Pavlyuk, Ihor. MEDIACULTURE AS A NECESSARY FACTOR OF THE CONSERVATION, DEVELOPMENT AND TRANSFORMATION OF ETHNIC AND NATIONAL IDENTITY. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11071.

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The article deals with the mental-existential relationship between ethnoculture, national identity and media culture as a necessary factor for their preservation, transformation, on the example of national original algorithms, matrix models, taking into account global tendencies and Ukrainian archetypal-specific features in Ukraine. the media actively serve the domestic oligarchs in their information-virtual and real wars among themselves and the same expansive alien humanitarian acts by curtailing ethno-cultural programs-projects on national radio, on television, in the press, or offering the recipient instead of a pop pointer, without even communicating to the audience the information stipulated in the media laws − information support-protection-development of ethno-culture national product in the domestic and foreign/diaspora mass media, the support of ethnoculture by NGOs and the state institutions themselves. In the context of the study of the cultural national socio-humanitarian space, the article diagnoses and predicts the model of creating and preserving in it the dynamic equilibrium of the ethno-cultural space, in which the nation must remember the struggle for access to information and its primary sources both as an individual and the state as a whole, culture the transfer of information, which in the process of globalization is becoming a paramount commodity, an egregore, and in the post-traumatic, interrupted-compensatory cultural-information space close rehabilitation mechanisms for national identity to become a real factor in strengthening the state − and vice versa in the context of adequate laws («Law about press and other mass media», Law «About printed media (press) in Ukraine», Law «About Information», «Law about Languages», etc.) and their actual effect in creating motivational mechanisms for preserving/protecting the Ukrainian language, as one of the main identifiers of national identity, information support for its expansion as labels cultural and geostrategic areas.
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Drury, J., S. Arias, T. Au-Yeung, D. Barr, L. Bell, T. Butler, H. Carter, et al. Public behaviour in response to perceived hostile threats: an evidence base and guide for practitioners and policymakers. University of Sussex, 2023. http://dx.doi.org/10.20919/vjvt7448.

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Background: Public behaviour and the new hostile threats • Civil contingencies planning and preparedness for hostile threats requires accurate and up to date knowledge about how the public might behave in relation to such incidents. Inaccurate understandings of public behaviour can lead to dangerous and counterproductive practices and policies. • There is consistent evidence across both hostile threats and other kinds of emergencies and disasters that significant numbers of those affected give each other support, cooperate, and otherwise interact socially within the incident itself. • In emergency incidents, competition among those affected occurs in only limited situations, and loss of behavioural control is rare. • Spontaneous cooperation among the public in emergency incidents, based on either social capital or emergent social identity, is a crucial part of civil contingencies planning. • There has been relatively little research on public behaviour in response to the new hostile threats of the past ten years, however. • The programme of work summarized in this briefing document came about in response to a wave of false alarm flight incidents in the 2010s, linked to the new hostile threats (i.e., marauding terrorist attacks). • By using a combination of archive data for incidents in Great Britain 2010-2019, interviews, video data analysis, and controlled experiments using virtual reality technology, we were able to examine experiences, measure behaviour, and test hypotheses about underlying psychological mechanisms in both false alarms and public interventions against a hostile threat. Re-visiting the relationship between false alarms and crowd disasters • The Bethnal Green tube disaster of 1943, in which 173 people died, has historically been used to suggest that (mis)perceived hostile threats can lead to uncontrolled ‘stampedes’. • Re-analysis of witness statements suggests that public fears of Germany bombs were realistic rather than unreasonable, and that flight behaviour was socially structured rather than uncontrolled. • Evidence for a causal link between the flight of the crowd and the fatal crowd collapse is weak at best. • Altogether, the analysis suggests the importance of examining people’s beliefs about context to understand when they might interpret ambiguous signals as a hostile threat, and that. Tthe concepts of norms and relationships offer better ways to explain such incidents than ‘mass panic’. Why false alarms occur • The wider context of terrorist threat provides a framing for the public’s perception of signals as evidence of hostile threats. In particular, the magnitude of recent psychologically relevant terrorist attacks predicts likelihood of false alarm flight incidents. • False alarms in Great Britain are more likely to occur in those towns and cities that have seen genuine terrorist incidents. • False alarms in Great Britain are more likely to occur in the types of location where terrorist attacks happen, such as shopping areass, transport hubs, and other crowded places. • The urgent or flight behaviour of other people (including the emergency services) influences public perceptions that there is a hostile threat, particularly in situations of greater ambiguity, and particularly when these other people are ingroup. • High profile tweets suggesting a hostile threat, including from the police, have been associated with the size and scale of false alarm responses. • In most cases, it is a combination of factors – context, others’ behaviour, communications – that leads people to flee. A false alarm tends not to be sudden or impulsive, and often follows an initial phase of discounting threat – as with many genuine emergencies. 2.4 How the public behave in false alarm flight incidents • Even in those false alarm incidents where there is urgent flight, there are also other behaviours than running, including ignoring the ‘threat’, and walking away. • Injuries occur but recorded injuries are relatively uncommon. • Hiding is a common behaviour. In our evidence, this was facilitated by orders from police and offers from people staff in shops and other premises. • Supportive behaviours are common, including informational and emotional support. • Members of the public often cooperate with the emergency services and comply with their orders but also question instructions when the rationale is unclear. • Pushing, trampling and other competitive behaviour can occur,s but only in restricted situations and briefly. • At the Oxford Street Black Friday 2017 false alarm, rather than an overall sense of unity across the crowd, camaraderie existed only in pockets. This was likely due to the lack of a sense of common fate or reference point across the incident; the fragmented experience would have hindered the development of a shared social identity across the crowd. • Large and high profile false alarm incidents may be associated with significant levels of distress and even humiliation among those members of the public affected, both at the time and in the aftermath, as the rest of society reflects and comments on the incident. Public behaviour in response to visible marauding attackers • Spontaneous, coordinated public responses to marauding bladed attacks have been observed on a number of occasions. • Close examination of marauding bladed attacks suggests that members of the public engage in a wide variety of behaviours, not just flight. • Members of the public responding to marauding bladed attacks adopt a variety of complementary roles. These, that may include defending, communicating, first aid, recruiting others, marshalling, negotiating, risk assessment, and evidence gathering. Recommendations for practitioners and policymakers • Embed the psychology of public behaviour in emergencies in your training and guidance. • Continue to inform the public and promote public awareness where there is an increased threat. • Build long-term relations with the public to achieve trust and influence in emergency preparedness. • Use a unifying language and supportive forms of communication to enhance unity both within the crowd and between the crowd and the authorities. • Authorities and responders should take a reflexive approach to their responses to possible hostile threats, by reflecting upon how their actions might be perceived by the public and impact (positively and negatively) upon public behaviour. • To give emotional support, prioritize informative and actionable risk and crisis communication over emotional reassurances. • Provide first aid kits in transport infrastructures to enable some members of the public more effectively to act as zero responders.
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