Virtuality (software design)

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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. Nelson divides virtuality into two parts: conceptual structure and feel so in every field these have different roles. [1] 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.

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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). But Nelson regards the design of software conceptual structure—the constructs we imagine as we sit at the screen—as the center of the computer field. However, the conceptual structure of almost all software has been determined by what Nelson calls the PARC User Interface, or PUI, on which Windows, Macintosh and Linux are all based. The feel is only icing on top of that.

In relation to new media, Steve Woolgar [2] has proposed 'five rules of virtuality'" that are drawn from in-depth research in the UK on uses of the so-called 'New Media' [3] :

  1. Both the uptake and uses of new media are critically dependent on the non-ICT-related contexts in which people are situated (gender, age, employment, income, education, nationality).
  2. Fears and risks associated with new media are unevenly socially distributed, particularly in relation to security and surveillance.
  3. CMC-mediated or 'virtual' interactions supplement rather than substitute for 'real' activities.
  4. The introduction of more scope for 'virtual' interaction acts as a stimulus for more face-to-face or 'real' interaction.
  5. The capacity of 'virtual' communication to promote globalization throughout communication that is spatially disembedded encourages, perhaps paradoxically, new forms of 'localism' and the embedding, rather than the transcendence, of identities grounded in a sense of place, belief, experience, or practice.

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<span class="mw-page-title-main">Cyberspace</span> Concept describing a widespread, interconnected digital technology

Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet. The term entered popular culture from science fiction and the arts but is now used by technology strategists, security professionals, governments, military and industry leaders and entrepreneurs to describe the domain of the global technology environment, commonly defined as standing for the global network of interdependent information technology infrastructures, telecommunications networks and computer processing systems. Others consider cyberspace to be just a notional environment in which communication over computer networks occurs. The word became popular in the 1990s when the use of the Internet, networking, and digital communication were all growing dramatically; the term cyberspace was able to represent the many new ideas and phenomena that were emerging. As a social experience, individuals can interact, exchange ideas, share information, provide social support, conduct business, direct actions, create artistic media, play games, engage in political discussion, and so on, using this global network. Cyberspace users are sometimes referred to as cybernauts.

<span class="mw-page-title-main">Hypertext</span> Text with references (links) to other text that the reader can immediately access

Hypertext is text displayed on a computer display or other electronic devices with references (hyperlinks) to other text that the reader can immediately access. Hypertext documents are interconnected by hyperlinks, which are typically activated by a mouse click, keypress set, or screen touch. Apart from text, the term "hypertext" is also sometimes used to describe tables, images, and other presentational content formats with integrated hyperlinks. Hypertext is one of the key underlying concepts of the World Wide Web, where Web pages are often written in the Hypertext Markup Language (HTML). As implemented on the Web, hypertext enables the easy-to-use publication of information over the Internet.

Multimedia is a form of communication that uses a combination of different content forms, such as writing, audio, images, animations, or video, into a single interactive presentation, in contrast to traditional mass media, such as printed material or audio recordings, which feature little to no interaction between users. Popular examples of multimedia include video podcasts, audio slideshows, and animated videos. Multimedia also contains the principles and application of effective interactive communication, such as the building blocks of software, hardware, and other technologies.

Collaborative software or groupware is application software designed to help people working on a common task to attain their goals. One of the earliest definitions of groupware is "intentional group processes plus software to support them."

<span class="mw-page-title-main">Installation art</span> Three-dimensional work of art

Installation art is an artistic genre of three-dimensional works that are often site-specific and designed to transform the perception of a space. Generally, the term is applied to interior spaces, whereas exterior interventions are often called public art, land art or art intervention; however, the boundaries between these terms overlap.

A virtual community is a social work of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are online communities operating under social networking services.

<span class="mw-page-title-main">Social constructionism</span> Sociological theory regarding shared understandings

Social constructionism is a term used in sociology, social ontology, and communication theory. The term can serve somewhat different functions in each field; however, the foundation of this theoretical framework suggests various facets of social reality—such as concepts, beliefs, norms, and values—are formed through continuous interactions and negotiations among society's members, rather than empirical observation of physical reality. The theory of social constructionism posits that much of what individuals perceive as 'reality' is actually the outcome of a dynamic process of construction influenced by social conventions and structures.

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Hypermedia, an extension of the term hypertext, is a nonlinear medium of information that includes graphics, audio, video, plain text and hyperlinks. This designation contrasts with the broader term multimedia, which may include non-interactive linear presentations as well as hypermedia. It is also related to the field of electronic literature. The term was first used in a 1965 article written by Ted Nelson.

New media are communication technologies that enable or enhance interaction between users as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education. The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools such as blogs, wikis, online social networking, virtual worlds, and other social media platforms.

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<span class="mw-page-title-main">Map–territory relation</span> Relationship between an object and a representation of that object

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<span class="mw-page-title-main">Interactivity</span> Interaction between users and computers

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<span class="mw-page-title-main">Virtual world</span> Large-scale, interactive computer-simulated environment

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<span class="mw-page-title-main">Interactive media</span> Digital media which make use of moving images, animations, videos and audio

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<span class="mw-page-title-main">Immersion (virtual reality)</span> Perception of being physically present in a non-physical world

Immersion into virtual reality (VR) is the perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

Systems theory in anthropology is an interdisciplinary, non-representative, non-referential, and non-Cartesian approach that brings together natural and social sciences to understand society in its complexity. The basic idea of a system theory in social science is to solve the classical problem of duality; mind-body, subject-object, form-content, signifier-signified, and structure-agency. Systems theory suggests that instead of creating closed categories into binaries (subject-object), the system should stay open so as to allow free flow of process and interactions. In this way the binaries are dissolved.

A transreality game, sometimes written as trans-reality game, describes a type of video game or a mode of gameplay that combines playing a game in a virtual environment with game-related, physical experiences in the real world and vice versa. In this approach a player evolves and moves seamlessly through various physical and virtual stages, brought together in one unified game space. Alongside the rising trend of gamification, the application of game mechanics to tasks that are not traditionally associated with play, a transreality approach to gaming incorporates mechanics that extend over time and space, effectively playing through a players day-to-day interactions.

References

  1. Nelson, T. H. (1965). "Complex Information Processing: A File Structure for The Complex, The Changing and the Indeterminate". In Winner, Lewis (ed.). Proceedings of the 1965 20th national conference. ACM '65. pp. 84–100. doi: 10.1145/800197.806036 . ISBN   978-1-4503-7495-8. S2CID   2556127. QID   4004427.
  2. Woolgar, Steve (2002-09-26), "Five Rules of Virtuality", Virtual Society?, Oxford University PressOxford, pp. 1–22, ISBN   978-0-19-924875-9 , retrieved 2024-05-26
  3. Flew, Terry (2008). New Media: An introduction (3rd Edition). Australia: Oxford University Press. ISBN   978-0-19-555149-5.

Further reading