"Virtual reality" as a tool for global manipulation of socio-cultural identity

Philosophy and Culture (Russian Journal) (forthcoming)
  Copy   BIBTEX

Abstract

The subject of the article is the philosophical and cultural methodology of digital "virtual reality", comparing the declarations of developers with the practical possibilities and social consequences of using such technologies. The developers presented projects of online digital content services for all five senses using special equipment (glasses, headphones, interactive gloves, joysticks, costumes, printers of smells and tastes, etc.). It was assumed that virtual reality would surpass the reliability of previous multimedia content and interactive computer games, and the persuasiveness and attractiveness of traditional technical means of art and the press. Failure to fulfill these promises has led to significant losses since 2022 for leading companies developing digital virtual reality technologies Meta (recognized by the court as an extremist organization on 03/21/2022, activity is limited in the territory of the Russian Federation), Microsoft HapticLinks, Cave, AlloSphere, Teslasuit, VRealizer. There was a need to assess how and to what extent the methodology used and the predicted capabilities of digital virtual reality were correct. Philosophical and cultural analysis as a research method reveals: the developers of digital virtual reality promised the methodologically impossible, reducing human perception to the "sum" of the external "five senses" out of connection with the "self", inner sensitivity, bodily self-perceptions. A person is only partially amenable to algorithmized digital interaction; a critical barrier to digital virtuality is the socio-cultural identity of society and personality. The novelty of the results of the analysis lies in the conclusion: digital virtual reality in many respects is fundamentally inferior in effectiveness to traditional technical means of sensory and emotional impact and cognition, used both for creative and destructive purposes. In terms of creative potential, digital virtual reality is inferior to the technical means of art, science, education, upbringing, etc., and in terms of destructive capabilities, it is already used in the press and other mass communications technologies for manipulating public and individual consciousness, as well as psychotropic substances that cause addiction. National regulation of the development of digital "virtual reality" is recommended, aimed at protecting and developing the socio-cultural identity of Russian citizens and society, as well as for cognitive and educational purposes. It is recommended to limit the remote use of such developments to trusted domestic Internet services.

Links

PhilArchive



    Upload a copy of this work     Papers currently archived: 93,069

External links

Setup an account with your affiliations in order to access resources via your University's proxy server

Through your library

Similar books and articles

Pattern Analysis of Virtual Landscape within Educational Games.Sepehr Vaez Afshar, Sarvin Eshaghi & Ikhwan Kim - 2022 - Journal of Digital Landscape Architecture: Hybrid: Analog + Digital = the Next Normal 1 (7):435-442.
Virtualization of identity in the context of self-realization of a personality.Y. V. Lyubiviy & R. V. Samchuk - 2020 - Anthropological Measurements of Philosophical Research 18:102-112.
The Paradox of Virtual Embodiment: The Body Schema in Virtual Reality Aesthetic Experience.Sara Incao & Carlo Mazzola - 2021 - Studia Universitatis Babeş-Bolyai Philosophia 66 (2 supplement):131-139.
De-Roling from Experiences and Identities in Virtual Worlds.Stefano Gualeni - 2017 - Journal of Virtual Worlds Research 10 (2).
The Virtual and the Real.David J. Chalmers - 2017 - Disputatio 9 (46):309-352.

Analytics

Added to PP
2024-03-04

Downloads
16 (#934,417)

6 months
16 (#171,938)

Historical graph of downloads
How can I increase my downloads?