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  2. Virtual reality - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality

    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) and business (such as virtual meetings).

  3. Reality–virtuality continuum - Wikipedia

    en.wikipedia.org/wiki/Realityvirtuality_continuum

    The origin R denotes unmodified reality. A continuum across the virtuality axis, V, includes reality augmented with graphics (augmented reality), as well as graphics augmented by reality (augmented virtuality). However, the taxonomy also includes modification of reality or virtuality or any combination of these. The mediality axis denotes changes.

  4. Simulacra and Simulation - Wikipedia

    en.wikipedia.org/wiki/Simulacra_and_Simulation

    Simulacra and Simulation (French: Simulacres et Simulation) is a 1981 philosophical treatise by the philosopher and cultural theorist Jean Baudrillard, in which he seeks to examine the relationships between reality, symbols, and society, in particular the significations and symbolism of culture and media involved in constructing an understanding of shared existence.

  5. Potential cultural impact of extraterrestrial contact - Wikipedia

    en.wikipedia.org/wiki/Potential_cultural_impact...

    A study by astronomer Steven J. Dick at the United States Naval Observatory considered the cultural impact of extraterrestrial contact by analyzing events of similar significance in the history of science. [22] The study argues that the impact would be most strongly influenced by the information content of the message received, if any. [22]

  6. VRTO - Wikipedia

    en.wikipedia.org/wiki/VRTO

    VRTO (Virtual Reality Toronto) was founded in 2015 by Keram Malicki-Sánchez as a Meetup group dedicated to virtual reality in Toronto.In June 2016, VRTO launched the VRTO Virtual & Augmented Reality World Conference & Expo, a professional event focused on exploring arts, culture, and science through immersive technologies.

  7. Technology and society - Wikipedia

    en.wikipedia.org/wiki/Technology_and_society

    Within this virtual realm, social media platforms such as Instagram, Facebook, and Snapchat have altered the way Generation Y culture is understanding the world and thus how they view themselves. In recent years, there has been more research on the development of social media depression in users of sites like these.

  8. Science, technology, society and environment education

    en.wikipedia.org/wiki/Science,_technology...

    Science, technology, society and environment (STSE) education, originates from the science technology and society (STS) movement in science education. This is an outlook on science education that emphasizes the teaching of scientific and technological developments in their cultural, economic, social and political contexts.

  9. Network society - Wikipedia

    en.wikipedia.org/wiki/Network_society

    What results from this evolution is that the culture of the network society is largely shaped by the messages exchanged in the composite electronic hypertext made by the technologically linked networks of different communication modes. In the network society, virtuality is the foundation of reality through the new forms of socialized communication.