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| author | s-ol <s-ol@users.noreply.github.com> | 2018-08-29 16:52:58 +0000 |
|---|---|---|
| committer | s-ol <s-ol@users.noreply.github.com> | 2018-08-29 16:52:58 +0000 |
| commit | 2aacfce1db62fc42730d82f06e84a82132663ffb (patch) | |
| tree | ce56d42ce5dd37dcb87e9ab65e3bb0656dcd734f | |
| parent | more realities (diff) | |
| download | mmm-2aacfce1db62fc42730d82f06e84a82132663ffb.tar.gz mmm-2aacfce1db62fc42730d82f06e84a82132663ffb.zip | |
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| -rw-r--r-- | app/component.moon | 3 | ||||
| -rw-r--r-- | app/realities.moon | 626 | ||||
| m--------- | dist | 0 |
3 files changed, 317 insertions, 312 deletions
diff --git a/app/component.moon b/app/component.moon index 6dd2999..6ce76bc 100644 --- a/app/component.moon +++ b/app/component.moon @@ -122,6 +122,7 @@ with exports = { } add = (e) -> exports[e] = (...) -> ReactiveElement e, ... - for e in *{'div', 'form', 'span', 'article', 'a', 'p', 'button', 'ul', 'ol', 'li', 'i', 'b', 'u', 'tt'} do add e + for e in *{'div', 'form', 'span', 'a', 'p', 'button', 'ul', 'ol', 'li', 'i', 'b', 'u', 'tt'} do add e + for e in *{'article', 'section', 'header', 'footer', 'content'} do add e for e in *{'br', 'img', 'input', 'p', 'textarea'} do add e for i=1,8 do add "h" .. i diff --git a/app/realities.moon b/app/realities.moon index d542762..b9d79c6 100644 --- a/app/realities.moon +++ b/app/realities.moon @@ -1,7 +1,7 @@ window = js.global { :document, :eval } = window -import asnode, h1, h2, p, a, i, div, ol, li, br, span, button, article from require './component.moon' +import asnode, h1, h2, p, a, i, div, ol, li, br, span, button, section, article from require './component.moon' require 'svg.js' SVG = @@ -158,6 +158,10 @@ references = -> for id, src in pairs sources \append li { :id, src\long! } +sect = (label) -> + with section style: 'page-break-inside': 'avoid' + \append h2 label + document.body\append asnode with article style: { margin: 'auto', 'max-width': '750px' } \append div 'Sol Bekic', style: 'text-align': 'right' @@ -167,322 +171,322 @@ document.body\append asnode with article style: { margin: 'auto', 'max-width': ' div "a Taxonomy for Multi-Reality Experiences", style: 'font-size': '0.6em' } - \append h2 "Abstract" - \append p "With the development of mixed-reality experiences and the development of the corresponding interface - devices multiple frameworks for classification of these experiences have been proposed. However these past - attempts have mostly been developed alongside and with the intent of capturing specific projects ", - (ref 'Marsh', 'Billinghurst'), " or are nevertheless very focused on existing methods and technologies ", - (ref 'Milgram'), ". The existing taxonomies also all assume physical reality as a fixpoint and constant and are - thereby not suited to describe many fictional mixed-reality environments and altered states of consciousness. - In this paper we describe a new model for describing such experiences and examplify it's use with currently - existing as well as idealized technologies from popular culture." - - \append h2 "Terminology" - \append p "We propose the following terms and definitions that will be used extensively for the remainder of the paper:" - for term, definition in pairs { - "layer of reality": "a closed system consisting of a world model and a set of rules or dynamics operating on and - constraining said model.", - "world model": "describes a world state containing objects, agents and/or concepts on an arbitrary abstraction level.", - break: 1, - "reality stack": "structure consisting of all layers of reality encoding an agent's interaction with his environment - in their world model at a given moment, as well as all layers supporting these respectively." - next: 2, - "physical reality": "layer of reality defined by physical matter and the physical laws acting upon it. - While the emergent phenomena of micro- and macro physics as well as layers of social existence etc. may be seen - as separate layers, for the purpose of this paper we will group these together under the term of physical reality." - "mental reality": "layer of reality perceived and processed by the brain of a human agent.", - "digital reality": "layer of reality created and simulated by a digital system, e.g. a virtual reality game." - "phys, mind, digi": "abbreviations for physical, mental and digital reality respectively.", - } - if 'number' == type definition - \append document\createElement 'hr' - continue - \append with div style: { 'margin-left': '2rem' } - \append span term, style: { - display: 'inline-block', - 'margin-left': '-2rem', - 'font-weight': 'bold', - 'min-width': '140px' - } - \append span definition - - \append h2 "Introduction" - \append p "We identify two different types of relationships between layers in multi-reality environment. - The first is layer nesting. Layer nesting describes how some layers are contained in other layers; i.e. they exist - within and can be represented fully by the parent layer's world model while the child layer's rules emerge from the - parent layer's dynamics. Layer nesting is visualized on the vertical axis in the following diagrams. - For each layer of reality on the bottom of the diagram the nested parent layers can be found by tracing a line upwards - to the top of the diagram." - - \append p "The second type of relationship describes the information flow between a subject and the layers of reality - the subject is immersed in. In a multi-reality experience the subject has access to multiple layers of reality and - their corresponding world models simultaneously.", br!, - "Depending on the specific experience, different types of and directions for information exchange - can exist between these layers and the subject's internal representation of the experience. - For the sake of this paper we distinguish only between ", (i "input"), " and ", (i "output"), " data flow (from the - perspective of the subject); categorized loosely as information the subject receives from the environment - (", (i "input"), ", e.g. visual stimuli) and actions the subject can take to influence the state of the world model - (", (i "output"), ", e.g. motor actions) respectively." - - \append p "In the following diagrams, information flow is visualized horizontally, in the region below the dashed line - at the bottom of the diagram. The subject's internal mental model and layer of reality are placed on the bottom left - side of the diagram. - The layers of reality that the subject experiences directly and that mirror it's internal representations are placed - on the far right. There may be multiple layers of reality sharing this space, visualized as a vertical stack of - layers. Since the subject must necessarily have a complete internal model of the multi-reality experience around - him to feel immersed, the subject's mental layer of reality must span the full height of all the layers visible - on the right side of the diagram.", br!, - "Information flow itself is now visualized concretely using arrows that cross layer boundaries in the lower part of - the diagram as described above. Arrows pointing leftwards denote ", (i "input"), " flow, whilst arrows pointing - rightwards denote ", (i "output"), "-directed information flow. In some cases information doesn't flow directly - between the layers the subject is directly aware of and the subject's internal representation and instead - traverses ", (i "intermediate layers"), " first." - - \append p "Before we take a look at some reality stacks corresponding to current VR and AR technology, - we can take a look at waking life as a baseline stack. To illustrate the format of the diagram we will compare it - to the stack corresponding to a dreaming state:" - - \append with figures! - \append addlabel "Waking Life", with Diagram! - \mind! - \inout! - \phys! - - \next! - \phys '', 2 - \finish! - - \append addlabel "Dreaming", with Diagram! - \mind! - \phys! - \finish! - - \append p "In both cases, the top of the diagram is fully occupied by the physical layer of reality, colored in green. - This is due to the fact that, according to the materialistic theory of mind, human consciousness owes its existance - to the physical and chemical dynamics of neurons in our brains. Therefore our mental reality must be considered - fully embedded in the physical reality, and consequently it may only appear underneath it in the diagram." - - \append p "During waking life, we concern ourselves mostly with the physical reality surrounding us. - For this reason the physical reality is placed in the lower right corner of the diagram as the layer holding the - external world model relevant to the subject. Information flows in both directions between the physical world model - and the subject's mental model, as denoted by the two white arrows: Information about the state of the world model - enter the subjects mind via the senses (top arrow, pointing leftwards), and choices the subject makes inside of and - based on his mental model can feed back into the physical layer through movements (lower arrow, pointing rightwards)." - - \append p "In the dreaming state on the other hand, the subject is unaware of the physical layer of reality, though - the mind remains embedded inside it. When dreaming, subjects' mental models don't depend on external models, hence - the mental layer of reality must be the only layer along the bottom of the diagram." - - \append h2 "Current Technologies" - \append p "Since recent technological advancements have enabled the development of VR and AR consumer devices, - AR and VR have been established as the potential next frontier of digital entertainment.", br!, - "As the names imply, the notion of reality is at the core of both technologies. - In the following section we will take a look at the respective stacks of both experience types:" - - \append with figures! - \append addlabel "VR", with Diagram! - \mind! - \phys! - \inout nil, 1 - - \next! - \phys '', 2 - \inout nil, 1 - - \next! - \digi! - \phys '' - \finish! - - - \append addlabel "AR", with Diagram! - \mind! - \inout nil, 1.25 - \inn nil, 0.5 - \phys! - - \next! - \phys '', 2 - \inn nil, .5 - - \next! - \digi nil, .5 - \phys '', 1.5 - \finish! - - \append p "In both cases we find the physical layer of reality as an ", (i "intermediate layer"), " between the mental - and digital layers. Actions taken by the subject have to be acted out physically (corresponding to the - information traversing the barrier between mental and physical reality) before they can be again digitized using - the various tracking and input technologies (which in turn carry the information across the boundary of the physical - and digital spaces)." - - \append p "The difference between AR and VR lies in the fact that in AR the subject experiences a mixture of the - digital and physical world models. This can be seen in the diagram, where we find that right of the diagram origin - and the mental model, the diagram splits and terminates in both layers: while information reaches the subject both - from the digital reality through the physical one, as well as directly from the physical reality, the subject only - directly manipulates state in the physical reality." - - \append p "The data conversions necessary at layer boundaries incur at the least losses in quality and accuracy of - information for purely technical reasons. However ", (i "intermediate layers"), " come at a cost larger than just - an additional step of conversion: - For information to flow through a layer, it must be encodable within that layer’s world model. - This means that the 'weakest link' in a given reality stack determines the upper bound of information possible to - encode within said stack and thereby limits the overall expressivity of the stack.", br!, - "As a practical example we can consider creating an hypothetical VR application that allows users to traverse a - large virtual space by flying. While the human mind is perfectly capable of imagining to fly and control the motion - appropriately, it is extremely hard to devise and implement a satisfying setup and control scheme because the - physical body of the user needs to be taken into account and it, unlike the corresponding representations in the - mental and digital world models, cannot float around freely." - - \append h2 "Future Developments" - \append p "In the previous section we found that the presence of the physical layer in the information path of - VR and AR stacks limits the experience as a whole. It follows that the removal of that indirection should be - an obvious goal for future developments:" - - \append figures addlabel "holy grail of VR: 'The Matrix'", with Diagram! - \mind! - \inout! - \phys! - - \next! - \digi! - \phys '' - \finish! - - \append p "In the action movie 'The Matrix' ", (ref 'Matrix'), ", users of the titular VR environment interface with it - by plugging cables into implanted sockets that connect the simulation directly to their central nervous system.", br!, - "While these cables and implanted devices are physical devices, they don't constitute the presence of the - physical layer of reality in the information path because while they do transmit information, the information - remains in either the encoding of the mental model (neural firing patterns) or the encoding of the digital model - (e.g. a numeric encoding of a player character's movement in digital space) and the conversion is made directly - between those two - the data never assumes the native encoding of the physical layer (e.g. as a physical motion)." - - \append p "While we are currently far from being able to read arbitrary high-level information from the brain - or to synthesize sensual input in human perception by bypassing the sensory organs, brain-computer interfaces (BCI) - are a very active area of research with high hopes for comparable achievements in the near future." - - \append p "Applying this same step of removing the physical layer of reality from AR, we end up with something similar - to the nano-particle drug in ", (i "Nexus"), " ", (ref 'Naam'), ". However this does not grant the user a similar - amount of control over his experience as the holy grail of VR does, since the user and the physical part of the - environment remain bound by the physical layer of reality's laws.", br!, - "Instead the holy grail of AR is reached with the creation of a god machine that can manipulate the state of the - physical world according to the user's wishes. In this way the digital and physical realities become unified and - fully 'augmented'." - - \append with figures! - \append addlabel "'Nexus'", with Diagram! - \mind! - \inout nil, 0.75 - \inout nil, 1.25 - \phys! - - \next! - \digi nil, .5 - \phys '', 1.5 - \finish! - - \append addlabel "holy grail of AR: 'Deus Machina'", with Diagram! - col = '#92807c' - + \append with sect "Abstract" + \append p "With the development of mixed-reality experiences and the development of the corresponding interface + devices multiple frameworks for classification of these experiences have been proposed. However these past + attempts have mostly been developed alongside and with the intent of capturing specific projects ", + (ref 'Marsh', 'Billinghurst'), " or are nevertheless very focused on existing methods and technologies ", + (ref 'Milgram'), ". The existing taxonomies also all assume physical reality as a fixpoint and constant and are + thereby not suited to describe many fictional mixed-reality environments and altered states of consciousness. + In this paper we describe a new model for describing such experiences and examplify it's use with currently + existing as well as idealized technologies from popular culture." + + \append with sect "Terminology" + \append p "We propose the following terms and definitions that will be used extensively for the remainder of the paper:" + for term, definition in pairs { + "layer of reality": "a closed system consisting of a world model and a set of rules or dynamics operating on and + constraining said model.", + "world model": "describes a world state containing objects, agents and/or concepts on an arbitrary abstraction level.", + break: 1, + "reality stack": "structure consisting of all layers of reality encoding an agent's interaction with his environment + in their world model at a given moment, as well as all layers supporting these respectively." + next: 2, + "physical reality": "layer of reality defined by physical matter and the physical laws acting upon it. + While the emergent phenomena of micro- and macro physics as well as layers of social existence etc. may be seen + as separate layers, for the purpose of this paper we will group these together under the term of physical reality." + "mental reality": "layer of reality perceived and processed by the brain of a human agent.", + "digital reality": "layer of reality created and simulated by a digital system, e.g. a virtual reality game." + "phys, mind, digi": "abbreviations for physical, mental and digital reality respectively.", + } + if 'number' == type definition + \append document\createElement 'hr' + continue + \append with div style: { 'margin-left': '2rem' } + \append span term, style: { + display: 'inline-block', + 'margin-left': '-2rem', + 'font-weight': 'bold', + 'min-width': '140px' + } + \append span definition + + \append with sect "Introduction" + \append p "We identify two different types of relationships between layers in multi-reality environment. + The first is layer nesting. Layer nesting describes how some layers are contained in other layers; i.e. they exist + within and can be represented fully by the parent layer's world model while the child layer's rules emerge from the + parent layer's dynamics. Layer nesting is visualized on the vertical axis in the following diagrams. + For each layer of reality on the bottom of the diagram the nested parent layers can be found by tracing a line upwards + to the top of the diagram." + + \append p "The second type of relationship describes the information flow between a subject and the layers of reality + the subject is immersed in. In a multi-reality experience the subject has access to multiple layers of reality and + their corresponding world models simultaneously.", br!, + "Depending on the specific experience, different types of and directions for information exchange + can exist between these layers and the subject's internal representation of the experience. + For the sake of this paper we distinguish only between ", (i "input"), " and ", (i "output"), " data flow (from the + perspective of the subject); categorized loosely as information the subject receives from the environment + (", (i "input"), ", e.g. visual stimuli) and actions the subject can take to influence the state of the world model + (", (i "output"), ", e.g. motor actions) respectively." + + \append p "In the following diagrams, information flow is visualized horizontally, in the region below the dashed line + at the bottom of the diagram. The subject's internal mental model and layer of reality are placed on the bottom left + side of the diagram. + The layers of reality that the subject experiences directly and that mirror it's internal representations are placed + on the far right. There may be multiple layers of reality sharing this space, visualized as a vertical stack of + layers. Since the subject must necessarily have a complete internal model of the multi-reality experience around + him to feel immersed, the subject's mental layer of reality must span the full height of all the layers visible + on the right side of the diagram.", br!, + "Information flow itself is now visualized concretely using arrows that cross layer boundaries in the lower part of + the diagram as described above. Arrows pointing leftwards denote ", (i "input"), " flow, whilst arrows pointing + rightwards denote ", (i "output"), "-directed information flow. In some cases information doesn't flow directly + between the layers the subject is directly aware of and the subject's internal representation and instead + traverses ", (i "intermediate layers"), " first." + + \append p "Before we take a look at some reality stacks corresponding to current VR and AR technology, + we can take a look at waking life as a baseline stack. To illustrate the format of the diagram we will compare it + to the stack corresponding to a dreaming state:" + + \append with figures! + \append addlabel "Waking Life", with Diagram! + \mind! + \inout! + \phys! + + \next! + \phys '', 2 + \finish! + + \append addlabel "Dreaming", with Diagram! + \mind! + \phys! + \finish! + + \append p "In both cases, the top of the diagram is fully occupied by the physical layer of reality, colored in green. + This is due to the fact that, according to the materialistic theory of mind, human consciousness owes its existance + to the physical and chemical dynamics of neurons in our brains. Therefore our mental reality must be considered + fully embedded in the physical reality, and consequently it may only appear underneath it in the diagram." + + \append p "During waking life, we concern ourselves mostly with the physical reality surrounding us. + For this reason the physical reality is placed in the lower right corner of the diagram as the layer holding the + external world model relevant to the subject. Information flows in both directions between the physical world model + and the subject's mental model, as denoted by the two white arrows: Information about the state of the world model + enter the subjects mind via the senses (top arrow, pointing leftwards), and choices the subject makes inside of and + based on his mental model can feed back into the physical layer through movements (lower arrow, pointing rightwards)." + + \append p "In the dreaming state on the other hand, the subject is unaware of the physical layer of reality, though + the mind remains embedded inside it. When dreaming, subjects' mental models don't depend on external models, hence + the mental layer of reality must be the only layer along the bottom of the diagram." + + \append with sect "Current Technologies" + \append p "Since recent technological advancements have enabled the development of VR and AR consumer devices, + AR and VR have been established as the potential next frontier of digital entertainment.", br!, + "As the names imply, the notion of reality is at the core of both technologies. + In the following section we will take a look at the respective stacks of both experience types:" + + \append with figures! + \append addlabel "VR", with Diagram! + \mind! + \phys! + \inout nil, 1 + + \next! + \phys '', 2 + \inout nil, 1 + + \next! + \digi! + \phys '' + \finish! + + + \append addlabel "AR", with Diagram! + \mind! + \inout nil, 1.25 + \inn nil, 0.5 + \phys! + + \next! + \phys '', 2 + \inn nil, .5 + + \next! + \digi nil, .5 + \phys '', 1.5 + \finish! + + \append p "In both cases we find the physical layer of reality as an ", (i "intermediate layer"), " between the mental + and digital layers. Actions taken by the subject have to be acted out physically (corresponding to the + information traversing the barrier between mental and physical reality) before they can be again digitized using + the various tracking and input technologies (which in turn carry the information across the boundary of the physical + and digital spaces)." + + \append p "The difference between AR and VR lies in the fact that in AR the subject experiences a mixture of the + digital and physical world models. This can be seen in the diagram, where we find that right of the diagram origin + and the mental model, the diagram splits and terminates in both layers: while information reaches the subject both + from the digital reality through the physical one, as well as directly from the physical reality, the subject only + directly manipulates state in the physical reality." + + \append p "The data conversions necessary at layer boundaries incur at the least losses in quality and accuracy of + information for purely technical reasons. However ", (i "intermediate layers"), " come at a cost larger than just + an additional step of conversion: + For information to flow through a layer, it must be encodable within that layer’s world model. + This means that the 'weakest link' in a given reality stack determines the upper bound of information possible to + encode within said stack and thereby limits the overall expressivity of the stack.", br!, + "As a practical example we can consider creating an hypothetical VR application that allows users to traverse a + large virtual space by flying. While the human mind is perfectly capable of imagining to fly and control the motion + appropriately, it is extremely hard to devise and implement a satisfying setup and control scheme because the + physical body of the user needs to be taken into account and it, unlike the corresponding representations in the + mental and digital world models, cannot float around freely." + + \append with sect "Future Developments" + \append p "In the previous section we found that the presence of the physical layer in the information path of + VR and AR stacks limits the experience as a whole. It follows that the removal of that indirection should be + an obvious goal for future developments:" + + \append figures addlabel "holy grail of VR: 'The Matrix'", with Diagram! \mind! \inout! - \block col, '' - - \next! - \block col, '', 2 - .svg\plain('phys + digi')\attr(o fill: 'white', 'font-size': '14px')\move 6, -2 * GRID_H - \finish! - - \append p "Despite the similarities of VR and AR, the two can be considered polar opposites, as becomes evident when - we compare their respective utopian implementations: they share the goal of allowing us to experience realities - different from the one we naturally inhabit, but while VR seeks to accomplish this by creating a new, nested reality - inside ours, thus giving us full control over it. - AR, on the other hand, is instead an attempt to retrofit our specific needs directly into the very reality we exist - in.", br!, - "This is in direct contrast with the popular notion of the 'reality-virtuality continuum' ", (ref 'Milgram'), ": - the reality-virtuality continuum places common reality and VR (virtuality) as the two extreme poles, while AR - is represented as an intermediate state between the two. Here however we propose to view instead AR and VR as the - respective poles and find instead reality at the centerpoint, where the two opposing influences 'cancel out'." - - \append h2 "Conclusion and Further Work" - \append p "In this paper we have proposed a taxonomy and visualization style for multi-reality experiences, as well - as demonstrated it's flexibility by applying them as examples. Through the application of the proposed theory, - we have also gained a new and contrasting view on preceding work such as the reality-virtuality-continuum. - We have also found that the taxonomy can be used outside the research field of media studies and its use may extend - as far as philosophy of consciousness (see Appendix below)." - - \append p "Further research could enhance the proposed theory with better and more concrete definitions. - In the future, the proposed taxonomy might be used to create a more extensive and complete classification - of reality stacks and to analyse the relationships between them." - - \append h2 'References' - \append references! - - \append h2 "Appendix: Relation to Theories of Mind" - \append p "This paper starts from a deeply materialistic point of view that borders on microphysicalism. - However it should be noted that the diagram style introduced above lends itself also to display other - philosophical theories of mind. As an example, the following graphics show a typical VR stack as interpreted by - Materialism, Cartesian Dualism and Solipsism respectively:" - - \append with figures! - \append addlabel "VR in Materialism", with Diagram! - \mind! - \inout nil, 1 \phys! \next! - \phys '', 2 - \inout nil, 1 - - \next! \digi! \phys '' - - \finish! - - \append addlabel "VR in Solipsism", with Diagram! - \mind nil, 2 - \inout nil, 1 - - \next! - \digi! - \mind '' \finish! - \append addlabel "VR in Cartesian Dualism", with Diagram! - \mind nil, 2 - \inout nil, 1 - \next! - - \phys nil, 2 - \inout nil, 1 - \next! - - \digi! - \phys '' - \finish! - - \append p "However these philosophical theories of minds also constitute reality stacks by themselves and as such can - be compared directly:" - - \append with figures! - \append addlabel "Materialism", with Diagram! - \mind! - \inout! - \phys! - - \next! - \phys '', 2 - \finish! - - \append addlabel "Solipsism", with Diagram! - \mind! - \finish! - - \append addlabel "Cartesian Dualism", with Diagram! - \mind! - \inout! - \next! - - \phys! - \finish! + \append p "In the action movie 'The Matrix' ", (ref 'Matrix'), ", users of the titular VR environment interface with it + by plugging cables into implanted sockets that connect the simulation directly to their central nervous system.", br!, + "While these cables and implanted devices are physical devices, they don't constitute the presence of the + physical layer of reality in the information path because while they do transmit information, the information + remains in either the encoding of the mental model (neural firing patterns) or the encoding of the digital model + (e.g. a numeric encoding of a player character's movement in digital space) and the conversion is made directly + between those two - the data never assumes the native encoding of the physical layer (e.g. as a physical motion)." + + \append p "While we are currently far from being able to read arbitrary high-level information from the brain + or to synthesize sensual input in human perception by bypassing the sensory organs, brain-computer interfaces (BCI) + are a very active area of research with high hopes for comparable achievements in the near future." + + \append p "Applying this same step of removing the physical layer of reality from AR, we end up with something similar + to the nano-particle drug in ", (i "Nexus"), " ", (ref 'Naam'), ". However this does not grant the user a similar + amount of control over his experience as the holy grail of VR does, since the user and the physical part of the + environment remain bound by the physical layer of reality's laws.", br!, + "Instead the holy grail of AR is reached with the creation of a god machine that can manipulate the state of the + physical world according to the user's wishes. In this way the digital and physical realities become unified and + fully 'augmented'." + + \append with figures! + \append addlabel "'Nexus'", with Diagram! + \mind! + \inout nil, 0.75 + \inout nil, 1.25 + \phys! + + \next! + \digi nil, .5 + \phys '', 1.5 + \finish! + + \append addlabel "holy grail of AR: 'Deus Machina'", with Diagram! + col = '#92807c' + + \mind! + \inout! + \block col, '' + + \next! + \block col, '', 2 + .svg\plain('phys + digi')\attr(o fill: 'white', 'font-size': '14px')\move 6, -2 * GRID_H + \finish! + + \append p "Despite the similarities of VR and AR, the two can be considered polar opposites, as becomes evident when + we compare their respective utopian implementations: they share the goal of allowing us to experience realities + different from the one we naturally inhabit, but while VR seeks to accomplish this by creating a new, nested reality + inside ours, thus giving us full control over it. + AR, on the other hand, is instead an attempt to retrofit our specific needs directly into the very reality we exist + in.", br!, + "This is in direct contrast with the popular notion of the 'reality-virtuality continuum' ", (ref 'Milgram'), ": + the reality-virtuality continuum places common reality and VR (virtuality) as the two extreme poles, while AR + is represented as an intermediate state between the two. Here however we propose to view instead AR and VR as the + respective poles and find instead reality at the centerpoint, where the two opposing influences 'cancel out'." + + \append with sect "Conclusion and Further Work" + \append p "In this paper we have proposed a taxonomy and visualization style for multi-reality experiences, as well + as demonstrated it's flexibility by applying them as examples. Through the application of the proposed theory, + we have also gained a new and contrasting view on preceding work such as the reality-virtuality-continuum. + We have also found that the taxonomy can be used outside the research field of media studies and its use may extend + as far as philosophy of consciousness (see Appendix below)." + + \append p "Further research could enhance the proposed theory with better and more concrete definitions. + In the future, the proposed taxonomy might be used to create a more extensive and complete classification + of reality stacks and to analyse the relationships between them." + + \append with sect 'References' + \append references! + + \append with sect "Appendix: Relation to Theories of Mind" + \append p "This paper starts from a deeply materialistic point of view that borders on microphysicalism. + However it should be noted that the diagram style introduced above lends itself also to display other + philosophical theories of mind. As an example, the following graphics show a typical VR stack as interpreted by + Materialism, Cartesian Dualism and Solipsism respectively:" + + \append with figures! + \append addlabel "VR in Materialism", with Diagram! + \mind! + \inout nil, 1 + \phys! + + \next! + \phys '', 2 + \inout nil, 1 + + \next! + \digi! + \phys '' + + \finish! + + \append addlabel "VR in Solipsism", with Diagram! + \mind nil, 2 + \inout nil, 1 + + \next! + \digi! + \mind '' + \finish! + + \append addlabel "VR in Cartesian Dualism", with Diagram! + \mind nil, 2 + \inout nil, 1 + \next! + + \phys nil, 2 + \inout nil, 1 + \next! + + \digi! + \phys '' + \finish! + + \append p "However these philosophical theories of minds also constitute reality stacks by themselves and as such can + be compared directly:" + + \append with figures! + \append addlabel "Materialism", with Diagram! + \mind! + \inout! + \phys! + + \next! + \phys '', 2 + \finish! + + \append addlabel "Solipsism", with Diagram! + \mind! + \finish! + + \append addlabel "Cartesian Dualism", with Diagram! + \mind! + \inout! + \next! + + \phys! + \finish! diff --git a/dist b/dist -Subproject 14291a8dd9d027da685c8b9ca8ce7301ca5bc47 +Subproject 761afb5dfc32f8064927f228bd3963ee1223375 |
