The PVE value is an aggregate value to compare contexts upon how 'real' they seem (veracity means 'truthiness'). The word 'real' was omitted because 'virtual reality' and 'augmented reality' are the main sources of comparison to 'real reality' via PVE, so using 'real' would complicate and confuse the issue. Especially given the notion of 'surreal', 'other-worldly' or 'bizarre' situations in 'real reality', which notionally have a smaller PVE than day-to-day life. These contexts are those in which things seem 'too coincidental' or you feel the need to 'pinch yourself' or test reality for the potential of 'just dreaming'. This is the abridged necessity for a standardised PVE value in psychology, philosophy, neuroscience, sociology, marketing and media. The further justification in an upcoming paper which I plan to work on over the mid-year break will include reference to the 'uncanny valley' phenomenon, virtual reality experiments, the 'explicit media psychological implications' contraversy and study, post-traumatic stress disorder and abnormal psychology implications of realistic media, recent marketing studies on memory fabrication from advertising media content type, philosophical reality uncertainty (in media and post-media effects) implications, and finally, the requirement for a standardised value for comparison in future study (given the moore's law, etc liklihood of further improvements in media realism and immersion).
This paper will be journal submitted, but probably rejected due to my lack of title or university employment position. If I find a co-author to steal credit from a faculty, or submit to a lesser journal in psych or phil (or both), I might have a 'snowflake's chance', as it were. Any comments or questions, leave them here or email me at ultratempum@gmail.com
May 30, 2011
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