| Papers [1-15] of 100 :: [Page 1 of 7] | | Go to page : 1 2 3 4 5 6 7 —> | Search results on "TECHNOLOGICAL UTOPIANISM VIRTUAL REALITY": |
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Technological Utopianism and Virtual Reality, 2001. An examination of virtual reality, its ideas, concepts and development. 5,045 words (approx. 20.2 pages), 11 sources, $ 127.95 »
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Abstract This paper examines the ideas, advancements, and historical factors that have perpetuated the concept of Virtual Reality as a natural extension of technology for the creation of social utopia. The author examines concepts that have influenced this ideology in American history throughout the past century.
From the Paper "Since the 1980?s when the term Virtual Reality was used, hundreds of optimistic articles have touted the boundless nature of the coming technology. Although at this point Virtual Reality still consists of only a sensor glove and a visor, articles envisioned entire sensor suits, if they mention hardware at all. Most relayed sensations of flying or participating in some activity with alien like creatures. It is clear that most articles hold high expectations for Virtual Reality. Possibly no less than the standard set by fictional accounts like Bradbury?s, The Veldt and Star Trek?s Holodeck. The purpose of the articles is to stimulate more interest and fuel desire for technological advancement. The public waits anxiously for the next transformation from the imagination to reality."
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Virtual Reality Has Become a Reality, 2002. A overview of the technology of virtual reality. 1,400 words (approx. 5.6 pages), 5 sources, $ 53.95 »
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Abstract This six-page paper presents a discussion about the field of virtual reality. The author of this paper takes the reader on an exploratory journey about virtual reality and includes information about what it is, what it is used for and how it works. .
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Virtual Reality a Reality, 2002. A philosophical discussion on virtual reality. 1,150 words (approx. 4.6 pages), 4 sources, $ 44.95 »
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Abstract This paper presents a discussion on the philosophical reality of virtual reality. The meaning of the term as well as the possibilities it creates are all detailed and outlined. The author also summarizes the outcome of being able to enter a virtual state at will.
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Virtual Reality Technologies, 2008. An analysis of some of the uses for and benefits of virtual reality technologies. 2,537 words (approx. 10.1 pages), 8 sources, MLA, $ 76.95 »
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Abstract This paper discusses the benefits of virtual reality technologies. It describes how virtual reality can be used to design buildings, cities and elaborate interactive entertainments. It looks at how virtual reality technologies offer the architect greater freedom, both physically and mentally and discusses how the introduction of a new technology into society is strongly tied to the cultural context in which it is introduced.
From the Paper "Virtual reality is also used to design buildings, cities, and elaborate interactive entertainments. The architect and client go inside the model and make changes they desire. Virtual reality is the most physical computer interface, because it puts your body inside the simulation. Virtual reality provides architects another tool; with it we can directly create experiences for each other to share in imagination, something that could lead to extraordinary outcomes. Jaron Lanier uses the terms "post-symbolic communication" and "reality conversation" to talk about this new potential for communication by building a world together instead of just sharing talk about building the world (picture 6). With virtual reality, architects can directly create experiences for and share experiences with each other. Design is now a more active process for the architect, one that allows freedom from physical and greater reliance on active, intuitive engagement with the designs themselves. Changes do not have to wait for a new model partition or addition. Colors, shapes, details and other design aspects are immediate, providing immediacy and active engagement where before the process was drawn out, costly and far from active or immediate, "Rather than wade through a complex series of menu options or wait for glue to dry, architects can simply reach out and manipulate the virtual world" (Architectural 1)."
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Virtual Reality of Janet Cardiff, 2005. This paper looks at the work of Janet Cardiff, examining the ways in which she uses her voice and other sounds to create a false but convincing "virtual" reality. 2,025 words (approx. 8.1 pages), 4 sources, $ 80.95 »
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Abstract This paper examines two of the audio installation works of Canadian artist Janet Cardiff "The Large Slow River" and "Missing Voice" in the context of creating virtual realities. The paper also looks at aspects of the history of recorded sound and voice. In addition, the writer discusses virtual reality as a personal storytelling device. The first page presented in this article is a research proposal.
From the Paper "The creation of virtual reality is an attempt to re-create the world of actual human experiences through digital means, always attempting to make it more and more realistic. Janet Cardiff's work attempts this also, but without using digital visual representations of reality. Instead she uses sounds and words to elicit the memory and pre-existing knowledge of the audience/participant. This process creates an even more realistic "virtual reality," since memory often involves synesthesia, using all five of your own senses and not just the digitally created artificial ones of computer "virtual reality"."
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Virtual Reality, 2002. The morality and ethics behind virtual reality. 2,400 words (approx. 9.6 pages), 17 sources, $ 89.95 »
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Abstract This paper outlines the moral and ethical issues involved in virtual reality.
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Virtual Reality Technology, 1993. A look at the development, applications (medicine, military), history and limitations of virtual reality technology. 2,475 words (approx. 9.9 pages), 7 sources, $ 87.95 »
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From the Paper "A medical student puts on a modified wetsuit, SCUBA gear, and covered goggles, and climbs into an enclosed tank of water. Moments later, shrunk to microscopic size, she is injected via hypodermic needle into the bloodstream of a cancer patient. She swims through the bloodstream, exploring the interior of her patient's body, until she discovers a node of cancerous cells. After studying the tumor and observing and recording its precise location and characteristics, she ends the virtual reality simulation, climbs out of the water tank, and goes on to her next class . . .
The above scenario is not science fantasy, but a projection of what will be possible, within the next few years, by the use of the emerging computer-interface technology called virtual reality. To understand what virtual reality is and how it works..."
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Virtual Reality (VR), 2002. How VR is used in business, education and entertainment. 650 words (approx. 2.6 pages), 3 sources, $ 26.95 »
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Abstract Thispaper on Virtual Reality or VR reviews on how it is being used in today's world in the fields of business, education and entertainment. This paper describes the approach of this thrilling technology to computer-human interaction by recognizing and responding to the user's emotions in ways that they can meet their requirements. This interaction is only possible through special gears designed solely for VR. Despite its widespread popularity the reasons why Virtual Reality has not, still set a foothold on the computing world are also discussed.
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Cognitive Psychology and Virtual Reality Systems, 1994. An examination of the Interactive effects and influences. Includes definitions, applications, symbolic structures, technology, learning theory, soft constraints, computational and brain metaphor models and the impact of the environment. 3,825 words (approx. 15.3 pages), 34 sources, $ 135.95 »
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From the Paper "Cognitive Psychology and Virtual Reality Systems
Introduction
The purpose of this research is to review the interactive effects and influences between cognitive psychology and the development of computer-based virtual reality systems. Computer- based virtual reality systems are defined, and the applications of the technology are discussed prior to the review of the interactive effects and influences between cognitive psychology and the development of computer-based virtual reality systems.
Virtual Reality Systems: Definitions and Applications
Virtual reality is a technology that is more commonly associated with combat pilot activities and computer games than with the more scholarly pursuits (Laurel, 1991, p. 3). The..."
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American Utopianism: Technology for Education, 2004. An overview of historical events and technological advancements that have encouraged concepts of utopianism in education. 3,359 words (approx. 13.4 pages), 8 sources, APA, $ 95.95 »
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Abstract This paper examines some of the advancements, historical events, and perspectives that have perpetuated the concept of technological utopianism through all aspects of American life, particularly in the field of adult education. The paper presents arguments for and against computer technology in education and shows that potential benefits far outweigh the problems of cost and successful integration.
From the Paper "Clearly, technological advancement, utopian aspiration, capitalism and education are never without a measure of dystopian elements. Although computerization has seemingly revolutionized many areas of society, there are many who question the ramifications of tailoring education around it. The Flickering Mind, (Oppenheimer, 2003) queries the value and nature of changes that computers have brought to academia and the business world, citing the possibility that the astronomical government expenditures for providing technology in the classroom could negate traditional essential learning practices in favor of the novelties of technology."
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The Reality of Reality Television, 2002. A study of the societal, cultural, and entertainment environments in which the reality television industry thrives. 4,740 words (approx. 19.0 pages), 25 sources, MLA, $ 121.95 »
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Abstract This paper describes in detail the phenomenon of reality television and explores the different reasons why it works. Included are examples and reasons from the early 2000s and late 1950s. The reasons the genre is chosen to be used by networks rather than others is also discussed. The paper provides descriptions of a number of reality television shows and illustrates their success.
From the Paper "In May of 2000, the United States population got to know the cast of Survivor. The cast was not that of a normal television show. They had never acted before, they were not portraying characters, nor were they being paid big bucks for each episode they filmed. The people were normal. They were being filmed as they performed everyday activities in the show?s environment. Critics quickly labeled the show as reality television. The public subsequently showed a desire for the programming genre."
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Virtual Organizations And Virtual Offices, 2002. A look at running a virtual organization. 650 words (approx. 2.6 pages), 3 sources, $ 26.95 »
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Abstract This three-page undergraduate paper compares and contrasts virtual organizations and virtual offices. The paper discusses the pros and cons of the two and comes to a conclusion.
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Brave New Reality, 1999. An in-depth look at how virtual reality and the Internet are changing our societies and our global consciousness. 9,100 words (approx. 36.4 pages), 30 sources, MLA, $ 188.95 »
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Abstract This essay is split into four main chapters. The first chapter, ?Imaginary Exodus?, analyzes the term ?cyberspace? and looks at how the Internet is changing, or perhaps has already changed, our lives. The second chapter, ?Creating Escapes to Wonderland?, looks at the various cultural marvels the computer world has developed in order to provide us with entertainment, looking predominantly at the games market, which is already a multi-billion dollar business outstripping Hollywood?s entire yearly profits. The third chapter, ?Virtual Reality (VR) ? A Consensual Hallucination?, analyzes the dream of VR and how it came to be, what it offered us, and what has become of it since the term was first coined back in the eighties, with regards to how it may already be a subtle part of our lives. The fourth and final chapter, ?Future Predicaments and Cyber Harbingers?, deals with the effects the cultural backlash, the Internet, VR ,and computing in general, have had on the creative arts, particularly film, in relation to science fiction inspired from science fact. The conclusion, having mused upon the ?Brave New Reality? we face, suggests a number of culturally significant hypotheses for our time and how the world might be changing with the onset of the seemingly unstoppable technological infiltration.
From the Paper "Cyberspace, a term coined in the early eighties by the science fiction author and theorist William Gibson, and later described as ?the place you are when you?re on the phone? is now an everyday term in much of the Western world, if not the Eastern too. It denotes a coming of a new age, an electronic entity created out of silicon and wires that store millions and millions of bytes of information, information that governs, informs and teaches almost anything we need to know about. The Internet, a nineties phenomenon, has already taken a large chunk of this new found frontier and brought it into the homes of over sixty million ?net surfers? within a short period of time. It is only in the last fifty years that the words ?computer?, ?integrated circuit? and ?television?, amongst countless others, have become household names, and each has brought with it it?s own small revolution within the society that now not only uses them everyday, but almost depends on them."
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Reality and Appearance or Why I Couldn't Write This Paper, 2003. This paper discusses the world of illusions and reality, and whether what we believe is in fact what we see in reality. 1,265 words (approx. 5.1 pages), 4 sources, $ 42.95 »
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Abstract The following paper suggests that we look for the purest form of reality that is causing the appearance of the world around us.
From the paper:
?After all, how can anyone study real wisdom (or real science, for that matter), if they cannot first be sure of the reality of the things they see and experience? Without addressing reality itself, it may be difficult for any thinking philosopher to be able to address issues of morality, civic duty, the nature of God and man, ideal governments and more ideal revolutions, or any other such thing. Without knowing what they believe about the existence of reality, there is no way to ground any other idea.?
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How Real is Reality TV?, 2007. An analysis of the reality of reality television shows, with a focus on the show "Survivor". 2,011 words (approx. 8.0 pages), 9 sources, APA, $ 63.95 »
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Abstract This paper discusses how real reality television shows are. It describes the general format for a reality television show and then specifically focuses on the show, "Survivor". The paper then looks at law suit claims against reality television shows such as "Survivor" and "Joe Millionaire" and their outcomes. The paper also presents examples, from "Survivor" and "Big Brother", of how the producers can assign a particular character to a role that they want the character to be portrayed as and discusses the effects of this on the overall validity of the program.
From the Paper "To a certain extent, reality television has always existed since the dawn of television's creation. When television first began, all broadcasts were done live (Altheide, 1976 : p74), whether they be presentations, community announcements or news reports - scripted events were by and large not a major contributor to the content that was broadcasted. Therefore, we can claim that reality television was never actually introduced to people but that it was always there in some form. However, a show like Survivor (which began in the year 2000) cannot be considered as being in the same league as a news report, or a live variety show (such as Rove Live). What makes a show like Survivor so different and appealing is the fact that the characters involved in all the drama are said to be real. Not actors with a detailed script and memorised lines (although when watching various episodes that point could be argued extensively). What allows television to appear as if reality is emanating from it, is its 'ability to render realistic audio and visual representations... and to do so in real time as events occur' (Friedman, 2002: p24). A reality television show such as Survivor tapped into these key concepts and added some of its own fragrance to spawn a whole new market for network channels. At the end of each episode, contestants cast secret ballots to expel 'losers'. In fact, sometimes the decision is made to explicitly exclude people who are a threat (i.e. they might be a contender to win the final prize), including those who are weak and lack what the 'tribe' feels is needed. Survival is dependent on making sure you look after your own interests, and working out a strategy to exclude others, in the form of alliances. It is in these key moments that the audience hears contestants confess the truth about another player in the game, and depending on the viewer's stance, they might feel they can relate to the person casting the vote or the person being voted against. This accompanied by various betrayals and manipulations brings forth a sort of basic humanity to the show which the complicated western civilisation may feel it lacks. In any case, it is always a sad (yet satisfying) moment when a contestant's fire is extinguished at the end of each episode. As the host constantly states, fire symbolises the contestant's life force during the game, therefore when it no longer exists their 'life' is no longer a part of the game. Utilising this basic understanding of the show, we can now begin to take it apart and discover various inconsistencies with how 'real' it actually is."
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