GLAMOROUS CONSUMPTION IN VIRTUAL REALITY

Ya. V. Semko
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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
虚拟现实中的魅力消费
对于一个拥有正常世界观的人来说,“虚拟现实”这个词指的是计算机,这并不完全准确。这种现象早在计算机出现之前就进入了我们的生活,这个术语出现在19 - 20世纪之交。O. Otradnova将虚拟现实定义为两种方式:一种是再现接近现实的条件的对象社会模拟形式,通过这种形式可以在客观现实之外进行操作;另一种是根据客观现实的逻辑构建的虚构的、短暂的世界。社会制度的微小变化[5,第49页]。第一种定义包括作家和社会学家创造的乌托邦或反乌托邦,或人类思想中产生的梦想和幻想。第二种是电子商务、网上购物或社交网络,这与计算机化直接相关。然而,19世纪发明的固定电话通话也创造了虚拟现实,但只有声音。出现在古代的戏剧、最早出现在古代的美术、以及摄影和电影,研究人员也提到了虚拟现实。由此我们可以得出结论,计算机只是补充和改进了一个多世纪前出现的虚拟现实[6,第106-109页]。由于技术的进步,虚拟交互越来越像现实交互。在电脑前工作变得更像真实的事件,在线交流类似于真实空间和时间中的交流。虚拟化可以比作事物本质的丧失,但不是在摧毁旧的意义上,而是在创造新的现实的意义上。虚拟现实的无形影响、参数条件性、短暂性等特征证明了这一点[7]。一个事物的本质和一个形象的概念是分开的:一个事物以一个本质为前提,这个本质在它的感觉形象中被揭示出来,反过来,我们通过听觉、视觉、触觉和嗅觉的器官得到一个感觉形象。这就是说,一个事物的本质是独立于它的表象而存在的,它的内容不止于表象,同时又表现于表象之中。今天我们可以谈谈全球社会虚拟化的进程。研究虚拟化过程的社会学家d·v·伊万诺夫将其定义为“生活中不同领域的一系列异质但相似的趋势,例如
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