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"virtuality" Definitions
  1. ESSENCE
  2. potential existence : POTENTIALITY
"virtuality" Antonyms

153 Sentences With "virtuality"

How to use virtuality in a sentence? Find typical usage patterns (collocations)/phrases/context for "virtuality" and check conjugation/comparative form for "virtuality". Mastering all the usages of "virtuality" from sentence examples published by news publications.

The move to virtuality is a big step for him.
As it happens, though, good virtuality takes both fantasy and physics.
There's a huge separation between virtuality and reality that separates a relationship.
Games companies were particularly excited, and Nintendo, Sega and Virtuality duly piled in.
But in the interface between the real world and virtuality, it's a different thing.
But for now, The Circle is an unexpectedly charming ode to connection through virtuality.
In a world increasingly lost to virtuality and unreality — the theater points to an antidote.
UK-based inventor Jonathan Waldern was selling his Virtuality headsets as stand-alone VR arcade machines.
First cinema and television, then computers and the internet blurred the lines between reality and virtuality.
Watch the experimental work come to life below: DOORS, between reality and virtuality from THÉORIZ on Vimeo.
We should perhaps spend more time dwelling on the rich virtuality that precedes the fall into existence.
"I've been collaborating with Tristan on a series of videos for my EP Virtuality," Corin tells Creators.
The product, named Real Virtuality, is a multi-user immersive VR platform, which Robert Redford tested himself!
Atari and Virtuality went back and forth trying to create something that one, cost $300, and two, didn't suck.
The company [I worked for] was called CyberMind, and it exclusively featured VR machines by a British company called Virtuality.
Fei, a native of Guangzhou, China, presents a uniquely modern aesthetic choice by incorporating reality and virtuality into her design.
When viewing the five structures together, the concept of virtuality is subsumed by the raw physicality of the metal, skeletal frames.
"What's beyond virtuality reality are these embodied experiences, not just for your eyes or ears but your whole body" Outran tells me.
Sculpture, much more than maybe any art form, can offer viewers the satisfaction of oscillating between reality and virtuality, between object and image.
We are for the first time in the history of humanity using a world that doesn't exist— virtuality —to be able to change reality.
Its brevity suppresses nuance; its virtuality opens the door for insincerity; it incentivizes people with no true investment in a controversy to weigh in anyway.
Car dealerships are beginning to use virtuality reality to sell their vehicles, but once upon a time, sealing the deal required carmakers to pass out printed matter.
By far one of the most fascinating developments in this regard is the introduction of Dolphin VR, a virtuality reality feature for the open-source Nintendo GameCube and Wii emulator Dolphin.
In these and other sci-fi versions of V.R., all five senses are simulated, and the effect is so potent that people have trouble keeping track of where virtuality ends and reality begins.
After my experience with the capture process, when I put a headset on to chat live with Sheikh and researcher Steve Lombardi, I'm fully expecting the reality of the virtuality to fall into that same trap. Nope.
Virtuality Reality And The Future Of Music On a recent episode of a podcast called "The Watch," one of the hosts made a joke about "grabbing the aux cord" in a friend's car to play new music.
They are the subtlest, the most achingly beautiful, and the most meaningful to me of the show because they are infused with the finesse of sensually embodied flows of virtuality that speak both to our exalted emotions and everyday electronics.
But, beyond watching the unveiling, the 30,000 people with a Loop VR headset will also get exclusive early access to buy the device — OnePlus initially made its name limiting sales of its phones to those with invitations — through the virtuality world.
In arcades and malls, Virtuality pods let people play short VR games (remember Dactyl Nightmare?); in living rooms, Nintendo called its 3-D videogame system "Virtual Boy," conveniently ignoring the fact that the headsets delivered headaches rather than actual VR.
Nelson, who is credited with coining the term hypertext (as well as hypermedia, transclusion, virtuality, and intertwingularity), was an early dreamer with an alternate model for the web's architecture, Project Xanadu, in which the links between webpages are far more visible.
There, participants sat in a 1960s-era living room and watched the president deliver the ghost speech on TV. How it works: Researchers at the MIT Center for Advanced Virtuality recorded clips from a voice actor impersonating Nixon and produced AI-generated speech using technology from Respeecher, a Ukrainian company.
The video goes on to show JoshDub playing other GameCube games in virtuality reality with mixed success, including Super Mario Sunshine, The Legend of Zelda: Ocarina of Time, Pikmin (which clearly doesn't want to play nice with the user interface), TimeSplitters 2, and F-Zero GX. None, however, seem as well-suited to the task as Metroid Prime.
Virtuality is a term used by Ted Nelson for what he considers one of the central issues of software design. "Virtuality" refers to the seeming of anything, as opposed to its reality. (This has been the dictionary meaning of "virtuality" since at least the 18th century). Everything has a reality and a virtuality.
Virtual reality (VR) is a computer-simulated environment that can simulate physical presence in places in the real world, as well as in imaginary worlds. Reality- Virtuality Continuum.The Virtuality Continuum is a continuous scale ranging 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.
Reality–virtuality continuum The virtuality continuum is a continuous scale ranging 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, but in fact it could be considered a matter of anthropology. The concept was first introduced by Paul Milgram.
"Virtuality" is the group's only single. It includes the B-side "Dance With Me", which samples the Woo! Yeah! portion of "Think (About It)" by Lyn Collins and vocals from "Virtuality".
Finally, when examining virtual teams, it is crucial to consider that they differ in terms of their virtuality. Virtuality refers to a continuum of how "virtual" a team is. There are three predominant factors that contribute to virtuality, namely: (a) the richness of communication media; (b) distance between team members, both in time zones and geographical dispersion; and (c) organisational and cultural diversity.
Virtuality concerns the capacity to complete images by seeing three dimensions in two or by perceiving what is absent from what is given. Virtuality raises the problem of illusion, and effigies, narratives, and doubting or skepticism.
Virtuality is a concept in philosophy elaborated by French thinker Gilles Deleuze.
ARMA 3 uses a new version of Bohemia Interactive's Real Virtuality game engine.
A music video for "Virtuality" was also released and included in select versions of the CD single.
Zone Hunter was developed at the same time as Sega's virtual reality Model 1 arcade game TecWar, which was also developed by Virtuality. Taito, who conceived the project and worked alongside Virtuality as a deal to bring the game into Japanese arcade markets under their banner. Due to low sales in the region, Taito terminated the deal between them and Virtuality, with the latter opening their offices in Japan afterwards. A port for the Atari Jaguar was announced and planned to be released alongside the Jaguar VR headset peripheral at launch, with a demo created for demonstration purposes, but both the port and the peripheral were never released due to problems between Virtuality and Atari Corporation in their deal.
Queen's Gambit is downloadable content for Armed Assault; it was released in September 2007 (EU) using the Real Virtuality.
A page from a Virtuality gaming system marketing piece showing the visette and controller Launch of the Ford Galaxy in VR, created by Imagination in 1995 Virtuality is a line of virtual reality gaming machines produced by Virtuality Group, and found in video arcades in the early 1990s. The machines deliver real time (less than 50ms latency) gaming via a stereoscopic visor, joysticks, and networked units for multi-player gaming. Following Dr. Jonathan D Waldern's VR PhD research (1985–1990) and supported by IBM Research Labs, Virtuality Group was formed in 1985 as a startup called W Industries. Waldern's company developed many of the principal components including VR headsets, graphics subsystems, 3D trackers, exoskeleton data gloves and other enclosure designs.
Developer W. Industries (named after its founder Dr. Jonathan D. Waldern), later renamed Virtuality Group Plc, was founded in 1987. The company was backed by Lord Wolfson of Wembly Group Plc, who with Apax Venture Capital company were majority shareholders. There were five group subsidiaries. In 1997, rights to the entertainment machines (but not the Virtuality brand) were sold to CyberMind UK in a breakup of the group owing to a dramatic slump in demand for the expensive (then $65,000) theme park and Arcade machines, causing the manufacturing division (called Virtuality Entertainment) insolvency.
Nokia Point & Find makes use of the mixed reality (MR) platform. Mixed Reality is a combination of Augmented Reality (AR) and Augmented Virtuality as described in the Virtuality Continuum. Nokia Point & Find is based on real-time image processing and object recognition technology originally developed by Philipp Schloter, founder of PIXTO, a start-up company acquired by Nokia.
ARMA 2: Operation Arrowhead is a standalone game for Microsoft Windows, released in June 2010 with the Real Virtuality 3 game engine.
In a world > increasingly lost to virtuality and unreality — the theater points to an > antidote. A living actor before a living audience.
ZoneXplorer from Elena Novaretti is considered amongst Amiga users one of the best fractal experience programs ever made on Amiga, if not on any platform. In 1989 the X-Specs 3D Glasses from Haitex Resources, one of the first interactive 3D solutions for home computers were created. Also created on Amiga, were the multimedia interactive TV non immersive Virtual reality exploring software Mandala from Vivid Group Inc., and the Virtuality System Virtuality 1000 CS 3D VRML all-immersive simulator from W-Industries (then Virtuality Inc.), for game entertainment in big arcade installations and theme parks, based on A3000.
Langer sees virtuality as a physical space created by the artist, such as a painting or a building, that is "significant in itself and not as part of the surroundings". She particularly considers architecture not as the realization of a space for being, but its conceptual translation into virtuality for perceiving: "The architect, in fine, deals with a created space, a virtual entity." In contrast to Bergson, for Langer, virtuality is tangible and can cause a contemplative interaction between humans and the machine.Susanne K. Langer, Feeling and Form (Charles Scribner's Sons, 1953), 65 and 114–115.
February 27, 1997. :PAC-MAN fever is spreading again with this new fully immersive 3D virtual reality game from Virtuality in which the player actually becomes PAC-MAN himself. Through a licensing agreement with NAMCO, the creators of the original PAC-MAN, Virtuality brings this fun packed game for Solo, Duo and Quattro Series 2000 SU systems. :Retaining all of the original gameplay, Virtuality have enhanced this classic game by networking up to four PAC-MAN characters together, enabling them to see, talk and compete with each in the same virtual maze while still trying to outwit the ghosts.
Cover page from an informational brochure for Virtuality's Project Elysium Virtuality also worked to use their VR technology for more practical purposes. Project Elysium was a virtual reality system developed in 1995 by Virtuality for IBM for use in architectural and construction applications to give builders and clients an idea of how things would look once they were built, among other uses.Camara, Antonio, and Raper, Jonathan. "Spatial Multimedia and Virtual Reality".
Virtuality was first released on DVD on October 27, 2009 in the United States, exclusively through Best Buy. The DVD then had a full release on May 4, 2010.
Introduced in October 1991, and powered by an Amiga 3000, the 1000CS and 1000SD have a distinctive helmet comprising a brightly coloured front panel with 'VIRTUALITY' embossed across it.
According to Massumi in "Parables for the Virtual", the virtual is something "inaccessible to the senses" and can be felt in its effects. His definition goes on to explain virtuality through the use of a topological figure, in which stills of all of the steps in its transformation superposed would create a virtual image. Its virtuality lies in its inability to be seen or properly diagramed, yet can be figured in the imagination.
In 1994, Paul Milgram and Fumio Kishino defined a mixed reality as "...anywhere between the extrema of the virtuality continuum" (VC), where the virtuality continuum extends from the completely real through to the completely virtual environment, with augmented reality and augmented virtuality ranging between. The first fully immersive mixed reality system was the Virtual Fixtures platform, which was developed in 1992 by Louis Rosenberg at the Armstrong Laboratories of the United States Air Force. It enabled human users to control robots in real-world environments that included real physical objects and 3D virtual overlays ("fixtures") that were added enhance human performance of manipulation tasks. Published studies showed that by introducing virtual objects into the real world, significant performance increases could be achieved by human operators.
The sociologist also labeled the period starting from 1995 onwards as the Age of Impossibility in contrast the Age of Virtuality (1970-1995). The former described a decline of totality in contemporary society while the latter, which was equated with virtuality, was an era when reality was relativized. Osawa has contributed to the most influential Japanese postmodern journal , edited by Kojin Karatani and Akira Asada. He has also written essays for the Japanese arts and technology journal called InterCommunication.
Augmented virtuality (AV) is a subcategory of mixed reality that refers to the merging of real-world objects into virtual worlds.P. Milgram, and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays IEICE Transactions on Information and Systems, E77-D(12), pp. 1321–1329, 1994. As an intermediate case in the virtuality continuum, it refers to predominantly virtual spaces, where physical elements (such as physical objects or people) are dynamically integrated into and can interact with the virtual world in real time.
He has also appeared at theaters around the country, including Steppenwolf, The Public, the Long Wharf, and Berkeley Rep. Metwally's television credits include The Affair, Mr. Robot, Dig, Virtuality, Fringe, The Unit, Grey's Anatomy, and Treadstone.
Thereafter CyberMind UK was sold to Arcadian Virtual Reality LLC in 2004. In Australia, Fun City Entertainment Complex in Sunshine, Melbourne Victoria is the only venue in Australia running the SU 2000 models and is an agent for the sale and support of the Virtuality entertainment systems. During the company sale, Dr Waldern purchased all IP consumer technology rights, in addition to all Virtuality brand rights other than entertainment machines. In 1996 he launched a consumer VR display in partnership with Takara, and another in 1998 with Philips Electronics (under the brand name "Scuba").
Berg directed the Hulu.com commercial featuring Alec Baldwin, which both The New York Times and Time magazine named best spot of Super Bowl XLIII. In 2009, Berg directed a two- hour pilot movie for a Fox television series Virtuality.
ARMA: Armed Assault, known as ARMA: Combat Operations in the United States, is the first ARMA game, released for Microsoft Windows in November 2006 (Czech Republic/Germany), February 2007 (Europe) and May 2007 (U.S.) using the Real Virtuality 2.
ARMA 2 is the second full ARMA game, released for Microsoft Windows and released in June 2009 using the Real Virtuality game engine. The mod DayZ was released on this title, which requires the other standalone game title Operation Arrowhead.
Orden, Abraham. "Circus Without a Tent,” Artnet, February 11, 2005. Retrieved August 20, 2019. New York Times critic Ken Johnson described later works in this vein as "paradoxical fusions of actuality and virtuality" painted with "the carefree abandon of an improvising jazz musician.
The area between the two extremes, where both the real and the virtual are mixed, is called mixed reality. This in turn is said to consist of both augmented reality, where the virtual augments the real, and augmented virtuality, where the real augments the virtual.
Moore also developed a pilot for Fox called Virtuality."BSG creator gets new pilot", TV.com, April 14, 2008 It aired on June 26, 2009, and was not picked up. Virtuality was the first show developed under the banner of Moore's new personal production company, "Tall Ship Productions". Moore worked on the script for the companion/prequel film of the 1982 John Carpenter film, The Thing, which itself was a remake of the 1951 film The Thing From Another World (based on John W. Campbell's short story "Who Goes There?"). His screenplay was scrapped late in 2009 and rewritten by Eric Heisserer, writer of the 2010 A Nightmare on Elm Street.
In establishing virtuality and promoting cultural development, the goal is not merely to reproduce existing objects, but to actualize new ones. Information and communication technologies are not merely tools for processing data and making it available, but can be a force and stimulus for cultural development.
Entry to Blue Tone and Club Coyote, Italian village facade Interior of Virtuality (virtual reality attraction) Porto Europa The smaller attractions in the French-themed area include Laser Tech, a laser tag installation, the International Cinema, which featured a 20-minute custom-produced cartoon at opening, and a large French restaurant. The Italian village, located between the French and Spanish buildings, contains the bulk of the retail, an Italian restaurant, Virtuality, a virtual reality gaming space, Monte Carlo, an arcade, Club Coyote, a western-themed discothèque, and Blue Tone, a live jazz venue. The Spanish castle, with two major attractions, houses only an American casual restaurant on the deck above High Dive.
He is known to have designed a seminar titled "Love Science Philosophy." In 1994 he joined the Laboratory of Thinking Science which was just founded by Charles Alunni where until his death he taught an influential seminar titled "Action, Power and Virtuality." He committed suicide in Paris on 11 June 1999.
Cruickshank played Kristin in The Rest of My Life, a TV movie concluding the ninth season of Degrassi: The Next Generation that aired in Canada on MuchMusic on July 16, 2010, and in the United States on TeenNick. She was also in the direct-to- video movie Virtuality that came out in 2010.
IN TOFT, A. E. (Ed.) Ethics in architecture : architectural education in the epoch of virtuality. [Leuven], European Association for Architectural Education. The novel design value has historical roots dating back to early design movements such as Modernism, with its emphasis on “starting from zero”.WOLFE, T. (1981) From bauhaus to our house, London, Picador.
Virtuality is a song from the progressive rock band Rush and was released as the fourth single from their 1996 album Test for Echo. The song peaked at #16 on the U.S. Its lyrics deal with how the Internet affects the way relationships are conducted.As stated in the cover of the promo CD. See link below.
The screenwriters consulted NASA to accurately display space travel technology. After seeing the scheduled airing time of Virtuality, Michael Taylor called it a "New Orleans funeral", having little hope in Fox picking up the series. The closing credits honor Nora O'Brien, an NBC Universal executive, who died in May 2009 of a cerebral aneurysm at the age of 44.
Virtuality was filmed as a pilot but aired as a movie when Fox failed to pick up the series. On Friday June 26, 2009 Jessica Blank, wife of actor Erik Jensen who portrayed Dr. Jules Braun, posted a call to action on her husband's Facebook page urging people to watch the movie and write in support of more episodes.
Arcade Museum Accessed August 6th, 2009. An adaption for the SU-3000 Systems was released, later on, making Pac-man VR the only non-shooting game ever released for SU-3000 systems.Virtuality official website Accessed August 24th, 2009. The promotional page that was originally on Virtuality's web site (which no longer exists), describes the game:"Pac-Man VR." Virtuality.
In the same year, Virtuality launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system that was released in many countries, including a dedicated VR arcade at Embarcadero Center. Costing up to $73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of the first "immersive" VR experiences. CAVE system at IDL's Center for Advanced Energy Studies in 2010 That same year, Carolina Cruz-Neira, Daniel J. Sandin and Thomas A. DeFanti from the Electronic Visualization Laboratory created the first cubic immersive room, the Cave automatic virtual environment (CAVE). Developed as Cruz-Neira's PhD thesis, it involved a multi-projected environment, similar to the holodeck, allowing people to see their own bodies in relation to others in the room.
Hebert's interests in music technology brought him to collaborations with Alex Ruthmann, and projects on music and virtualityDavid G. Hebert (2009). "On Virtuality and Music Education in Online Environments" (in Hungarian translation, by Mariann Abraham) ‘’Parlando’’ Vol. 48(4). as well as digital humanities and "big data" approaches with Danish computer scientist and computational musicologist Kristoffer Jensen.Kristoffer Jensen and David G. Hebert (2016).
Pac-Man VR is a 1996 video game by Virtuality set in the Pac-Man universe. The game featured play in a 3D environment from a first-person perspective. The game did not change any gameplay mechanics of the original game, except adding a multiplayer feature. The game cabinet itself was expensive, as was play which cost five dollars for five minutes.
This integration is achieved with the use of various techniques, such as streaming video from physical spaces, like through a webcam, or using the 3D digitalization of physical objects. The use of real-world sensor information, such as gyroscopes, to control a virtual environment is an additional form of augmented virtuality, in which external inputs provide context for the virtual view.
Atari Corporation had plans to launch a virtual reality headset for the then-upcoming Jaguar, with Missile Command 3D being the only published title for the console that supports the unreleased headset. Plans for a virtual reality headset for the Jaguar were set before the system was officially launched to market, with Atari Corporation originally approaching to Virtuality Group in 1993 but they did not settled an agreement with the latter for unknown reasons, but on October 1994 Atari Corp. announced their partnership with Virtuality to create a headset for the Jaguar that would have been released on stores by Christmas 1995 and was originally set to be retailed at US$200. The development of the headset for the system was started before Nintendo officially unveiled their own virtual reality console, the Virtual Boy, a month later.
He was a member of the object-oriented philosophy movement and coined the term object-oriented ontology in 2009 to distinguish positions that are committed to the thesis that beings are composed of things from Graham Harman's object-oriented philosophy. His own version of object-oriented thought, called 'onticology', disprivileges human experience from a central position in metaphysical inquiry, while holding that objects are always split between two domains, virtuality and actuality. For Bryant, virtuality refers to the powers and potential of any given object, whereas actuality designates the qualities manifested by the actualization of an object's potential at any given point in time. Later Bryant, concerned with the doctrine of withdrawal and the non- relationism of object-oriented philosophy, departed from the object-oriented ontology movement and developed a machine-oriented ontology that argues being is composed entirely of machines or processes.
The event was created in 2000 as Virtuality Conference. It changed its name for its eighth edition, in 2007, adopting the acronym VIEW, meaning "Virtual Interactive Emerging World". The content of the conference has changed and evolved over the years as well. While still focusing on "virtual reality", the VIEW Conference now includes emerging digital technology and applications including animation, special effects, virtual architecture, and videogames.
ARMA 3 is a standalone game for Microsoft Windows that released on September 12, 2013 using the Real Virtuality 4 game engine. It was first open to the public on March 5, 2013 using Steam's Early Access program. In late 2015 – early 2016 it was also released for Linux and Mac in an earlier version, aiming to catch up with the main Windows version later.
Online is virtuality or cyberspace, and offline is reality (i.e., real life or "meatspace"). Slater states that this distinction is "obviously far too simple". To support his argument that the distinctions in relationships are more complex than a simple dichotomy of online versus offline, he observes that some people draw no distinction between an online relationship, such as indulging in cybersex, and an offline relationship, such as being pen pals.
An organism actualizes itself according to a schema that can be varied but nevertheless defines relations between its components. Its complexity is achieved by progressive breaks in symmetry that begin with small distinctions in an embryonic mass. The term 'virtual' is used to describe this type of (nevertheless real) entity. The notion of virtuality emphasizes the way in which the set of relations themselves are prior to instances of these relations, called actualizations.
Oliver Krüger (born 1973) is a German professor in Religious studies at the University of Fribourg (Switzerland). In his Ph.D. thesis on "Virtuality and Immortality" he analyzed the religious and philosophical context of posthumanism and transhumanism. 2004 the thesis was awarded by the German Association for the History of Religion. After his Ph.D. he worked on the significance of the Internet for the Wicca movement in a research project at the University of Heidelberg.
VBirds were a British virtual girl group, created in 2002 by a team of designers, producers and musicians. An animated television series of the same name, consisting of six one-minute episodes, aired on Cartoon Network between long-form programming. The band's only single, "Virtuality", was released on Liberty Records and reached No. 21 in the UK Singles Chart in early 2003. A spin-off series of dance tutorials, VBirds: Perfect, aired in 2003.
The web life concept considers the Web not as a connected network of computers, as in common interpretations of the Internet, but rather as a sociotechnical machineNijholt, A. (2009) Socio-Technical Implementation: Socio-technical Systems in the Context of Ubiquitous Computing, Ambient Intelligence, Embodied Virtuality, and the Internet of Things. In: Handbook of Research on Socio-Technical Design and Social Networking Systems. IGI Global. capable of fusing together individuals and organisations into larger coordinated groups.
In this sense, the subject is 'a nothingness, a void, which exists.' ... This, then, is what Deleuze seems to get wrong in his reduction of the subject to (just another) substance. Far from belonging to the level of actualization, of distinct entities in the order of constituted reality, the dimension of the 'subject' designates the reemergence of the virtual within the order of actuality. 'Subject' names the unique space of the explosion of virtuality within constituted reality.
It has been described as a concept in new media and computer science, but in fact it could be considered a matter of anthropology. The concept was first introduced by Paul Milgram. The area between the two extremes, where both the real and the virtual are mixed, is the so-called Mixed reality. This in turn is said to consist of both Augmented Reality, where the virtual augments the real, and Augmented virtuality, where the real augments the virtual.
In reference to gender, sexuality and sexual behavior, the ability to play with these ideas has resulted in a questioning of how virtual experience may affect one's offline emotions. As McRae states, at its best, virtual sex not only complicates but drastically unsettles the division between mind, body, and self that has become a comfortable truism in Western metaphysics. When projected into virtuality, mind, body and self all become consciously-manufactured constructs through which individuals interact with each other.
Social spatialisation influences social action through embodied habit and casting locations as "places for this and places for that". This had significant impact on human geographical definitions of spatiality and understanding of the social and political aspects of geographical space. Shields' approach is related to Henri Lefebvre's social production of space. Shields' interest in spatial and cultural categories led to work on Virtuality in which he argued that intangibles social spatialisations were real, not abstract ideas or "socially constructed" beliefs. 5.
Anne Margaret Glover, CBE, HonFREng (born 6 February 1954), is CEO and co- founder of Amadeus Capital Partners, a venture capital firm that invests in European high-technology companies. Prior to founding Amadeus in 1997, she was with Apax Partners & Company Ventures, where she was a member of the investment team. She has been a business angel, investing in UK-based information technology start-ups. Glover worked for Virtuality Group plc, where she was COO of the virtual reality peripherals company.
Methods in C# are non-virtual by default, and must be declared virtual explicitly, if desired. In Java, all non-static non-private methods are virtual. Virtuality guarantees that the most recent override for the method will always be called, but incurs a certain runtime cost on invocation as these invocations cannot be normally inlined, and require an indirect call via the virtual method table. However, some JVM implementations, including the Oracle reference implementation, implement inlining of the most commonly called virtual methods.
In 2017, in between The Peripheral and Agency, Gibson's comic/graphic novel Archangel was published. Both Archangel and The Peripheral contain time travel (of sorts), but Gibson has clarified that the works are not related: "They're not "same universe". The Splitter and trans-continual virtuality are different mechanisms (different plot mechanisms too)." The next year, Dark Horse Comics began releasing Johnnie Christmas' adaptation of Gibson's Alien 3 script in five parts, resulting in a hardcover collection being published in 2019.
A Neo-Scientific Novel. Exact Change Boston (1996) page ix and page 21 Another attempt at a definition interprets 'pataphysics as an idea that "the virtual or imaginary nature of things as glimpsed by the heightened vision of poetry or science or love can be seized and lived as real". Jarry defines 'pataphysics in a number of statements and examples, including that it is "the science of imaginary solutions, which symbolically attributes the properties of objects, described by their virtuality, to their lineaments".Jarry 1996, p.21.
She followed this interval with an investigation into the aesthetics of the virtual with two books: La folie du voir: Une esthétique du virtuel and Esthetique De L'ephemere. She has written numerous books and articles about digital art (for example L'art à l'époque virtuel (Art in the Age of Virtuality)) and new media art.Charlie Gere, Art, Time and Technology: Histories of the Disappearing Body (2005) Berg, p. 145 She has also written extensively on artists from China, for in example in Les modernités chinoises.
Both Missile Command 2000 and the Jaguar VR headset were covered by video game outlets who were invited to Atari Corp.'s US and UK divisions. Although the game was released in December 1995 under its final name, the Jaguar VR continued to be promoted in magazines but on October of the same year, the deal between the two companies was falling through. In 1996, it was formally announced that the agreement with Virtuality was abandoned, leaving the planned headset unreleased, with Atari Corp.
Inspired by Henri Bergson's notions of matter and memory, she connected art to the concept of the virtual. For her, figuring out the space of an art work by its creator was no less than building a virtual world. She describes virtuality as "the quality of all things that are created to be perceived". For her, the virtual is not only a matter of consciousness, but something external that is created intentionally and existing materially, as a space of contemplation outside of the human mind.
The initial task during the implementation of a team is the definition of the general purpose of the team together with the determination of the level of virtuality that might be appropriate to achieve these goals. These decisions are usually determined by strategic factors such as mergers, increase of the market span, cost reductions, flexibility and reactivity to the market, etc. Management-related activities that should take place during preparation phase includes mission statement, personnel selection, task design, rewards system design, choose appropriate technology and organizational integration.
The Interstellar Suite was originally released in 1987 by the Capitol Cinema label, independently re-released in 2003, and in 2017 Amin Bhatia created The Interstellar Suite Anniversary Collector's Surround Sound Edition. Virtuality is a double concept album exploring the world within computers with guest artists including veterans Steve Porcaro and Patrick Moraz, as well as detailed liner notes written by synthesizer historian Mark Vail. In 2019 Bhatia released a synth retrospective called Requests from the Vault, and The Planet: Music from the Films of David Lickley.
On that same day, the newscast also introduced a new augmented virtuality set and OBB. Since November 8, 2010, the newscast began its simulcast on the then-newly launched Radyo5 92.3 News FM. On February 17, 2011, Paolo Bediones left the newscast for Aksyon JournalisMO, leaving Cosim and Tulfo as the main anchors, with Shawn Yao (showbiz and weather) and Makata Tawanan (Makata's Super Bidyo) as segment anchors. The newscast was also given new weekday graphics and new virtual background while starting its simulcast on AksyonTV on February 21, 2011.
Faced with the loss of the BattleTech-MechWarrior property, Activision acquired exclusive worldwide rights to video games based on the Heavy Gear series. Heavy Gear was developed by largely the same team which created Mechwarrior 2, though with the significant addition of Frank Evers, then best known for Earthsiege 2. The game used an enhanced version of the Mechwarrior 2 game engine, and was partly derived from existing MechWarrior 2: Mercenaries code. Before the release of the PC game, an arcade version based on the Virtuality Hardware Platforms was developed but never released.
For instance, there is the so-called neuromantic imagination that inspire architects. Here, the cybernetic frame of mind is fired by the concept of the "third nature," which is occupied by those who inhabit not the actual terrain in which we live, work, and play but the virtual space of media flows that enter the "unconscious". According to Rowan Wilken, neuromantic architecture favors virtuality in techno-spatial and philosophical senses as well as a lack of engagement with actual reality and the questions about place and community. See also Flowstates.
In June 2011, Bohemia Interactive re-released Operation Flashpoint as ARMA: Cold War Assault, as Codemasters retain the rights to the Operation Flashpoint trademark. Owners of Operation Flashpoint: Cold War Crisis and the Game of the Year Edition may download and install the latest patch for free, and the game is available for purchase via a number of digital distribution channels. This release does not include the Red Hammer expansion, which was developed by Codemasters. The game uses the same engine, Real Virtuality, as the military simulator VBS1.
In a 2012 piece for Dummy, critic Adam Harper described an accelerationist zeitgeist in contemporary art- pop characterized by an ambiguous engagement with elements of contemporary capitalism. He mentions the Internet-based genre vaporwave as consisting of underground art-pop musicians like James Ferraro and Daniel Lopatin "exploring the technological and commercial frontiers of 21st century hyper-capitalism's grimmest artistic sensibilities". Artists associated with the scene may release music via online pseudonyms while drawing on ideas of virtuality and synthetic 1990s sources such as corporate mood music, lounge music, and muzak.
A virtual reality headset compatible with the console, tentatively titled the Jaguar VR, was unveiled by Atari at the 1995 Winter Consumer Electronics Show. The development of the peripheral was a response to Nintendo's virtual reality console, the Virtual Boy, which had been announced the previous year. The headset was developed in cooperation with Virtuality, who had previously created many virtual reality arcade systems, and was already developing a similar headset for practical purposes, named Project Elysium, for IBM. The peripheral was targeted for a commercial release before Christmas 1995.
Nelson divides virtuality into two parts: conceptual structure and feel so in every field these have different roles. The conceptual structure of all cars are the same, but the conceptual structure of every movie is different. The reality of a car is important, but the reality of a movie is unimportant—how a shot was made is of interest only to movie buffs. The feel of software, like the feel of a car, is a matter of late-stage fine-tuning (if it is worked on at all).
Franti's music was featured twice on HBO's urban drama The Wire. "Oh My God" and "Rock The Nation", both from the album Stay Human, were used in two different episodes during the series' first season. Franti's song "Everybody Ona Move" was featured in the pilot episode of Privileged on the CW in 2008 and also in a 2009 PlayStation 3 commercial. "Yell Fire" was used to promote the FX channel series Rescue Me and was also used in the closing credits of the pilot episode of Virtuality on Fox.
In July 1995, the Chemical Brothers released their debut album Exit Planet Dust (the title inspired by their name change) on Freestyle Dust/Junior Boy's Own. It entered the UK charts at No. 9 and featured guest vocalist Beth Orton on the song "Alive Alone". It eventually went on to sell over a million copies worldwide, and was used on the soundtrack of the science fiction TV series pilot Virtuality. Shortly after its release, the Chemical Brothers signed to Virgin Records, to which they took their own offshoot label, Freestyle Dust.
School has maintained a permanent link with the national and international legal community as an element that links judges and public defenders with the social reality that must give an answer in the exercise of their functions. Teaching methodology combines presentiality and virtuality, theory and practice. Educational Model Based on this educational model they are evaluated and improvements of each of the constituent elements are implemented. Recording and documenting the events identified subject to correction and improvement, giving due systematizing lessons learned and corrective and preventive actions to be taken.
A graduate of the Institute of Political Studies in Aix-en-Provence and a Postgraduate Diploma in Cultural Project Management of the Paris 8 University, Isabelle Arvers specializes in new media since 1993. She wrote her thesis in French on "Digital virtuality as a way to apprehend reality". To better understand new technologies and content of tomorrow, she first worked in the field of special effects and DVD production at EX MACHINA then at DUBOI. She then collaborated to the non profit organization Art 3000, which is now in charge of a multimedia cultural space Le Cube at Issy les Moulineaux.
Virtuality is a television pilot co-written by Ronald D. Moore and Michael Taylor and directed by Peter Berg that aired on the Fox network. Although a full series was never commissioned, the two-hour pilot episode aired on Fox as a television movie on June 26, 2009. The pilot featured the crew of Phaeton, a spaceship designed to search for a hospitable planet in a nearby star system after an ecological catastrophe in near-future Earth. While approaching the point of no return, the crew experiences problems with their virtual reality entertainment system, which quickly escalate and threaten their mission.
A mixed reality game (or hybrid reality game) is a game which takes place in both reality and virtual reality simultaneously. According to Souza de Silva and Sutko, the defining characteristic of such games is their "lack of primary play space; these games are played simultaneously in physical, digital or represented spaces (such as a game board)". There is equivalence in definitions pertaining to their existence in mixed reality. Given the definition for mixed reality by Paul Milgram and Fumio Kishino for the virtuality continuum, virtual reality games are not mixed reality games, because they take place only in virtual reality.
The initial task during the implementation of a team is the definition of the general purpose of the team together with the determination of the level of virtuality that might be appropriate to achieve these goals. These decisions are usually determined by strategic factors such as mergers, increase of the market span, cost reductions, flexibility and reactivity to the market, etc. Management- related activities that should take place during preparation phase includes mission statement, personnel selection, task design, rewards system design, choose appropriate technology and organizational integration. In regards to personnel selection, virtual teams have an advantage.
The actualization of an object's power into qualities or properties at a specific place and time is called local manifestation. Importantly, the occurrence of local manifestations does not require observation. In this way, qualities comprise actuality, referring to the actualization of an object's potential at a particular spatiotemporal location among a multitude of material differences, whereas powers constitute virtuality, or the potential retained by an object across time. As objects are distinct from local manifestations and one another, referred to as withdrawal, their being is defined by the relations forming their internal structure, or endo-relations, and retained powers.
However, the deal with Virtuality was abandoned in October 1995. After Atari's merger with JTS in 1996, all prototypes of the headset were allegedly destroyed. However, two working units, one low-resolution prototype with red and grey-colored graphics and one high-resolution prototype with blue and grey-colored graphics, have since been recovered, and are regularly showcased at retrogaming-themed conventions and festivals. Only one game was developed for the Jaguar VR prototype: a 3D-rendered version of the 1980 arcade game Missile Command, entitled Missile Command 3D, though a demo of Virtuality's Zone Hunter was also created for Jaguar VR demonstrations.
Mixed reality does not exclusively take place in either the physical or virtual world, but is a hybrid of reality and virtual reality, encompassing both augmented reality and augmented virtuality via immersive technology. The first immersive mixed reality system that provided enveloping sight, sound, and touch was the Virtual Fixtures platform, which was developed in 1992 at the Armstrong Laboratories of the United States Air Force. The project demonstrated that human performance could be significantly amplified, by overlaying spatially registered virtual objects on top of a person's direct view of a real physical environment.Rosenberg, Louis B. (1992).
Unlike the usual obvious pseudonyms like "Jacques le Sincere", the name "Pierre Marteau" sounded real. The detail which gave away his virtuality remained on the reader's side — he would identify Cologne as the likely and yet unlikely place to go. "Hammer" made the joke a little bit more explicit: this man had courage and he was as real and as bold as a hammer. Unlike other pseudonyms which appeared on only one title page, Marteau was to have a career that could be made only by a good joke and a complete lack of intellectual property rights.
Ambient sounds such as those present in Resident Evil are seen to enhance the tension felt by players, something that GameSpot stated was also used in cinema. Speeding up the sound effects and music in games such as Space Invaders is also stated to have a strong impact on the gaming experience when done properly. Properly done, this can help create realism within virtuality and alert players to important scenes and information. Music and sound effects can become memorable, enabling people to instantly recognize music or sound effects as well as hum or mimic the tune or sound effect.
Under Edison Brothers, Dave & Buster's was part of the company's entertainment division, which also included video arcade brands Time-Out and Space Port and virtual reality centers Virtuality and Exhilarama. In November 1995, Edison Brothers filed for bankruptcy, cited a poor specialty retail environment and a bleak holiday season outlook and a plan to close 500 of its 2,700 outlets by January 1996. The company sold its entertainment division to Namco Cybertainment, a division of Japan's Namco, in 1996. It emerged from bankruptcy in 1997, but filed for bankruptcy again in March 1999 amid declining sales despite shrinking the company to about 1,500 retail locations.
For example, the Celtic Wasteland myth ties the barrenness of a land to a curse that a hero must lift; Corwin's curse is in part responsible for the Black Road. Philosophical texts have influenced the series as well: many similarities exist between Amber and Plato's Republic (see the Allegory of the cave) and the classical problems of metaphysics, virtuality, solipsism, logic, possible worlds, probability, doubles and essences are also repeatedly reflected on. Sometimes the references made by Zelazny could be considered foreshadowing. For example, the name Ganelon was taken from the Matter of France, a body of classic French legends and literature that includes the Song of Roland.
Combat and other actions in the NET are fast, taking place second-by-second, as opposed to three second combat rounds in the physical world. The destruction of the global NET in later editions of Cyberpunk turns the attention of Netrunners to local private networks. The effect on gameplay is that Netrunning is no longer a remote activity; Netrunners are embedded within their team and, with equipment such as virtuality goggles, can alternate their actions between both physical and virtual space. Closer integration with other activities was a game design choice to ensure all characters have a part to play during a hacking scene.
In 2013-2015, he served as Head of the Digital Media Studies at The Midrasha Faculty of the Arts, Beit Berl Academic College, Israel. He is currently serving as a senior research fellow at the Advanced Virtuality Lab (AVL) at Interdisciplinary Center Herzliya, Israel.Sammy Ofer School of Communications - IDC Herzliya, AVL lab faculty He was invited to present his works at festivals and museums in Israel and overseas, including: The Hamburg Symphony Orchestra,Anthony Tommasini, A Formidable Piece by Messiaen, Inspired by Two Breathtaking Places, New York Times, January 24, 2012Hamburg Symphony Presents Premiere Multimedia Concert of DES CANYONS AUX ÉTOILES at Roulette - January 23, 2012, in Columbia Artists Management Inc.
The psychology of the future focuses primarily on the areas of anticipation and prospection in an age characterized by accelerated change, digitization and virtuality. The ideas and fantasies of the future are collected in partly interactive surveys, in which robots and avatars are also used. In a conventional and population-representative survey from 2018 Druyen was able to show that the Germans are on the one hand very resilient and adaptable, on the other hand, but little future-optimistic and forward-looking acting. The goal of future psychological research is to understand the effects of future concepts and new technologies on thinking and acting and to derive action-guiding strategies in the sense of optimizing change.
In the U.S, his debut film role was in the war film Black Hawk Down (2001), playing Medal of Honor recipient Gary Gordon. He then played Detective John Amsterdam in the short-lived Fox television series New Amsterdam (2008), as well as appearing as Frank Pike in the 2009 Fox television film Virtuality, originally intended as a pilot. He became widely known for his role as Jaime Lannister in the HBO fantasy series Game of Thrones, for which he received Primetime Emmy Award nominations for Outstanding Supporting Actor in a Drama Series in 2018 and 2019. He is a UNDP Goodwill Ambassador, drawing public attention to critical issues such as gender equality and climate change.
Bohemia Interactive founder Marek Španěl aspired to become a game developer in the 1980s, after his brother was convinced to buy a Texas Instruments TI-99/4A computer. Španěl first worked as a salesman for a game distribution company and made a 3D hovercraft simulator Gravon: Real Virtuality for Atari Falcon in 1995, which sold 400 copies only. He, along with his brother, Ondřej Španěl, and business partner Slavomír Pavlíček, decided to develop a game in 1997, using the money given by his former employers. They formally founded Bohemia Interactive in May 1999. The team initially wanted to develop a shooter named Rio Grande, which was described by Španěl as "a 3D clone of River Raid".
The exhibition "ARSLAB - The senses of virtuality", sponsored by the City of Turin - Promoter of Fine Arts, was organized by Ars Technica and Extramuseum and was curated by Claude Faure, Maria Grazia Mattei and Franco Torriani 1998, Arslab. I labirinti del corpo in gioco. published by hopefulmonster, Turin, Italy. In 1995 still, he was invited to the Ecole Nationale Supérieure des Télécommunications (now Télécom ParisTech) to develop his project, not just on the web, but on an experimental network foreshadowing the future shape of the Internet (Mbone) which allowed him to perform what is considered as the first experience of real-time collective interaction over the Internet without the intermediary of any center.
Redzone have, since 2011, been largely concerned with improvisation in live shows and have released a series of albums based upon this practice. These include Gathering of The Tribes and Venus Smiles, and a series of performances recorded at their 'Atropine' venue in Second Life, collectively known as 'The Atropine Tapes'. The first of these, Eject and Survive was released in October 2011, the second, The Breeding Station in November 2012, and the third, Einfangen on 4 May 2013. Redzone appeared on BBC Television on 21 June 2013, and were extensively featured in a chapter entitled 'Performing Live in Second Life' in The Oxford Handbook of Music and Virtuality, published in 2016.
Richards is well known for collaborating with scientists and won the Artist in Residence for Research Fellowship (AIRes) at the National Research Council of Canada, 2002-2005, and is a 1993 recipient of the Petro Canada Media Arts prize from Canada Council for the Arts for Spectral Bodies. Her work on virtuality and new media is considered groundbreaking in setting the aesthetic terrain, realm of artistic intervention and substantive issues. Richards was the first and sole artist to be awarded University Research Chair at the University of Ottawa. As a model for other universities, it is part of an on-going movement across North America to accept art as research within universities, a goal in which Richards has played a significant pioneering role.
John Mahoney of American Photo Magazine noted the contrast in the landscapes as the "brave new worlds and pervasive virtuality of Silicon Valley, the Depression-era remnants of agricultural settlements and immigrant communities in the San Joaquin, and the other-worldly boom-and-bust landscapes of Death Valley, where the Manson Family holed up at the tail end of the 1960s." Zellar also collaborated with Soth on the House of Coates that featured photographs by Lester B. Morrison. The story centres on Morrison who, during the record cold US winter of 2010/2011, stayed in hotels along U.S. Route 52. It was speculated by some that Morrison was in fact Soth, though both would later deny this and subsequently confirm they had both met Morrison.
They are greeted by armed guards and the angry AI that manages the compound, Mother. Puppy fights his way through the Hanza facility and fights against mercenaries hired by TrafficKing, a cyborg in the form of a UFO-like device piloted by a human head, who runs the facility alongside Mother and presumably contracted Wizard. As he follows the signal that leads to his brother, Puppy battles Mother and then TrafficKing, hacking his brain to reveal where his brother is being taken; the Imagination Farms, which use human beings as hosts to lend brainpower for running Virtuality, a virtual reality device that Heaven manufactures and sells to civilians. As TrafficKing has clearance for entering these areas, Puppy and Her kidnap him to gain access to the farms.
In New Media: An Introduction, Flew explored the theories of new media, its development and the role of new media in networked society. The book examines how new media is socially, economically and politically impacting creative industries. In the first chapter, Flew tries to define “new media” as a media that combines three Cs: computing information technology, communication network, and content. One of Flew's biggest contribution in this book is in the second chapter, in which Flew explains 20 key concepts of new media, which includes collective intelligence, convergence, creative industries, cyberspace, digital capitalism, digital copyrights/creative commons, digital divide, globalization, hype, information overload, interactivity, knowledge economy, networks, participation, remediation, security and surveillance, speed, ubiquity, user-generated content/user-led innovation, and virtuality.
In 2013, at London's performance space she lived inside an art gallery for six days for a work called Lillex. Here, with UK artist Poppy Jackson, Arsenault performed rituals which explored feminine mythology as well as virtuality, including a trance-like dance which would often continue for six hours at a time. During these dances she was repeatedly burned with cigarettes on her chest, neck, breasts and occasionally above the genitals, and appeared unaffected by pain. Her photographic and video collaborations with artists like Bruce LaBruce, John Greyson, Jordan Tannahill, and Istvan Kantor have been shown across Canada and around the world via film and video festivals, academic and art journals and galleries including the Museum of Contemporary Canadian Art, Pleasuredome, FADO and New York University.
The Russian film industry avoids provocative political and social issues because it's financed by the government and state- owned TV networks. Generation P poked sharp satire at the current Russian political system and the virtuality of its leaders. There was real fear on the part of the distributor "Karo", that Generation P will not be granted the "distribution license" due to foul language and politics, including scenes with "banned" oligarch Berezovsky and scenes of Putin-like virtual president. But after four years in stop and go independent production, over a million views of the film's trailers on YouTube and much press, the buzz was so strong - the Facebook group alone generated over 40 thousand followers, mostly progressive Russians - that nobody could stop the release.
Other IMAX films include 'Mysteries of the Great Lakes', 'Wonders of the Arctic' which also features the voice of Tanya Tagaq. Amin Bhatia has been awarded several Canadian Screen Awards and Gemini Awards for his music score work in television, and an Emmy nomination for the Disney animated television series Get Ed. Bhatia's projects include the TV series 'Anne with an E', 'X Company', Flashpoint with friend and longtime collaborator Ari Posner, as well as contributions to Handmaid's Tale. He has also worked as a consultant or programmer to many synthesizer companies including Roland Corporation, Q Sound, Arturia, and Spectrasonics. Bhatia's recorded works include The Interstellar Suite, Virtuality, Requests from the Vault, and The Planet: Music from the Films of David Lickley.
Instead, she proposed that Kanehara's novel expresses resistance through Lui's experience of her own physical body in a society emphasizing commodification and virtuality. Reuben Welsh offered a similar interpretation, pointing to a specific episode in the book in which Lui crushes and eats the teeth that Ama gave to her as an "act of osmosis" that "can be taken as an example of finding something lasting and valuable amidst the transient commodity culture". Both DiNitto and Holloway have also suggested that Snakes and Earrings resembles works of Japanese literature published in the years immediately following World War II, such as Tamura Taijiro's Gate of Flesh, in which characters regain control over their own bodies after coercion and defeat, then use their bodies as sites of protest.
Huhtamo was born in Helsinki, Finland and has a PhD in cultural history from the University of Turku. Before moving to Los Angeles in 1999 to teach at UCLA, Huhtamo had been a professor of media studies at the University of Lapland, Rovaniemi, Finland (1994-1996) and worked as an adjunct professor at the University of Art and Design (UIAH, Helsinki, now part of Aalto University). Huhtamo published extensively in Finnish, most notably Virtuaalisuuden arkeologia (“The Archaeology of Virtuality,” The University of Lapland Press, 1995) and Elävän kuvan arkeologia (“The Archaeology of the Moving Image,” YLE, Finnish Broadcasting Company Publishing, 1996). These books signaled Huhtamo’s entry into the field of media archaeology, which was only beginning to define its identity and which has characterized his research ever since.
Missile Command 3D is a shoot 'em up video game developed by Virtuality Entertainment and published by Atari Corporation exclusively for the Atari Jaguar in North America on December 12, 1995 and Europe on December 15 of the same year. Part of Atari Corp.'s 2000 series, it is an update to Dave Theurer's 1980 arcade game Missile Command and the only officially released title that features support for the unreleased Jaguar VR peripheral. Following the same premise as with the original arcade game, the player must defend six cities in their zone from being destroyed as a regional commander of three anti-missile batteries by attacking an endless hail of ballistic missiles, some of which split like multiple independently targetable reentry vehicles, with new weapons being introduced in later levels.
By tracing the emergence of such thinking, and by looking at the manner in which literary and scientific texts came to imagine, for example, the possibility of downloading human consciousness into a computer, Hayles attempts to trouble the information/material separation and in her words, "...put back into the picture the flesh that continues to be erased in contemporary discussions about cybernetic subjects.”Hayles, Posthuman, 5. In this regard, the posthuman subject under the condition of virtuality is an "amalgam, a collection of heterogeneous components, a material-informational entity whose boundaries undergo continuous construction and reconstruction." Hayles differentiates "embodiment" from the concept of "the body" because "in contrast to the body, embodiment is contextual, enmeshed within the specifics of place, time, physiology, and culture, which together compose enactment.
Following the huge successes of the DayZ mod, Dean Hall announced in August 2012, via a new development blog, that DayZ would begin development as a standalone game with himself as project lead, in conjunction with Bohemia Interactive. He said that the game needed to be released before the end of the year "in order to achieve what we have to do", also stating that he wanted an initial release around November 2012. The game will be running on a branch of the Take On Helicopters engine (part of the Real Virtuality engine), and the main areas of developmental focus were to be "critical issues", such as bug fixing, hacking, and security. One of the developmental focuses was making the world feel more realistic by increasing the number of enterable buildings.
These work arrangements are more likely to become more popular with current trends towards greater customization of services and virtual organizing. Distributed work offers great potential for firms to reduce costs, enhance competitive advantage and agility, access a greater variety of scarce talents, and improve employee flexibility, effectiveness and productivity.Korte, W. B., "Telework – Potentials, Inceptions, Operations and Likely Future Situations," in W. B. Korte, S. Robinson, and W. J. Steinle (Eds.), Telework: Present Situations and Future Development of A New Form of Work Organization, Elsevier Science Publishers, Amsterdam, Netherlands, 1988.Sieber, P. "Virtuality as a Strategic Approach for Small and Medium Sized IT Companies to Stay Competitive in a Global Market," in J.I. DeGross, S. Jarvenpaa, and A. Srinivasan (Eds.), Proceedings of the Seventeenth International Conference on Information Systems, Cleveland, OH, 1996, pp. 468.
Benjamin’s writings on architecture – for instance the early essay "Eisenman and the Housing of Tradition" (Art, Mimesis and the Avant- Garde, 1991) – have started from the premise that architecture is a critical activity not a synonym for building, or as he argued in his book Architectural Philosophy (2000) a virtuality not merely an actuality. The theoretical basis for such a position is the so-called linguistic turn in philosophy, seeing language as constructing reality. "Philosophy can never be free of architecture", so he argues, finding architectural metaphors pervading philosophy in terms of foundations and edifices. And just as Descartes, the father of modern philosophy, attempted to think of philosophy from first principles – from the cogito (the thinking subject) – so a critical architecture is seen to contest its tradition, if not fully succeeding in getting beyond notions such as shelter and dwelling.
Hauntological music is identified with British culture, and was described as an attempt to evoke "a nostalgia for a future that never came to pass, with a vision of a strange, alternate Britain, constituted from the reordered refuse of the postwar period" by The Oxford Handbook of Music and Virtuality. Simon Reynolds described it as an attempt to construct a "lost utopianism" rooted in visions of a benevolent post-welfare state. A sense of loss and bereavement is central to the phenomenon, according to theologian Johan Eddebo. Liam Sprod of 3:AM Magazine stated that "[h]auntology as aesthetics is firmly rooted in the idea of nostalgia as a disruption of time," adding that "[i]nstead of mere repetition, this distance provides a sense of loss and mourning, [...] and revitalizes the potential for a utopianism for the present age".
After appearances as an extra in the film adaptation of Sex and the City and The Lucky Ones, and a small role in The Understudy (2008), Bishé was cast in Night Life, a TV movie directed by Scrubs star Zach Braff. The production did not make Bishé well-known, but did introduce her to Braff, with whom she later worked on Scrubs.Cf. Bishé was busy in 2009 with television roles, appearing in an episode of the US version of Life on Mars, an episode of cable TV series Royal Pains, and a lead role in the TV movie made from the failed pilot of the proposed sci-fi series Virtuality. In December 2009, Bishé assumed the lead role on the ABC medical sitcom Scrubs, that of Lucy Bennett, the show's new narrator, taking over from Zach Braff.
Deleuze used the term virtual to refer to an aspect of reality that is ideal, but nonetheless real. An example of this is the meaning, or sense, of a proposition that is not a material aspect of that proposition (whether written or spoken) but is nonetheless an attribute of that proposition. Both Henri Bergson, who strongly influenced Deleuze, and Deleuze himself build their conception of the virtual in reference to a quotation in which writer Marcel Proust defines a virtuality, memory as "real but not actual, ideal but not abstract". A dictionary definition written by Charles Sanders Peirce, referencing the philosophy of Duns Scotus, supports this understanding of the virtual as something that is "as if" it were real, and the everyday use of the term to indicate what is "virtually" so, but not so in fact.
Reflecting back on the period, he notes: "The writings of this Bucharester hermeticist have withered away for a moment the emblems of socialist realism. [...] Robot's press contribution has forced us to acknowledge what stammerers we were, but also gave us some lessons free of charge." Although noting that "my generation has read, adored and even pastiched" Alexandru Robot, the same commentator concludes that the Robot's early death gave his creative destiny "a pale and vague virtuality", rendering irrelevant the encouragements Robot had received after his debut from Romanian critics (Călinescu, Eugen Lovinescu). Mircea V. Ciobanu, "Spațiile și oglinzile criticului" , in Revista Sud-Est, Nr. 1/2010 Making reference to the fascination of younger writers in the 1960s, he also argued: "The interwar was sending through him a sample of what we were and what we could be, and so retied a string that had been so brutally torn apart".
Space Invaders, Space Invaders Part II and Return of the Invaders are included in Taito Legends, a compilation of Taito's classic arcade games released in 2005 on the PlayStation 2, Xbox, and PC. Super Space Invaders '91, Space Invaders DX, and Space Invaders 95 were included in Taito Legends 2, a sequel compilation released in 2006. In April 2017, a redemption game by Raw Thrills, Space Invaders Frenzy, was released. A stand-alone version was released by Super Impulse as part of its Tiny Arcade series, along with the Namco games Pac-Man, Ms. Pac-Man, and Galaxian. A Space Invaders title for the Atari Jaguar was being worked on by Virtuality Entertainment, which would have featured support for the unreleased Jaguar VR peripheral; however, the project never entered full development beyond reaching pre-production stages, with the only remaining proof of its existence being a game design document.
He decided that it was essential to adopt the point of view of the speaker, which would involve far more than pronouncing words and linking them together to form a sentence: "To study a language in circumstances as close as possible to the real circumstances of usage, one should, like a speaker, start with the language in a virtual state and trace how the speaker actualizes that virtuality."Temps et Verbe (1929), p. 121 In other words, before we speak a word to express the specific experience we have in mind, we must call on the mental potentialities acquired with our mother tongue to represent this experience by forming the word's meaning, both lexical and grammatical, and to actualize its physical sign. This realization confirmed his initial postulate that language consists of langue and discours, "language"and "speech", understood as an operative, potential-to-actual binary, and not as a static dichotomy like Saussure's langue and parole.
The unit itself was revealed at WCES 1995, with both GameFan and GamePro magazines showcasing a mock up design of the headset in their January and February 1995 issues respectively. Missile Command 3D was originally unveiled at E3 1995 under the working title Missile Command 2000 in a very early but playable state, showcasing the Jaguar VR headset's capabilities in action. However, both Edge and Next Generation magazines pointed out in their July and August 1995 issues respectively that the prototype on the show floor was an arcade system board from Virtuality disguised as the Jaguar VR and that the retail price was increased to US$300. Zone Hunter, a virtual reality first-person shooter arcade game by the same developer, was also announced to be released for the Jaguar VR and a demo was created for demonstration purposes, with plans to be released alongside the headset at launch that never materialized.
Bottici's early work––as well as her multidisciplinary engagement with art and psychoanalysis––culminated in Imaginal Politics, a book that provides a general and systematic reflection on the link between politics and our capacity to imagine. Whereas most philosophical theories focus on imagination understood as an individual faculty that we possess or on the social imaginary understood as the social background in which we live, Bottici proposes the concept of the imaginal as an "in-between" third alternative. The imaginal, defined as the space made of images, of representations that are also presences in themselves, acts both as the result of an individual faculty as well as the product of the social context. In contrast to the term "imaginary," which maintains its connotation of unreality or alienation, as in Jacques Lacan's psychoanalytic theory, the "imaginal" does not make any ontological assumption as to the status of images, and is therefore a more malleable tool for thinking about images in an age of virtuality.
Marco, the voice of the Rock and Roll, was a pioneer and promoter of the "Rockabilly Colombian" performed with his unmistakable personal stamp in their own language. Virtuality is in their first recordings routed to the sensitive listener to enjoy the simplicity of rock bass, guitar and drums, combined into a whole to produce a very particular and in an atmosphere of a home recording studio, filled with reel tapes and three microphones mixed in mono line. (Marco Tulio Sanchez B) contributed to the Colombian rock and roll look to the past to remember our roots, dabbling in country and rockabilly music evokes Elvis Presley, is called today the "Elvis colombiano", awarded abroad for their ability on stage as a whole "Showman" and the unmistakable voice of Cronn rocker. Rock in Colombia gained great popularity during the 1980s with the arrival of bands such as Soda Stereo (Argentina), Los Prisioneros (Chile), and Hombres G (Spain).
Oil on canvas under the Sacred Garden collection (78" x 60") Description: The exhibit opens with “The Sacred Gardens,” more specifically with “The Sacred Garden of Adam,” of 1988 (we still do not know if it will be able to leave the Metropolitan Museum in New York). In it are synthesized three central entities: land, man and sea, where the emblematic figure of the monkey, a primordial animal, merges with the solidarity image of the artist at the center of her exterior and interior life, in the face of four possibilities of movement and of choice, but at the mercy of her own destiny, There virtuality is a plunge into the waters of time, a leap toward the trees and the flowers of the day, a walk to obscure lands of twisted tropical night vines and finally, rest in contemplation of the landscape. The invisible diagram which holds up the canvas is a mandala, an image of the world with the four cardinal points. In one way or another all the works in “The Scared Garden” have this quality and it is for this reason that it is at the beginning of the mysteries of the journey.

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