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-...

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Detalles Bibliográficos
Publicado en:Sign Systems Studies Vol. 51; no. 1; pp. 73 - 101
Autor principal: Kozicki, Alec
Formato: Artículo
Publicado: University of Tartu 2023
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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        atl: Umwelt in an umwelt: Co-developing within immersive virtual environments and the paradoxical nature of reality and hyperreality.
      aug:
        au: Kozicki, Alec
        affil: Department of Semiotics, University of Tartu, Jakobi 2, Tartu 51005, Estonia
      su:
        Hyperreality
        Shared virtual environments
        Digital technology
        Semiotics
        Home furnishings
        Intentionality (Philosophy)
        Consciousness
        Brazil
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          Brazil
          Hyperreality
          Shared virtual environments
          Digital technology
          Semiotics
          Home furnishings
          Intentionality (Philosophy)
          Consciousness
      keyword:
        design
        hyperreality
        immersion
        intentionality
        nature
        paradoxical thinking
      ab:
        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.
        Artiklis vaadedakse, kuidas modelleerida immersiivseid virtuaalkeskkondi, kasutades Kalevi Kulli ökosemiootilist nelja looduse mudelit. Selle teoreetilise mudeli rakendamine võimaldab uurida reaalsuse ja hüperreaalsuse paradoksaalset olemust, mis on uudne lähenemisviis mõistmisele, kuidas kasutaja areneb nii koos oma füüsilise kui ka immersiivse virtuaalkeskkonnaga. Looduse nelja tasandi analüüsimisel virtuaalses ruumis ilmneb, et immersiivne virtuaalkeskkond tekib kujutlustühimikust, sisaldab miljööd, mida kasutajad ära tunnevad ning millega suhestuvad, ning pakub tegevuspotentsiaali (võimaldusi) virtuaalruumis materjalide muutmiseks ja teisendamiseks, ning esile tuleb reproduktiivne olemus, mis lähendab kasutaja jaoks tähendusloome protsessi vältel reaalsuse ja hüperreaalsuse piire. Lisaks käsitletakse artikli seda, kuidas kodutehnikakaubad lõimisid eelmisel sajandil tekste kultuurilisse kodukonstruktsiooni. Artiklis tehakse kindlaks, kuidas immersiivsed virutaalkeskkonnad teisendavad elaniku taju ning vastastiktoimet koduga, ning selgitatakse, kuidas modelleerida immersiooni, mis on oluline, pidades silmas kasutajakäitumise edasist uurimist uusmeedia digiajastul.
        Este artigo examina como modelar ambientes virtuais imersivos usando o modelo ecossemiótico de quatro graus da natureza de Kalevi Kull. O uso desse modelo teórico permite uma investigação sobre a natureza paradoxal da realidade e da hiper-realidade, o qual configura uma nova abordagem para entender como um usuário se codesenvolve com seus ambientes virtuais, físicos e imersivos. A análise dos quatro níveis da natureza dentro do espaço virtual revela que um ambiente virtual imersivo emerge de um vazio imaginativo, contém um ambiente que os usuários podem reconhecer e interagir, oferece a potencialidade de ação (acessibilidades) para alterar e mudar materiais dentro do espaço virtual, assim como a natureza reprodutiva do espaço virtual. Além disso, este artigo trata de como os bens domésticos tecnológicos no século passado integraram os textos na construção cultural de uma casa. O artigo identifica como os ambientes virtuais imersivos alteram a percepção e as interações de um habitante dentro de casa e explica como modelar a imersão, o que é importante para futuras pesquisas sobre o comportamento do usuário na era digital das novas mídias.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
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      custom: Copyright of Sign Systems Studies is the property of University of Tartu and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use.
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