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Creating a false reality
Published in Robert Palmer, The Other Side of Safety, 2023
A false reality is a tricky, subtle, and complex layered thinking entity. First, understand that reality is the state of things as you perceive them. Reality is based on your idealistic thinking. Reality is notional—it's influenced by your personal theory, self-suggestions, and the invention of mental frameworks and fantasy. Reality is the sum or aggregate of one's perceptions that are existent within the subjective context of the individual, and the system of work. Safety culture is a contextual system. Context involves the circumstances that form the setting for an event, statement, or idea, and in terms of which it can be fully understood and assessed. A system is a set of things working together as parts of a mechanism or an interconnecting network. A contextual system, like safety, needs to consider the relationship between individuals and their physical, cognitive, and social worlds, but they rarely do that because the problem with reality is that it can be created or based on the ontological status of your thinking, and thus seem “real” when they are not real or not actual. For example, a vast majority of safety programs are premised on a reality that is not based on how things are, but rather on how they are made out to be or thought to be. The reality is a façade and not actual.
Design and Its Ontological Reality
Published in Miguel Ángel Herrera Batista, The Ontology of Design Research, 2020
The study of ‘reality’ is undoubtedly the germinal element in every research process, that is to say, its point of origin. In fact, knowing a part of a certain reality is the reason for conducting research. Berger and Luckmann (1991: 13) define reality ‘as a quality appertaining to phenomena that we recognize as having a being independent of our own volition (we cannot “wish them away”)’. Depending on the focus on how reality is conceived, a specific position is adopted that determines how the analysis of a phenomenon is approached and how this knowledge is generated and evaluated. This vision of the world assumed by the researcher is known as a ‘research paradigm’ (Kuhn, 1996: 178) and consists of the set of beliefs and procedures considered valid by a given community. All reality, however, changes constantly, so that, when we talk about reality, we refer to a specific moment that could remain during a period but, eventually, it ends up transforming over time. Thus, the knowledge8 of reality is never absolute, definitive, or permanent.
The PARIS Model: Creating a Sustainable and Participatory Civic Media with and for the Community through Immersive Experiences
Published in Joshua A. Fisher, Augmented and Mixed Reality for Communities, 2021
Reality keeps changing, people evolve, and so does the technology. The ability to adapt and modify as a group can allow sustainable impact with and for the community. Future research should examine the level of community engagement and social impact on the participants rather than looking at the level of empathy of the spectators. In order to use immersive media with and for the community, co-creators should embark on a genuine, non-patronizing, transparent and fully collaborative endeavor with their participants. This is a challenging task since collaboration occurs with the professional producers and the community members as together they co-research, co-design, co-produce, and co-distribute.
AI’s Humanoid Appearance Can Affect Human Perceptions of Its Emotional Capability: Evidence from Self-Reported Data in the U.S
Published in International Journal of Human–Computer Interaction, 2023
Quan-Hoang Vuong, Viet-Phuong La, Minh-Hoang Nguyen, Ruining Jin, Minh-Khanh La, Tam-Tri Le
Regarding sensory perception information input, it should be mentioned that our capability to comprehend the world around us, navigate the surrounding environment, and make judgments depend heavily on vision (Senior, 2010). In fact, the majority of human sense receptors are located in the eyes (Nahai, 2018). In the retina’s photoreceptors, 11-cis-retinal (C20H28O – a photosensitive derivative of vitamin A) is isomerized to all-trans-retinal when interacting with a photon. This is the step of activating the photoreceptor within the visual cycle, which starts the processing of visual information. Signals from the eye are then transmitted into the brain to be processed further for meaning generation. It is suggested that losing vision frightens people significantly more than losing either of their other senses (Hutmacher, 2019). For a human to see is not at all straightforward since it involves a sophisticated process orchestrated by hundreds of millions of cells. Phototransduction is the process of converting light into electrical signals in the retina, which contains five primary neuronal types for light collection and conversion (Hussey et al., 2022). In a sense, what we visually perceive as reality is based on how light signals are interpreted in our brains through biological pathways.
Psychophysiological effects of audiovisual stimuli during cycle exercise
Published in European Journal of Sport Science, 2018
Vinícius Barreto-Silva, Marcelo Bigliassi, Priscila Chierotti, Leandro R. Altimari
In order to further understanding of psychophysiological changes induced by different environments, researchers have used virtual reality (VR) as a means by which to recreate experiences and manipulate one’s sense of presence (SP; e.g. Malińska, Zużewicz, Bugajska, & Grabowski, 2015). In the present study, SP is defined as the subjective perception of being in a virtual world, completely unaware of its actual location, surroundings, or even the technology that is used to recreate those experiences. Technologies that recreate virtual environments have proliferated, varying from visual representations through the use of smartphones and video games, to sophisticated three-dimensional (3D) digital simulation. It is noteworthy that some virtual experiences occur without the interference of any technology (e.g. imagery; Munzert, Lorey, & Zentgraf, 2009) such as in dreams, daydreams, and hallucinations (Blascovich et al., 2002). Thus, virtual environments are not only those created by a particular device, but also those created by the human brain, as synthetic information that leads to the perception of environments and its contents as if they were real. Despite the differences in VR, these methods have all been developed as a means by which to carry individuals to a location different from where they are physically. Based on this assumption, the perceptions of reality are products of brain activity and can be induced by any sensory stimuli, being external (e.g. auditory cues) internal (e.g. interoceptive signals) or, as is often the case, both (Blascovich et al., 2002).