Umwelt in an umwelt
Co-developing within immersive virtual environments and the paradoxical nature of reality and hyperreality
Bibliographic Data
| ID | 12636637 |
|---|---|
| Authors | Alec Kozicki (0000-0002-3747-7537, University of Tartu, corresponding author) |
| Year | 2023 |
| Volume | 51 |
| Issue | 1 |
| Pages | 73-100 |
| Publication date | 2023-05-24 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Sign Systems Studies (JOURNAL) |
| Journal identifiers | ISSN: 1406-4243 • E-ISSN: 1736-7409 |
| Publisher | University of Tartu (PUBLISHER • EE) |
| DOI | 10.12697/sss.2023.51.1.03 |
| OpenAlex | W4378233909 |
| Language | EN |
| Citations received | 5 |
| References cited | 19 |
This paper examines how to model immersive virtual environments using Kalevi Kull’s ecosemiotic model of four degrees of nature. Using this theoretical model allows for an investigation into the paradoxical nature of reality and hyperreality, which is a novel approach to understanding how a user co-develops with both their physical and immersive virtual environments. Analysis for the four degrees of nature within the virtual space reveals that an immersive virtual environment emerges from an imaginative void, contains milieu that users can recognize and interact with, offers the action-potentiality (affordances) for altering and changing materials within the virtual space, and the reproductive nature which converges the boundaries of reality and hyperreality during the meaning-making process for users. Additionally, this paper elaborates how technological household goods in the past century have integrated texts into the cultural construct of a home. The paper identifies how immersive virtual environments alter an inhabitant’s perception and interactions within the home and explains how to model immersion, which is important for future research of user behaviour in the digital age of new media
Action (physics · Aesthetics · Affordance · Art · Human–computer interaction · Immersion (mathematics · Mixed reality · Sociology · Virtual reality · Computer Science · Digital Games and Media
D Virtual worlds and the metaverse
Planetary boundaries
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Metaverse or Simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work
De-Sign as a Destiny of Negation
Simulacra and Simulation
The Semiotics of Culture and the Concept of a Text
Learning and knowing as semiosis
Platfospheres and sociocultural explosion of Web 2.0
Semiotic ecology
The semiotics of religious space in Second Life®
Universe of the Mind
Can design inquiry advance edusemiotics? Rethinking factual information and imaginative interpretation
An essay concerning human understanding
The Digital Mind
A stroll through the worlds of animals and men
The Theory of Meaning
| Unique citing works | 5 |
|---|---|
| Citations per year | 1,67 |
| Citation span | 2023 - 2026 (4) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 5 |