{"title":"GLAMOROUS CONSUMPTION IN VIRTUAL REALITY","authors":"Ya. V. Semko","doi":"10.30525/978-9934-26-050-6-22","DOIUrl":null,"url":null,"abstract":"To a person with a normal worldview, the word «virtual reality» refers to computers, which is not entirely accurate. This phenomenon entered our lives long before the advent of computers, and the term appeared at the turn of XIX–XX centuries. O. Otradnova defines virtual reality in two ways: as a form of object-social simulation that reproduces the conditions close to reality, through which it is possible to perform operations outside of objective reality, and as a fictional, ephemeral world, built according to the logic of objective reality. small changes in the social system [5, p. 49]. The first definition includes utopias or anti-utopias created by writers and sociologists, or dreams and fantasies that arise in human thoughts. The second is e-commerce, online shopping or social networking, which is directly related to computerization. However, a regular landline conversation, invented in the 19th century, also creates virtual reality, but only with sound. Theater, which appeared in antiquity, fine arts, the first examples of which were created in the ancient world, as well as photography and cinema, researchers also refer to virtual reality. From this we can conclude that computers have only supplemented and improved virtual reality, which appeared more than a century ago [6, p. 106–109]. Due to technical progress, virtual interactions are becoming more and more like real ones. Working at a computer becomes more like real events, and online communication is similar to communication in real space and time. Virtualization can be compared to the loss of the essence of things, but not in the sense of destroying the old, but in the sense of creating a new reality. This is evidenced by such characteristics of virtual reality as intangible influence, conditionality of parameters, ephemerality [7]. The concepts of the essence of a thing and an image are divided: a thing presupposes an essence that is revealed in its sensory image, in turn, we receive a sensory image with the help of the organs of hearing, sight, touch and smell. That is, the essence of a thing exists separately from its images, it is more than them in content, but at the same time, is expressed in them. Today we can talk about the global process of virtualization of society. Sociologist D. V. Ivanov, who studied the process of virtualization, defined it as «a series of heterogeneous but similar trends in various spheres of life, such","PeriodicalId":374513,"journal":{"name":"Innovation in Science: Global Trends and Regional Aspect","volume":"43 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Innovation in Science: Global Trends and Regional Aspect","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.30525/978-9934-26-050-6-22","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
To a person with a normal worldview, the word «virtual reality» refers to computers, which is not entirely accurate. This phenomenon entered our lives long before the advent of computers, and the term appeared at the turn of XIX–XX centuries. O. Otradnova defines virtual reality in two ways: as a form of object-social simulation that reproduces the conditions close to reality, through which it is possible to perform operations outside of objective reality, and as a fictional, ephemeral world, built according to the logic of objective reality. small changes in the social system [5, p. 49]. The first definition includes utopias or anti-utopias created by writers and sociologists, or dreams and fantasies that arise in human thoughts. The second is e-commerce, online shopping or social networking, which is directly related to computerization. However, a regular landline conversation, invented in the 19th century, also creates virtual reality, but only with sound. Theater, which appeared in antiquity, fine arts, the first examples of which were created in the ancient world, as well as photography and cinema, researchers also refer to virtual reality. From this we can conclude that computers have only supplemented and improved virtual reality, which appeared more than a century ago [6, p. 106–109]. Due to technical progress, virtual interactions are becoming more and more like real ones. Working at a computer becomes more like real events, and online communication is similar to communication in real space and time. Virtualization can be compared to the loss of the essence of things, but not in the sense of destroying the old, but in the sense of creating a new reality. This is evidenced by such characteristics of virtual reality as intangible influence, conditionality of parameters, ephemerality [7]. The concepts of the essence of a thing and an image are divided: a thing presupposes an essence that is revealed in its sensory image, in turn, we receive a sensory image with the help of the organs of hearing, sight, touch and smell. That is, the essence of a thing exists separately from its images, it is more than them in content, but at the same time, is expressed in them. Today we can talk about the global process of virtualization of society. Sociologist D. V. Ivanov, who studied the process of virtualization, defined it as «a series of heterogeneous but similar trends in various spheres of life, such