Sunday 15 January 2012

Virtuality, Immersion, Simulacra and Avatars

Virtuality

Virtuality is a term that applies to computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds. For example, it can be used in regards to online content, video games and films.

A very common virtual device is a “computer”, this is an extremely large virtual device in which it allows you to do anything whether that is networking, watching films, playing games etc.
 But some simulations include additional sensory information, such as sound through speakers or headphones.There is also such a thing called “virtual reality” which describes a wide variety of applications commonly associated with immersive, highly visual 3D environments. For example, The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization helps to feel as if an individual is trapped within the film with the elements of the film revolving around them.

Immersion:

Immersion is the state where you cease to be aware of your physical self. It is often accompanied
By intense focus, distorted sense of time, and effortless action.
It feels as “being in the zone”. Immersion does not require realism or 3D environment. For example, like reading, a novel can be characteristics of immersion too.
Tactical immersion
Tactical immersion is experienced when performing tactile operations that involve skill. For example, it relates to fast actions within video games, often fast action games. Players feel "in the zone" while perfecting actions that result in success.
Strategic immersion
Strategic immersion is more cerebral, and is associated with mental challenge.It is more efficient within video games as opposed to other platforms. This involves seeking different paths and techniques in order to conquer a game. For example,Chess players experience strategic immersion when choosing a correct solution among a broad array of possibilities.
Narrative immersion
Narrative immersion occurs when players become invested in a story, and is similar to what is experienced while reading a book or watching a movie. It states that the more an individual engages with the device, the more intrigued they will be in regards to discovering how the story finishes or what happens next.
Spatial immersion
Spatial immersion occurs when a player feels the simulated world is perceptually convincing. The player feels that he or she is really "there" and that a simulated world looks and feels "real".



Simulacra:
Is known for discussions of images and signs, and how they relate to our contemporary society, wherein we have replaced reality and meaning with symbols and signs; what we know as reality actually is a simulation of reality. The simulacra are the sign of culture and communications media that create the reality we perceive: a world saturated with imagery, infused with communications media, sound and commercial advertising.
Avatar:
Avatar is the most powerful, purest self-development program available. It is a series of experimental exercises that enables you to rediscover yourself and align your consciousness with what you want to achieve. You will experience your own unique insights and revelations. For example, it is used as display pictures on social networking sites, within various video games or even in cartoons.



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