Virtuality in the context of "Body art"

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⭐ Core Definition: Virtuality

Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety, or military training), research and business (such as virtual meetings). VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.

Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds, and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback but may also allow other types of sensory and force feedback through haptic technology.

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👉 Virtuality in the context of Body art

Body art is art in which the artist uses the human body as the primary medium. Emerging from the context of Conceptual Art during the 1970s, Body art may include performance art. Body art is likewise utilized for investigations of the body in an assortment of different media including painting, casting, photography, film and video. More extreme body art can involve mutilation or pushing the body to its physical limits.

In more recent times, the body has become a subject of much broader discussion and treatment than can be reduced to body art in its common understanding. Important strategies that question the human body are: implants, the body in symbiosis with the new technologies, and virtual avatar bodies, among others.

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Virtuality in the context of Reality–virtuality continuum

The reality-virtuality continuum is a theoretical framework that describes the continuous scale between the completely virtual, a virtuality, and the completely real, reality. The reality-virtuality continuum therefore encompasses all possible variations and compositions of real and virtual objects. It has been described as a concept in new media and computer science.

The concept was first introduced in 1994 by Paul Milgram, a professor at University of Toronto that pioneered wearable computing research. Since the inception of the continuum, scholars have argued the continuum should be updated to match the current state of wearable computing systems.

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Virtuality in the context of Remote laboratory

Remote laboratory (also known as online laboratory or remote workbench) is the use of telecommunications to remotely conduct real (as opposed to virtual) experiments, at the physical location of the operating technology, whilst the scientist is utilizing technology from a separate geographical location. Remote laboratory comprehends one or more remote experiments.

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