Abstract

The paper presents the results of a socio-philosophical analysis of virtual reality. The authors explore the concept of virtual reality in the context of human existence, everyday life. Having created a virtual environment in the image and likeness of a real society, a person turned it into a new sphere of socio-cultural activity. There have been changes in the structure of human consciousness related to the need to adapt to the conditions of virtuality. A person of the new information age is homo virtualis, a subject of virtual reality – a new socio-cultural environment, the cognition of which is carried out through virtual consciousness characterized by clip thinking. The study of the stated problem is carried out by methods of dialectical cognition, literature analysis, synthesis and modeling of socio-cultural phenomena. The presented review reflects the multidimensionality and ambiguity of the studied phenomenon. According to the authors, in the foreseeable future, virtual reality will become an independent cultural phenomenon (cyberculture), or it will completely absorb the human mind, building its world according to its own laws. One thing we can say for sure: virtuality is more indeterminate than objective reality, and its main properties will remain unpredictability and uncertainty. It is concluded that by creating a virtual environment in the image and likeness of a real society, a person has turned it into a new sphere of socio-cultural activity. There have been changes in the structure of human consciousness related to the need to adapt to the conditions of virtuality.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.