"Virtual reality" as a tool for global manipulation of socio-cultural identity

Pavel Bylevskiy
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Abstract

The subject of the article is the philosophical and cultural methodology of digital "virtual reality", comparing the declarations of developers with the practical possibilities and social consequences of using such technologies. The developers presented projects of online digital content services for all five senses using special equipment (glasses, headphones, interactive gloves, joysticks, costumes, printers of smells and tastes, etc.). It was assumed that virtual reality would surpass the reliability of previous multimedia content and interactive computer games, and the persuasiveness and attractiveness of traditional technical means of art and the press. Failure to fulfill these promises has led to significant losses since 2022 for leading companies developing digital virtual reality technologies Meta (recognized by the court as an extremist organization on 03/21/2022, activity is limited in the territory of the Russian Federation), Microsoft HapticLinks, Cave, AlloSphere, Teslasuit, VRealizer. There was a need to assess how and to what extent the methodology used and the predicted capabilities of digital virtual reality were correct. Philosophical and cultural analysis as a research method reveals: the developers of digital virtual reality promised the methodologically impossible, reducing human perception to the "sum" of the external "five senses" out of connection with the "self", inner sensitivity, bodily self-perceptions. A person is only partially amenable to algorithmized digital interaction; a critical barrier to digital virtuality is the socio-cultural identity of society and personality. The novelty of the results of the analysis lies in the conclusion: digital virtual reality in many respects is fundamentally inferior in effectiveness to traditional technical means of sensory and emotional impact and cognition, used both for creative and destructive purposes. In terms of creative potential, digital virtual reality is inferior to the technical means of art, science, education, upbringing, etc., and in terms of destructive capabilities, it is already used in the press and other mass communications technologies for manipulating public and individual consciousness, as well as psychotropic substances that cause addiction. National regulation of the development of digital "virtual reality" is recommended, aimed at protecting and developing the socio-cultural identity of Russian citizens and society, as well as for cognitive and educational purposes. It is recommended to limit the remote use of such developments to trusted domestic Internet services.
"虚拟现实 "作为全球操纵社会文化特性的工具
文章的主题是数字 "虚拟现实 "的哲学和文化方法论,将开发者的声明与使用这种技术的实际可能性和社会后果进行比较。开发人员介绍了利用特殊设备(眼镜、耳机、互动手套、操纵杆、服装、气味和味道打印机等)为所有五种感官提供在线数字内容服务的项目。人们假定,虚拟现实将超越以往多媒体内容和交互式电脑游戏的可靠性,以及传统艺术和新闻技术手段的说服力和吸引力。由于未能兑现这些承诺,自 2022 年以来,开发数字虚拟现实技术的领先公司 Meta(2022 年 3 月 21 日被法院认定为极端组织,其活动仅限于俄罗斯联邦境内)、Microsoft HapticLinks、Cave、AlloSphere、Teslasuit、VRealizer 遭受了重大损失。有必要评估所使用的方法和预测的数字虚拟现实能力如何以及在多大程度上是正确的。作为一种研究方法,哲学和文化分析揭示了:数字虚拟现实技术的开发者承诺了方法上不可能实现的目标,将人类的感知简化为外部 "五感 "的 "总和",与 "自我"、内在敏感性、身体的自我感知脱节。人只能部分地适应算法化的数字互动;数字虚拟性的一个关键障碍是社会和人格的社会文化特性。分析结果的新颖之处在于其结论:数字虚拟现实在许多方面的有效性从根本上不如传统的技术手段,无论是用于创造性目的还是破坏性目的,数字虚拟现实都会对感官和情感产生影响和认知。就创造潜力而言,数字虚拟现实不如艺术、科学、教育、教养等技术手段;就破坏能力而言,它已经被用于新闻和其他大众传播技术,用于操纵公众和个人意识,以及导致成瘾的精神药物。建议对数字 "虚拟现实 "的发展进行国家监管,旨在保护和发展俄罗斯公民和社会的社会文化特性,并用于认知和教育目的。建议将此类开发的远程使用限制在可信的国内互联网服务范围内。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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