Search results for "todellisuus"

showing 10 items of 96 documents

Lotman’s semiotic theory of culture or Laclau’s political ontology?

2018

AbstractThe present article concentrates on the main discrepancies that should arise in the discussion between Lotman’s semiotics of culture and Laclau’s discursive theory of hegemony. Some significant – but still abstract – commonalities conceal fundamental disagreements which I would group around four topics. Firstly, Lotman’s semiotic method is at odds with Laclau’s ontological way of thinking. Secondly, although both Lotman and Laclau subscribe to the openness of signification, it is impossible to incorporate their accounts of this openness without loose ends. In order to substantiate this claim, I examine Lotman’s concept of “boundary” and Laclau’s concept of the “limit.” Thirdly, we s…

060201 languages & linguisticsSemiotics of cultureLinguistics and LanguageLiterature and Literary Theorythe realontologia (filosofia)06 humanities and the artspoliittinen filosofiaOntology (information science)antagonismLanguage and LinguisticstodellisuusdialogiEpistemologyPoliticsLaclau Ernestopolitical ontology0602 languages and literaturekulttuurisemiotiikkaSemioticsSociologyLotman YuriSemiotica
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Enabling Sociability When Using Virtual Reality Applications : A Design Science Research Approach

2019

Immersive virtual reality applications aim at providing an all-encompassing spatial experience where a user can feel like being in another world or dimension. The systems are inherently designed for individual use as the devices disconnect the user from the physical environment. However, the applications are seldom used alone. Specifically, when used for sales and marketing, the user often needs help from other people but also benefits from social interaction as a part of the experience. Design research methodology is applied to three iterative development versions of a virtual-reality application. The focus of the evaluation of the artifacts is in the social use emphasizing three sociabili…

4112 ForestryCustomer experienceEngineeringdigital servicespalvelutbusiness.industrydesign scienceeducationpäätöksentekoDesign scienceVirtual realitydigitalizationvirtuaalitodellisuusasiakkaattäydennetty todellisuusHuman–computer interactionmobiilipalvelutdecision analyticsDesign science research512 Business and Managementkäyttäjäkokemusbusinessdigitalisaatiolisätty todellisuus
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Problem Space Identification for Developing Virtual Reality Learning Environments

2021

Our study argues that the extant literature on virtual reality-based learning environments (VRLEs) currently lacks proper definitions and context descriptions for a problem space, which is fundamental for conducting design science research (DSR). Without properly conducted problem space identification, the most pivotal problems cannot be identified resulting solutions lacking validity and unreliable evaluations. This is a major challenge for the DSR in the educational field, but also for the research on VRLEs. The purpose of this paper is to introduce a novel DSR method to support rigorous problem space identification, which would allow rigorous and profound problem space analysis. The inst…

4112 ForestrykoulutusteknologiaComputer scienceDesign-based researchkehittämistutkimuseducational design research02 engineering and technologyVirtual realityEducational design researchvirtual reality learning environmentsvirtuaalitodellisuus03 medical and health sciencesIdentification (information)0302 clinical medicineHuman–computer interactiondesign science research0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processing030212 general & internal medicineDesign science research512 Business and Managementdesign based research1172 Environmental sciencesProblem space
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Lisätty todellisuus vähittäiskaupan markkinointiviestinnässä

2017

Lisätty todellisuus eli AR (englanniksi augmented reality) lisää todellisuuteen virtuaalisen elementin. Vähittäiskaupan markkinointiviestinnässä lisättyä todellisuutta on käytetty useiden vuosien ajan vahvistamaan brändikokemusta. Lisätty todellisuus mahdollistaa mukaansatempaavan markkinoinnin ja lisää asiakkaiden uskollisuutta. Lisättyä todellisuutta voi hyödyntää neljän paradigman kautta, jotka ovat aktiiviset painotuotteet ja pakkaukset, virtuaalipeilit, virtuaali-ikkunat ja paikannusta käyttävät AR-sovellukset. Lisätyn todellisuuden sisältö, käyttäjät, kohdeyleisö, sivulliset ja taustatekijät ovat viisi asiaa, joiden pohjalta suunnitellaan optimaalinen AR-kampanja. Esimerkiksi vaatteid…

AR-selainAR-browsermobiilisovelluksetohjelmistokehysmarketing communicationsoftware frameworklisätty todellisuusmarkkinointiviestintäaugmented reality
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Lisättyyn todellisuuteen perustuvien ohjelmistojen liiketoimintamallit

2017

Lisätty todellisuus (englanniksi 'Augmented Reality', usein lyhennettynä 'AR') on paljon potentiaalia omaava teknologia, minkä uskotaan yleistyvän lähitulevaisuudessa. Tämä tutkielma luo kirjallisuuteen perustuen katsauksen lisätyn todellisuuden liiketoiminnan näkökulmasta. Päämielenkiinto on lisättyyn todellisuuteen perustuvien ohjelmistojen liiketoimintamalleissa. Lisättyä todellisuutta tarkastellaan erinäisten määritelmien avulla. Tässä tutkielmassa lisätyllä todellisuudella tarkoitetaan tapauksia, joissa oikeaa kolmiulotteista ympäristöä täydennetään virtuaalisilla elementeillä oikeaan paikkaan ja aikaan sijoitettuina. Tämä on mahdollista toteuttaa erinäisten järjestelmien avulla, muun …

Business Model CanvasLisätty todellisuusliiketoimintamalliARsekoitettu todellisuus
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Remembered, Read and Experienced Time in Virtual Text (= Tempo lembrado, lido e experienciado no texto virtual)

2015

In this article I will scrutinize Screen (2002, by WARDRIP-FRUIN & al.), a literary work set and experienced in a CAVE Virtual Reality environment, especially from the perspective of its temporal aspects. There are obvious themes of remembering, forgetting and textually constructing the past in this work, but most notably, Screen emphasizes the temporality of the reading act itself. I will analyze this highly special work in relation to the remembered, read, and bodily experienced time, and thus, attempt to better understand both the notion of fictive time and the temporality of fiction. peerReviewed

CAVEfictional timescreenvirtual textvirtuaalitodellisuus
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Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games

2021

This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-de…

Computer sciencearvonluontiladdering interviewsaugmented reality mobile gamesvalue co-creationvalue co-destructionPokémon Go (peli)Human–computer interactionpelaajatCo-creationpeliteollisuusAugmented realitylisätty todellisuusValue (mathematics)mobiilipelitkäyttäjätutkimusProceedings of the Annual Hawaii International Conference on System Sciences
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STEAM Practices to Explore Ancient Architectures Using Augmented Reality and 3D Printing with GeoGebra

2021

Abstract In this study, we develop mathematical educational practices for students to explore ancient buildings using GeoGebra, Augmented Reality and 3D printing. It is an interdisciplinary approach, intertwining history, culture, mathematics, and engineering. For example, the 3D modelling of Cheomseongdae in Korea and the Temple of Dendera in Egypt can enable students to practice a multimodal set of traditional and innovative learning approaches. Students might use their mathematical knowledge to reflect on architectural and cultural history in a modeling task.

Engineering drawingbusiness.industryComputer science3d printingSTEAM education3D printing3D printingarkkitehtuuriLgeogebraEducationmodellingGeoGebrasteam educationDevelopmental and Educational Psychology3D-tulostusAugmented realitygeometria3D-mallinnusmatemaattiset mallitbusinesslisätty todellisuusSocial Sciences (miscellaneous)arAR
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Using human-values as a guide for understanding worthy design directions in augmented reality

2016

Augmented reality is a fast developing field, which will no doubt gain strong footing in the area of social media in the near future. Recently, Google Glass placed AR towards the top of the technological hype curve in regards to interaction possibilities, information overlay, information search and recording. Questions still remain however, regarding the added-value that AR offers to already existing interaction modes and technologies. In this study four concepts were designed and tested via video scenarios. The concepts related to three main product categories: educational tools; information presentation; and x-ray vision. The results positively reflected on the application of AR for educa…

Engineeringmedia_common.quotation_subjectdesignHuman valuesField (computer science)Human–computer interactionvalues0501 psychology and cognitive sciencesSocial medialisätty todellisuus050107 human factorsmedia_commoninhimilliset tekijätta113Distrustbusiness.industry05 social sciencesscenarios050301 educationskenaariotaugmented realityKey (cryptography)Augmented realitybusinessInformation presentationlife-based design0503 educationhuman factors
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Radalta Laajakaistalle? : e-urheilun ja autourheilun välinen suhde ja tulevaisuus F1:ssä

2019

In my article I address the growing interaction between esports and autosports and the possible changes to follow regarding the power relationship of these sports. Due to the pressures to change, that the automotive industry and -sports have faced, I speculate, that in the future competitive gaming with its popularity as a media-friendly sport could rise up to the popularity level of for example F1 series. This would have to do with the byproducts of esports, such as the synergy between states, constructors and teams. These would alongside have larger cultural, economic and technical consequences and even effects on fan and gaming culture. As my theoretical frame are the thoughts of Jean Ba…

Formula 1 -luokkahypertodellisuusBaudrillard Jeanelektroninen urheilumediaComputingMilieux_PERSONALCOMPUTINGsimulointi
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