虚拟世界中沉浸式媒体的哲学思考——以虚拟现实中的沉浸和互动为中心

Sangwon Kim, Hyungyu Shin
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引用次数: 0

摘要

在本文中,我们首先考察了媒体的发展,从口头时代,通过书面和印刷媒体时代,到电子媒体时代和当前的数字媒体时代。此外,我们考察了图像和拟像的概念,认为现代社会是一个以图像和模仿为主导的拟像时代。在这里,我们考察了鲍德里亚定义的四个形象概念:反映现实的形象、掩盖和贬低现实的形象、掩盖现实缺失的形象、与现实或现实完全无关的形象。反映现实的形象可称为传统形象,是一种模仿,而其他三种形象则属于拟像的范畴。换句话说,它是一种脱离现实的形象,但获得了自主的地位,超越了原始复制的阶段,从而使身体的意义消失,拟像获得了另一种超越意义和现实的现实。虚拟现实,也被称为VR,具有属于拟像这一类的现实性。我们考察了沉浸和互动的技术谱系,以获得这样的现实。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Philosophical Reflections on Immersive Media in the Metaverse-Centered on immersion and interaction in virtual reality
In this paper, we first examined the development of media from the oral era, through the written and printed media era, to the electronic media era and the current digital media era. In addition, we examined the concepts of image and simulacrum to consider that modern society is an era of simulacrum, which is dominated by image and imitation. Here, we examined the four concepts of image defined by Baudrillard: an image that reflects reality, an image that conceals and degrades reality, an image that conceals the absence of reality, and an image that is completely unrelated to reality or reality. While the image that reflects reality, which can be called the traditional image, is an imitation, the other three images fall into the category of simulacrum. In other words, it is an image that is separated from reality but acquires an autonomous status and goes beyond the stage of original copying, so that the meaning of the body fades and the simulacrum acquires another reality that goes beyond meaning and reality. Virtual reality, also known as VR, has an actuality that belongs to this category of simulacra. We examined the technological genealogy of immersion and interaction to acquire such reality.
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