虚拟世界中的虚拟世界:在沉浸式虚拟环境中共同发展,以及现实和超现实的矛盾本质

IF 1 1区 文学 0 HUMANITIES, MULTIDISCIPLINARY
Alec Kozicki
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引用次数: 0

摘要

本文探讨了如何使用Kalevi Kull的四度自然生态模型来模拟沉浸式虚拟环境。使用这个理论模型可以对现实和超现实的矛盾本质进行调查,这是一种理解用户如何与他们的物理和沉浸式虚拟环境共同发展的新方法。对虚拟空间内的四度自然进行分析,发现沉浸式虚拟环境从想象的虚空中浮现出来,包含了用户可以识别和互动的环境,为虚拟空间内改变和改变材料提供了行动潜能(能力),以及在用户意义创造过程中融合现实和超现实边界的再现性。此外,本文还阐述了过去一个世纪的科技家居产品是如何将文本融入到家庭的文化建构中。本文确定了沉浸式虚拟环境如何改变居民在家中的感知和互动,并解释了如何模拟沉浸,这对未来研究新媒体数字时代的用户行为很重要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Umwelt in an umwelt: Co-developing within immersive virtual environments and the paradoxical nature of reality and hyperreality
This paper examines how to model immersive virtual environments using Kalevi Kull’s ecosemiotic model of four degrees of nature. Using this theoretical model allows for an investigation into the paradoxical nature of reality and hyperreality, which is a novel approach to understanding how a user co-develops with both their physical and immersive virtual environments. Analysis for the four degrees of nature within the virtual space reveals that an immersive virtual environment emerges from an imaginative void, contains milieu that users can recognize and interact with, offers the action-potentiality (affordances) for altering and changing materials within the virtual space, and the reproductive nature which converges the boundaries of reality and hyperreality during the meaning-making process for users. Additionally, this paper elaborates how technological household goods in the past century have integrated texts into the cultural construct of a home. The paper identifies how immersive virtual environments alter an inhabitant’s perception and interactions within the home and explains how to model immersion, which is important for future research of user behaviour in the digital age of new media.
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来源期刊
Sign Systems Studies
Sign Systems Studies HUMANITIES, MULTIDISCIPLINARY-
CiteScore
1.40
自引率
0.00%
发文量
11
审稿时长
8 weeks
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