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Virtual worlds and gaming

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James Blascovich - Mind, Brain and Virtual Reality. Virtual reality. U.S. Navy personnel using a mock VR parachute trainer. Virtual Reality (VR), which can be referred to as immersive multimedia or computer-simulated life, replicates an environment that simulates physical presence in places in the real world or imagined worlds. Virtual reality can recreate sensory experiences, which include virtual taste, sight, smell, sound, and touch. Most up to date virtual reality environments are displayed either on a computer screen or with special stereoscopic displays, and some simulations include additional sensory information and emphasise real sound through speakers or headphones targeted towards VR users.

Some advanced, haptic, systems now include tactile information, generally known as force feedback in medical, gaming and military applications. Concept origins[edit] Multimedia: from Wagner to Virtual Reality, edited by Randall Packer and Ken Jordan and first published in 2001, explores the term and its history from an avant-garde perspective. History[edit] Does fantasy offer mere escapism, or escape? – Damien Walter. The only people who hate escapism are jailers, said the essayist and Narnia author C S Lewis. A generation later, the fantasy writer Michael Moorcock revised the quip: jailers love escapism — it’s escape they can’t stand.

Today, in the early years of the 21st century, escapism — the act of withdrawing from the pressures of the real world into fantasy worlds — has taken on a scale and scope quite beyond anything Lewis might have envisioned. I am a writer and critic of fantasy, and for most of my life I have been an escapist. Born in 1977, the year in which Star Wars brought cinematic escapism to new heights, I have seen TV screens grow from blurry analogue boxes to high-definition wide-screens the size of walls. I played my first video game on a rubber-keyed Sinclair ZX Spectrum and have followed the upgrade path through Mega Drive, PlayStation, Xbox and high-powered gaming PCs that lodged supercomputers inside households across the developed world. And I am not alone. 12 July 2013. Virtual Worlds Education Wiki. Promoting motivation with virtual agents and avatars: role of visual presence and appearance. Amy L. Baylor1,2,3,* + Author Affiliations * abaylor@fsu.edu Abstract Anthropomorphic virtual agents can serve as powerful technological mediators to impact motivational outcomes such as self-efficacy and attitude change. 1.

Research indicates the effectiveness of human social models in influencing another to change behaviours, beliefs or attitudes, as well as social and cognitive functioning (e.g. The focus in this paper is on the motivational (e.g. self-efficacy beliefs, attitude, interest) and affective (e.g. feelings of connection, relief of frustration) changes that result from observing or socially interacting with anthropomorphic agents that are instantiated in the role of social models. Further, there are several advantages to implementing anthropomorphic agents as social models.

The advantages of accessibility in real time and customization are significant, but not if considerable time is required to construct these personalized agent social models. 2. Figure 1. Figure 2. Figure 3. Jeremy Bailenson - Infinite Reality: Avatars, Eternal Life and New Worlds. Games.