Emerging Technologies
HND Computing & System Development, Unit-5, Research Assignment by AbdulRafay Moeen. HND Computing & System Development, Unit-5, Research Assignment by AbdulRafay Moeen.
47 This has been noticed w ith gamers, especially those w ho pl ay f irst person shooters or rol e pl aying games w hich inv olve a high degree of immersion. Another issue rel ated to this is cyber-addiction. There are people w ho become addicted to v irtual real ity games and as a consequence, start to bl ur the boundary betw een real and v irtual l ife. They spend increasing amounts of time in the v irtual env ironment w hich has detrimental effect on their l ife in real w orld. Virtual Criminality is w hen someone commits an il l egal, offensiv e, v iol ent or criminal act in a digital w orld such as a v irtual l ife. What happens if someone commits a criminal act but w ithin a v irtual env ironment? A potential situation is one in w hich sev eral peopl e are immersed w ithin a v irtual env ironment but one of these participants becomes injured or traumatised due to the actions of another person in that situation. The question is w hether it is possibl e for someone to suffer an injury or mental distress as a resul t of a v iol ent action carried out in a v irtual env ironment. And if this does happen , w il l the perpetrator be punished in a ny w ay simil ar to someone w ho commits this action in the real w orld? It is stil l an argument that w hether a v irtual real ity participant can experience p ain, distress or any other emotions w ith criminal acts! [25]
48 References [1] Technology Timeline http://www.fournel.org/tech/tech.htm. [2] Social Science Research Network “What Is an Emerging Technol ogy?" http://papers.ssrn.com/sol3/papers.cfm?abstract_id=2564094. [3] O'Reilly “The O'Reil l y Emerging Technol ogy Conference,” http://conferences.oreillynet.com/pub/w/18/keynotes.html. [4] L. Marx “Technol ogy The Emergence of a Hazardous Concept,” Technology and Culture, v ol. V olume 51, no. 10.1353/tech.2010.0009, pp. 561 -577, 2010. [5] Dictionary.com LLC, “Dictionary.com,” http://www.dictionary.com/browse/virtual --reality. [6] Oculus VR, “Rift,” 2016. https://www3.oculus.com/en -us/rift/. [7] Microsoft, “Hol oLens,” https://www.microsoft.com/microsoft-hololens/en-us. [8] Future of Life, “BENEFITS & RISKS OF ARTIFICIAL INTELLIGENCE,” http://futureoflife.org/background/benefits -risks-of-artificial - intel l igence/.
- Page 1 and 2: AbdułRāfāy Moeen GRAFTON UNIVERS
- Page 3 and 4: Contents Introduction .............
- Page 5 and 6: 2 Introduction Tekhnē Art, Craft T
- Page 7 and 8: 4 [ 1 ] Age of Technology The timel
- Page 9 and 10: 6 European Dark Age 400 A.D. to 150
- Page 11 and 12: 8 2019 A.D. Exoskeletal systems w i
- Page 13 and 14: 10 15,000 A.D. to 300,000 A.D. Psyc
- Page 15 and 16: 12 Emergence of Technology M echani
- Page 17 and 18: 14 LO1: Understand Emerging Technol
- Page 19 and 20: 16 Artificial Intelligence Intellig
- Page 21 and 22: 18 w oul d run for about eight hour
- Page 23 and 24: 20 Speed Trains A series of connect
- Page 25 and 26: 22 Motor Vehicles Sel f-propelled l
- Page 27 and 28: 24 Nanomedicine A branch of medicin
- Page 29 and 30: 26 I I. 4 new t ec hnologic al adva
- Page 31 and 32: 28 I II. Provide an assessment of t
- Page 33 and 34: 30 SWOT ANA LY SI S : “NANOT E C
- Page 35 and 36: 32 - Conclusion - Deep researches a
- Page 37 and 38: 34 LO3: Conduct research into emerg
- Page 39 and 40: 36 Highlights of Research in Virtua
- Page 41 and 42: Terminologies Used in Virtual Reali
- Page 43 and 44: 40 Types of Immersion in VR . Imme
- Page 45 and 46: 42 Advantages. V irtual real ity ha
- Page 47 and 48: 44 I II. Provide an evaluat ion of
- Page 49: 46 LO4: Understand the ethical impl
- Page 53 and 54: 50 [18] Fractal, “Nanorobotics,
47<br />
This has been noticed w ith gamers, especially those w ho pl ay f irst<br />
person shooters or rol e pl aying games w hich inv olve a high degree<br />
of immersion.<br />
Another issue rel ated to this is cyber-addiction. There are people<br />
w ho become addicted to v irtual real ity games and as a<br />
consequence, start to bl ur the boundary betw een real and v irtual<br />
l ife. They spend increasing amounts of time in the v irtual<br />
env ironment w hich has detrimental effect on their l ife in real w orld.<br />
Virtual Criminality is w hen someone commits an il l egal, offensiv e, v iol ent<br />
or criminal act in a digital w orld such as a v irtual l ife.<br />
What happens if someone commits a criminal act but w ithin a<br />
v irtual env ironment? A potential situation is one in w hich sev eral<br />
peopl e are immersed w ithin a v irtual env ironment but one of these<br />
participants becomes injured or traumatised due to the actions of<br />
another person in that situation.<br />
The question is w hether it is possibl e for someone to suffer an injury<br />
or mental distress as a resul t of a v iol ent action carried out in a<br />
v irtual env ironment. And if this does happen , w il l the perpetrator<br />
be punished in a ny w ay simil ar to someone w ho commits this action<br />
in the real w orld?<br />
It is stil l an argument that w hether a v irtual real ity participant can<br />
experience p ain, distress or any other emotions w ith criminal acts!<br />
[25]