Journal Assignment #4
Identity in Virtual Reality in general
Briggs, John C. (1996). The promise of virtual reality. The Futurist [Online], 30, p. 13-18. Available:
http://newfirstsearch.oclc.org/WebZ/FTFETCH?sessionid=sp04sw05-42350-cuf3k1ap-taxc4u:entitypagenum=35:0:rule=990:fetchtype=fulltext:dbname=WilsonSelect_FT:recno=14:resultset=4:ftformat=ASCII:format=T:isbillable=TRUE:numrecs=1:isdirectarticle=FALSE:entityemailfullrecno=14:entityemailfullresultset=4:entityemailftfrom=WilsonSelect_FT: [2001, November 23]
Summary:
The article accounts for the promises of virtual reality. It defines virtual reality as a three-dimensional, computer-generated simulation, which the user is offered another environment to move around, interact with, and become immersed in. The article speculates that rapid technological innovation in the form of faster computers, better software, and new devices to inform the senses are expected to improve virtual reality and its usefulness in the following ten years. Present and future applications of virtual reality are considered in architecture and construction, art, business, disability, education and training, engineering, entertainment, marketing, medicine, military, religion, and sex.
Lombard, M & Ditton T. (1997). At the Heart of It All:The Concept of Presence. Journal of Computer-Mediated Communication (Online), 3(2). Available:
http://www.ascusc.org/jcmc/vol3/issue2/lombard.html#rZillmanBrynat
[2001,November 23]
Summary:
The article accounts virtual reality and other emerging technologies offer a larger degree of presence than traditional media such as radio, telephone, film and many others. In other words, virtual reality and other new technologies are “hot” media which are designed to provide media users with an illusion that a mediated experience is not mediated, a perception defined here as presence. This article examines the key concept of presence and discusses the causes and effects of presence in different medias. The important factors for generating a sense of presence are the number of sensory output and input channels as well as the consistency of information in the different modalities. Effects of presence on the other hand are related to arousal, vection and motion sickness, and a number of other physiological changes. The article concludes with suggestions for future systematic research about presence.
Benefits
Frishberg, M. (2001, March 6). Virtual Snow Melts Away Pain. Wired News. [Online]
Available:
http://www.wired.com/news/technology/1,1282,42084,00.html [2001, December 1]
Summary:
Music therapy or distractions with videotapes has long been known to help reduction pain. The article talks about possibilities of using virtual reality to distract patients from pain. It introduces a new virtual reality game called SnowWorld, which can be a soothing escape for burn patients. It is made to distract burn victims from the agonies that they are put through daily as their wounds are scrubbed clean to prevent infection and their skin-grafted limbs are exercised to help stretch the growing tissue. The article also talks about other new medical efforts using virtual reality like SpiderWorld. With lower cost and great potentials for medical treatment, virtual reality is taking pain control to a new level.
Hunderson, Carter. (2001). How the Internet is changing our lives. The Futurist [Online], 35(4), p. 38-45. Available:
http://newfirstsearch.oclc.org/WebZ/FTFETCH?sessionid=sp03sw01-33434-curl9g3i-57x0w2:entitypagenum=15:0:rule=990:fetchtype=fulltext:dbname=WilsonSelect_FT:recno=8:resultset=2:ftformat=ASCII:format=T:isbillable=TRUE:numrecs=1:isdirectarticle=FALSE:entityemailfullrecno=8:entityemailfullresultset=2:entityemailftfrom=WilsonSelect_FT: [2001,December 2]
Summary:
The article describes ways in which the Internet is affecting various aspects of human life with a focus on the economic aspects. According to the article, the biggest payoff lies in the billions of dollars the Internet is saving companies in producing goods and services. These savings are making American companies even more successful competitors in world markets, as the rest of the world remains less wired. This results in better prices for customers and higher profits for themselves, much of it deriving from advanced ways of reducing costs. However, on a final note, it poses a question about where Internet is driving us to and whether it is really for the better.
Risks
Berson, Michael J. (2000). The computer can't see you blush. Kappa Delta Pi Record. [Online], 36(4), p. 158-62. Available:
http://newfirstsearch.oclc.org/WebZ/FTFETCH?sessionid=sp01sw03-34677-cuqig8h9-pqz6gn:entitypagenum=27:0:rule=990:fetchtype=fulltext:dbname=WilsonSelectPlus_FT:recno=3:resultset=11:ftformat=ASCII:format=T:isbillable=TRUE:numrecs=1:isdirectarticle=FALSE:entityemailfullrecno=3:entityemailfullresultset=11:entityemailftfrom=WilsonSelectPlus_FT: [2001, December 1]
Summary:
The article addresses to the problems and risks on the Internet in general. The lack of restrictions and the anonymity of the Web threaten the safety and emotional well being of young people nowadays. Our society is moving towards a culture of deception. Online interactions of young people are primarily exchanges of sexually suggestive or verbally abusive chat. Other risks associated with increased interaction in virtual reality include exposure to difficult content, vulnerability to abuse, and deterioration of "real-world" relationships resulting in possible isolation and depression. However, the negative effects of Internet use are not inevitable. The article concludes that educators should be prepared and present the best defense for young people confronting these dangers.
Naylor, T. H. (2001) Trading our souls for virtual reality [Online], Across the Board 38(4). p. 19. Available:
http://newfirstsearch.oclc.org/WebZ/FTFETCH?sessionid=sp03sw01-33434-curl9g3i-57x0w2:entitypagenum=10:0:rule=990:fetchtype=fulltext:dbname=WilsonSelect_FT:recno=8:resultset=1:ftformat=ASCII:format=T:isbillable=TRUE:numrecs=1:isdirectarticle=FALSE:entityemailfullrecno=8:entityemailfullresultset=1:entityemailftfrom=WilsonSelect_FT: [2001, December 2]
Quittner, Joshua. (1995). From god@heaven.org. Time. [Online],145, p. 65.
Available:
http://newfirstsearch.oclc.org/WebZ/FTFETCH?sessionid=sp01sw03-34677-cuqig8h9-pqz6gn:entitypagenum=30:0:rule=990:fetchtype=fulltext:dbname=WilsonSelectPlus_FT:recno=10:resultset=11:ftformat=ASCII:format=T:isbillable=TRUE:numrecs=1:isdirectarticle=FALSE:entityemailfullrecno=10:entityemailfullresultset=11:entityemailftfrom=WilsonSelectPlus_FT: [2001, December 1]
Gender and Simulation
Lippa, R.A. (2000). Gender-Related Traits in Gay Men, Lesbian Women, and Heterosexual Men and Women: The Virtual Identity of Homosexual-Heterosexual Diagnosticity and Gender Diagnosticity. Journal of Personality [Online], 68(5). P.899-926. Available:
http://newfirstsearch.oclc.org/WebZ/FTFETCH?sessionid=sp03sw13-64368-cueze76q-je6jjr:entitypagenum=44:0:rule=100:fetchtype=fulltext:dbname=ECO_FT:recno=9:resultset=11:ftformat=PDF:format=BI:isbillable=TRUE:numrecs=1:isdirectarticle=FALSE:entityemailfullrecno=9:entityemailfullresultset=11:entityemailftfrom=ECO_FT: [2000]
Pham, A. (2001, May 17). Boy, You Fight Like a Girl. Los Angeles Times. [Online], p. C1. Available:
http://www.latimes.com/technology/la-000041409jul010.story [2001, November 23]
Virtual/Cyber Sex
Slaton, J. (1999, February 11). Virtual Sex for the Rest of Us. Wired News. [Online] Available:
http://www.wired.com/news/culture/0,1284,17849,00.html [2001, November 23].
Stein, Joel. (2000, June 19) Will cybersex be better than real sex? Time. [Online], 155(25) p. 62-4. Available:
http://newfirstsearch.oclc.org/WebZ/FTFETCH?sessionid=sp04sw05-42350-cuf3k1ap-taxc4u:entitypagenum=4:0:rule=990:fetchtype=fulltext:dbname=WilsonSelect_FT:recno=4:resultset=1:ftformat=ASCII:format=T:isbillable=TRUE:numrecs=1:isdirectarticle=FALSE:entityemailfullrecno=4:entityemailfullresultset=1:entityemailftfrom=WilsonSelect_FT: [2001, November 23].
Relationships online versus offline
Collins, L. (1999). Emotional adultery: cybersex and commitment. Social Theory and Practice 25 [Online], 25(2). p. 243-70. Available:
http://newfirstsearch.oclc.org/WebZ/FTFETCH?sessionid=sp04sw05-42350-cuf3k1ap-taxc4u:entitypagenum=19:0:rule=990:fetchtype=fulltext:dbname=WilsonSelect_FT:recno=1:resultset=3:ftformat=ASCII:format=T:isbillable=TRUE:numrecs=1:isdirectarticle=FALSE:entityemailfullrecno=1:entityemailfullresultset=3:entityemailftfrom=WilsonSelect_FT: [2001, November 23].
Parks, M.R. & Roberts.L.D. [1998] 'Making MOOsic': The Development of Personal Relationships on Line and a Comparison to their Off-Line Counterparts, Journal of Social and Personal Relationships [Online], 15(4), p. 517-537. Available:
http://firstsearch.oclc.org/WebZ/DARead?key=0265-4075%252819980801%252915%253A4%253C517%253AMMTDOP%253E%26sp02sw11-34696-cu234f2b-glupam%267a9bf1a86d32941a2106eb26e5e07e64dbe88131b10240daf1b7f0cad209d2eb&sessionid=0&db=ECO_FT&format=PDF [2001, November 23].
Virtual Reality
Identity in Virtual Reality in general
Briggs, John C. (1996). The promise of virtual reality. The Futurist [Online], 30, p. 13-18. Available:
http://newfirstsearch.oclc.org/WebZ/FTFETCH?sessionid=sp04sw05-42350-cuf3k1ap-taxc4u:entitypagenum=35:0:rule=990:fetchtype=fulltext:dbname=WilsonSelect_FT:recno=14:resultset=4:ftformat=ASCII:format=T:isbillable=TRUE:numrecs=1:isdirectarticle=FALSE:entityemailfullrecno=14:entityemailfullresultset=4:entityemailftfrom=WilsonSelect_FT: [2001, November 23]
Summary:
The article accounts for the promises of virtual reality. It defines virtual reality as a three-dimensional, computer-generated simulation, which the user is offered another environment to move around, interact with, and become immersed in. The article speculates that rapid technological innovation in the form of faster computers, better software, and new devices to inform the senses are expected to improve virtual reality and its usefulness in the following ten years. Present and future applications of virtual reality are considered in architecture and construction, art, business, disability, education and training, engineering, entertainment, marketing, medicine, military, religion, and sex.
Lombard, M & Ditton T. (1997). At the Heart of It All:The Concept of Presence. Journal of Computer-Mediated Communication (Online), 3(2). Available:
http://www.ascusc.org/jcmc/vol3/issue2/lombard.html#rZillmanBrynat
[2001,November 23]
Summary:
The article accounts virtual reality and other emerging technologies offer a larger degree of presence than traditional media such as radio, telephone, film and many others. In other words, virtual reality and other new technologies are “hot” media which are designed to provide media users with an illusion that a mediated experience is not mediated, a perception defined here as presence. This article examines the key concept of presence and discusses the causes and effects of presence in different medias. The important factors for generating a sense of presence are the number of sensory output and input channels as well as the consistency of information in the different modalities. Effects of presence on the other hand are related to arousal, vection and motion sickness, and a number of other physiological changes. The article concludes with suggestions for future systematic research about presence.
Benefits
Frishberg, M. (2001, March 6). Virtual Snow Melts Away Pain. Wired News. [Online]
Available:
http://www.wired.com/news/technology/1,1282,42084,00.html [2001, December 1]
Summary:
Music therapy or distractions with videotapes has long been known to help reduction pain. The article talks about possibilities of using virtual reality to distract patients from pain. It introduces a new virtual reality game called SnowWorld, which can be a soothing escape for burn patients. It is made to distract burn victims from the agonies that they are put through daily as their wounds are scrubbed clean to prevent infection and their skin-grafted limbs are exercised to help stretch the growing tissue. The article also talks about other new medical efforts using virtual reality like SpiderWorld. With lower cost and great potentials for medical treatment, virtual reality is taking pain control to a new level.
Hunderson, Carter. (2001). How the Internet is changing our lives. The Futurist [Online], 35(4), p. 38-45. Available:
http://newfirstsearch.oclc.org/WebZ/FTFETCH?sessionid=sp03sw01-33434-curl9g3i-57x0w2:entitypagenum=15:0:rule=990:fetchtype=fulltext:dbname=WilsonSelect_FT:recno=8:resultset=2:ftformat=ASCII:format=T:isbillable=TRUE:numrecs=1:isdirectarticle=FALSE:entityemailfullrecno=8:entityemailfullresultset=2:entityemailftfrom=WilsonSelect_FT: [2001,December 2]
Summary:
The article describes ways in which the Internet is affecting various aspects of human life with a focus on the economic aspects. According to the article, the biggest payoff lies in the billions of dollars the Internet is saving companies in producing goods and services. These savings are making American companies even more successful competitors in world markets, as the rest of the world remains less wired. This results in better prices for customers and higher profits for themselves, much of it deriving from advanced ways of reducing costs. However, on a final note, it poses a question about where Internet is driving us to and whether it is really for the better.
Risks
Berson, Michael J. (2000). The computer can't see you blush. Kappa Delta Pi Record. [Online], 36(4), p. 158-62. Available:
http://newfirstsearch.oclc.org/WebZ/FTFETCH?sessionid=sp01sw03-34677-cuqig8h9-pqz6gn:entitypagenum=27:0:rule=990:fetchtype=fulltext:dbname=WilsonSelectPlus_FT:recno=3:resultset=11:ftformat=ASCII:format=T:isbillable=TRUE:numrecs=1:isdirectarticle=FALSE:entityemailfullrecno=3:entityemailfullresultset=11:entityemailftfrom=WilsonSelectPlus_FT: [2001, December 1]
Summary:
The article addresses to the problems and risks on the Internet in general. The lack of restrictions and the anonymity of the Web threaten the safety and emotional well being of young people nowadays. Our society is moving towards a culture of deception. Online interactions of young people are primarily exchanges of sexually suggestive or verbally abusive chat. Other risks associated with increased interaction in virtual reality include exposure to difficult content, vulnerability to abuse, and deterioration of "real-world" relationships resulting in possible isolation and depression. However, the negative effects of Internet use are not inevitable. The article concludes that educators should be prepared and present the best defense for young people confronting these dangers.
Naylor, T. H. (2001) Trading our souls for virtual reality [Online], Across the Board 38(4). p. 19. Available:
http://newfirstsearch.oclc.org/WebZ/FTFETCH?sessionid=sp03sw01-33434-curl9g3i-57x0w2:entitypagenum=10:0:rule=990:fetchtype=fulltext:dbname=WilsonSelect_FT:recno=8:resultset=1:ftformat=ASCII:format=T:isbillable=TRUE:numrecs=1:isdirectarticle=FALSE:entityemailfullrecno=8:entityemailfullresultset=1:entityemailftfrom=WilsonSelect_FT: [2001, December 2]
Quittner, Joshua. (1995). From god@heaven.org. Time. [Online],145, p. 65.
Available:
http://newfirstsearch.oclc.org/WebZ/FTFETCH?sessionid=sp01sw03-34677-cuqig8h9-pqz6gn:entitypagenum=30:0:rule=990:fetchtype=fulltext:dbname=WilsonSelectPlus_FT:recno=10:resultset=11:ftformat=ASCII:format=T:isbillable=TRUE:numrecs=1:isdirectarticle=FALSE:entityemailfullrecno=10:entityemailfullresultset=11:entityemailftfrom=WilsonSelectPlus_FT: [2001, December 1]
Gender and Simulation
Lippa, R.A. (2000). Gender-Related Traits in Gay Men, Lesbian Women, and Heterosexual Men and Women: The Virtual Identity of Homosexual-Heterosexual Diagnosticity and Gender Diagnosticity. Journal of Personality [Online], 68(5). P.899-926. Available:
http://newfirstsearch.oclc.org/WebZ/FTFETCH?sessionid=sp03sw13-64368-cueze76q-je6jjr:entitypagenum=44:0:rule=100:fetchtype=fulltext:dbname=ECO_FT:recno=9:resultset=11:ftformat=PDF:format=BI:isbillable=TRUE:numrecs=1:isdirectarticle=FALSE:entityemailfullrecno=9:entityemailfullresultset=11:entityemailftfrom=ECO_FT: [2000]
Pham, A. (2001, May 17). Boy, You Fight Like a Girl. Los Angeles Times. [Online], p. C1. Available:
http://www.latimes.com/technology/la-000041409jul010.story [2001, November 23]
Virtual/Cyber Sex
Slaton, J. (1999, February 11). Virtual Sex for the Rest of Us. Wired News. [Online] Available:
http://www.wired.com/news/culture/0,1284,17849,00.html [2001, November 23].
Stein, Joel. (2000, June 19) Will cybersex be better than real sex? Time. [Online], 155(25) p. 62-4. Available:
http://newfirstsearch.oclc.org/WebZ/FTFETCH?sessionid=sp04sw05-42350-cuf3k1ap-taxc4u:entitypagenum=4:0:rule=990:fetchtype=fulltext:dbname=WilsonSelect_FT:recno=4:resultset=1:ftformat=ASCII:format=T:isbillable=TRUE:numrecs=1:isdirectarticle=FALSE:entityemailfullrecno=4:entityemailfullresultset=1:entityemailftfrom=WilsonSelect_FT: [2001, November 23].
Relationships online versus offline
Collins, L. (1999). Emotional adultery: cybersex and commitment. Social Theory and Practice 25 [Online], 25(2). p. 243-70. Available:
http://newfirstsearch.oclc.org/WebZ/FTFETCH?sessionid=sp04sw05-42350-cuf3k1ap-taxc4u:entitypagenum=19:0:rule=990:fetchtype=fulltext:dbname=WilsonSelect_FT:recno=1:resultset=3:ftformat=ASCII:format=T:isbillable=TRUE:numrecs=1:isdirectarticle=FALSE:entityemailfullrecno=1:entityemailfullresultset=3:entityemailftfrom=WilsonSelect_FT: [2001, November 23].
Parks, M.R. & Roberts.L.D. [1998] 'Making MOOsic': The Development of Personal Relationships on Line and a Comparison to their Off-Line Counterparts, Journal of Social and Personal Relationships [Online], 15(4), p. 517-537. Available:
http://firstsearch.oclc.org/WebZ/DARead?key=0265-4075%252819980801%252915%253A4%253C517%253AMMTDOP%253E%26sp02sw11-34696-cu234f2b-glupam%267a9bf1a86d32941a2106eb26e5e07e64dbe88131b10240daf1b7f0cad209d2eb&sessionid=0&db=ECO_FT&format=PDF [2001, November 23].