Cybernetic space and other types of spatial organization. Cybernetic space as a new information environment that cannot exist without law. The problem of correlation between cyberspace and virtual reality

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  1. International non-governmental organizations of journalists in the context of globalization of the information space: state and development prospects 23. 00. 04 political problems of international relations, global and regional development

    Dissertation abstract

    The work was carried out at the Department of Political Science, State and Municipal Administration of the State Educational Institution of Higher Professional Education "Oryol Regional Academy of Public Administration".

  2. Addiction is a special way of life associated with the search for an "ideal" reality. With the help of addiction, a person runs away from the discomfort of reality.

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    Addiction is a special way of life associated with the search for an "ideal" reality. With the help of addiction, a person runs away from the discomfort of reality. But, being found, a new artificial reality destroys health and life.

  3. L. Ionin Sociology in the Knowledge Society

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    Modern society is called the information society or the knowledge society. What meaning should be given to these terms is discussed in the first part of the work.

  4. V. I. Vernadsky V. V. Buryak Dynamics of culture in the era of globalization: noospheric context Monograph

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  5. Kirillova N. B. Media environment of Russian modernization. M.: Academic project, 2005. 400 p.

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    The idea of ​​this study arose in the process of working on the book “Mediaculture: from modern to postmodern”, when it became clear to the author that the concept of the development of media culture would not be disclosed if one did not touch on such a phenomenon as “media environment”,

Cyberspace is a new human and technological environment. On the one hand, it brings together citizens of many countries, cultures and professions who collect, offer and use a variety of information. On the other hand, this space is a complex technical tool, i.e. a decentralized computer network that connects these entities through a telecommunications infrastructure.

Cyberspace is a very complex phenomenon that can be considered in the unity of the social and technical side.

social side lies in the fact that cyberspace is a set of social relations that arise in the process of using the Internet and other networks and are formed about information processed by computers. It should be noted that the object of these relations is not all information, but only circulating on the Web.

Technical side is that cyberspace is a complex technical object (a set of technical and software tools; a set of information resources and information infrastructure that ensure the movement of information flows), so you should pay attention to the basic principles for building this information infrastructure (Internet), which include: decentralization, planetary and accessibility from anywhere in the world, division into structural zones or segments, convergence, speed and immediacy of international exchanges, etc. In this regard, a definition should be given computer network.

The global network allows processing and transmitting in electronic form numerous blocks of various information. A synonym for cybernetic space is the virtual space, which is a part of the information sphere of society, called the Internet sphere. This technology is becoming available to more and more people. However, compared to traditional media, the disparity in access to the Internet is still significant. The number of users in the world exceeds 1.5 billion people, in Russia this figure is rapidly approaching 40 million. If the degree of Internet penetration increases (so far it covers approximately 26% of the total population), Russia could take the second place in Europe in terms of the number of Internet users after Germany . Global networks erase borders and distances between people, create equal opportunities for access to information accumulated by many generations. Thus, the cultural gap between federal center and regions of the Russian Federation. At present, the Internet and information law are the result of the economic recovery of many countries associated with the development of electronic means of communication, the emergence of new jobs and professions. Today we can already talk about commercial advantages in labor productivity and significant income, achievements from the use of the Internet in the banking sector, in the areas of distribution, delivery of goods, and insurance.

Digital information may exist in a dynamic form, for example, when it is transmitted over communication channels. It can circulate anonymously and without the intervention of government authorities. New Information Technology are introduced into the Internet sphere instantly and are used for various purposes. Due to its international nature, the Internet overcomes geographical boundaries and gives rise to numerous legal problems, including the development of the conceptual apparatus of legal science in the light of informatization and the Internet; identification of persons, increasing the level of legal awareness of users, professional ethics and the quality of behavior of subjects of law; a clearer definition of sources of law; clarification of the nature of the operation of law in space and in a circle of persons; collection of evidence and confirmation of the so-called network legal facts that cease to exist in an accessible form by the time the case is considered in court; the admissibility of such evidence and its reliability; countering cybercrime, etc.

The complexity and multiplicity of legal, ethical and sociocultural problems associated with the emergence and subsequent development of the global information infrastructure of the Internet and the information society as a whole lead us to the conclusion that it is necessary to comprehensively analyze these issues from the standpoint of those developments that already exist in information law, as well as in other branch legal sciences. The transnational nature of the network obliges us to conduct this analysis with the involvement of the wide experience of various countries that have already attempted to regulate the Internet within the framework of all international law, both public and private. Most states, including Russia, agree on the need to carefully consider these legal issues before making any decisions.

The framework of legal regulation should come from the entire international community, involving all interested participants in the international cyberspace. They should be:

- ethical, i.e. the activities of individuals in cyberspace should be carried out in compliance with generally recognized legal principles and be based on ethical values, including: freedom of speech; equal access to mass media and knowledge; ensuring the security of information products and services; ensuring the protection of privacy and personal data; providing protection intellectual property, cultural, linguistic, interfaith diversity, etc.;

- flexible, logical, technological: in the process of developing national law, it is necessary to take into account the achievements of technological progress, the economic and political situation of each individual country and all participants in cyberspace;

- diverse, i.e. cannot be limited to only one decision taken once and for all; in addition, the process of developing legislation should take into account the cultural and technical aspects of the development of the infrastructure of global communication itself;

- universal: legislative decisions should be widely recognized; all key players in the information goods and services market should be aware of them, including technologically backward countries. The processes of law formation in a single state will consist of specific actions and decisions of the legislative bodies, as well as the participants in the information exchange themselves through the mechanism of social regulation (here we also include self-regulation). Such processes of developing the necessary rules of conduct are observed today in various instances of the Internet.

So, Cyberspace - this is a sphere of social activity associated with the circulation of information on the World Wide Web, as well as in other information and communication networks: regional, basic, departmental, corporate.

Unfortunately, at present there is no legal definition of either cybernetic or virtual space. However, this phenomenon can be considered in the interpretation of the US Supreme Court as "a unique environment, not located in geographic space, but accessible to everyone anywhere in the world through Internet access."

In the light of information law, cyberspace can be represented as:

1) a heterogeneous (heterogeneous) space where everyone can freely act, speak out and work (in figurative language - the space of "reason and freedom");

2) a new space for human self-expression and communication; international space, crossing any borders;

3) a decentralized space that no operator, no state fully owns or manages;

4) a global association of computer networks and information resources that do not have a clearly defined owner and serve for interactive connection (communication) of individuals and legal entities.

The expediency of developing information law for cyberspace. Any analysis of the conditions for the development of international law, and even more so the law for cyberspace, should basically begin with clarifying the basic concepts and formulating the main blocks of questions of interest to us, for example: what should be understood by the law of cyberspace? Are we talking about the adoption of a single international legal act in the classical sense of the word, or is it necessary to talk about the development of some planetary strategy related to the entire international legislative body that has emerged as a result of the development of the Internet? what authorities and institutions have the competence to establish rules of conduct here and punish guilty persons who violate the established prohibitions? what can be the effectiveness of law enforcement practice in the international information space?

It must be said that many of the above questions do not have clear answers today. We will nevertheless give some legislative decisions in this and subsequent chapters of the textbook.

First of all, the paradigm of centralized positive law for the space under consideration should be abandoned. The concept of cyberspace law is voluminous and complex. This right will take into account the peculiarities of each national system of law, the model of the existing economy and social development. It should be noted that most of the research that has been done on this subject is directly related to the discussion of precisely positive law issues, and if researchers can quite easily make proposals for adapting existing national laws to electronic systems within global networks, then it is much more difficult present a strategy that would offer a single, unified global approach to building a law adapted to the dynamism of relations in cyberspace.

All this explains the abundance of comments on specific issues of industry legislation affecting the organization of activities in cyberspace, for example, issues of intellectual property, liability of providers, development of electronic commerce, taxation of electronic exchanges, etc.

The process of developing the norms of national and international law for cyberspace should be based mostly on classical legal concepts, international and domestic sources of law, existing paradigms in legal science. D. Post believes that in the future this will lead to a kind of “legal centralism”, which will encourage us to develop unified legislation in this area, as well as to the need to introduce a special interstate body with the necessary competence to solve numerous legal problems. For example, since 1959 the UN Committee on the Use of Outer Space has been operating. The world is discussing the creation of a similar international coordination structure for the Internet. At the same time, the decentralized nature of building the Internet can be a significant obstacle for numerous states that are accustomed to the traditional centralized regulation of communications infrastructure within their territories.

The Internet as a harbinger of a new technological revolution. Modern information exchanges can be compared with those revolutionary changes that took place in the past (for example, as a result of the appearance of writing, electricity). Some authors attribute to the Internet an important role in the radical redistribution of political and economic power. This process proceeds sequentially, imperceptibly, and leads to the emergence of a new political economy. "The superhighway of information is the technological mechanism that enables this possible evolution."

Quite naturally, the question arises: what exactly regulates positive law - social relations or cyberspace itself? and what social sphere (or part of it) is affected by information law? Let us refer to the opinion of the well-known legal theorist, Professor V. N. Protasov, who believes that the social sphere includes three components: people, social relations, and activity.

Thus, positive law affects the social relations of subjects (people) in the process of carrying out their activities using the global infrastructure of the Internet, and by the legal regulation of Internet relations, we mean a targeted impact on processes in the digital environment of the Internet by legal means in order to streamline them and progressively development; it is also the impact on their behavior with the help of the rules of law that ensures the normal and correct operation of the subjects of law.

The Internet forms a special information sphere associated with the circulation of digital information (the Internet sphere) 1 , which can be considered as a certain section in the object under study - the information sphere. Under certain conditions, the Internet sphere can also be represented as a virtual environment that surrounds us, which is a functional concept and denotes all other systems surrounding the studied one.

And one more important point: the Internet is not only a means of delivering information, wires, databases and computer systems but also a means of coexistence and interaction between people. In this regard, we can talk about a certain community of individuals who are active in this environment to achieve their own goals. The numbers speak for themselves. 1994 can be considered the birth of the Russian domain zone. More than ten years have passed, and in September 2007 already 1 million domains were registered in the Runet zone. Optimists believe that by 2015 80% of the population of our country will be covered by the Internet. Thus, the important problem of digital inequality and the information (technological) gap between the center and the regions of the Russian Federation will be solved. If the forecasts come true and the task of "digital alignment" is solved, this will have a significant impact on improving the quality of life of Russians. In the meantime, Russia lags behind in terms of the degree of penetration of information technologies into the daily life of citizens from many European countries, the USA, Japan and China.

If we assume that the Internet space is not only a complex technical object, but also a community of persons entering into various connections and various relationships with each other about information circulating in the global infrastructure, one can think about the formation of a certain society of citizens of different countries and continents. , existing without clearly defined national borders, as well as territory and possessing the rudiments (still!) of a collective mind. Thus, the question of the legal status of such a person (virtual or spatially real) is a key issue of information law.

In the work of Professor S. S. Alekseev “Theory of Law”, in the section “Law in the Genesis of Society”, a very successful term “undeveloped law” is given, which indicates the field where law “has not been revealed, has not deployed its properties as an independent and “strong "a normative social phenomenon that plays its own special role." Such a characteristic can also be given to the law of cybernetic space, which is in the process of its formation.

So, an all-encompassing information space based on wide application computer technology, information technology and the Internet, unites people from different countries and from all corners of the globe into a single global community without geographical and geopolitical boundaries. The role of information exchange in such a community is inexorably increasing.

To understand the essence of the new concept of law for cyberspace, one should take into account not only the positivist approach to legal understanding, but also look at other points of view. Thus, A. B. Vengerov singled out two approaches to understanding law: narrow (monistic), according to which law is a system of rules of conduct that have the necessary features, and wide (pluralistic), where law is seen as “a measure of individual freedom, again taking into account problems related to free will, freedom of choice, correlation of freedoms and interests of different individuals, etc.” According to Academician V.S. Nersesyants, law can be considered as a measure of freedom, formal equality, which has received official state protection due to legislative recognition. Based on these positions, important conclusions can be drawn. In our opinion, law in the environment under consideration can be interpreted as Internet law; as generally binding norms on legal information; as the general will of the subjects (participants) of Internet relations; as a result of the coordination and combination of their interests in the virtual space; as a universal and necessary form of freedom in the social relations of people; as normatively expressed freedom, an equal scale (measure) of the behavior of various specified subjects.

Despite the fact that the Internet is an artificial phenomenon created by people, we see in this environment a vivid manifestation of all natural, including natural law (the right to freedom of speech, expression of opinion, association, etc.).

There are direct and reverse links between law and the Internet, which are as follows:

The activities of individuals and legal entities using the Web is a serious factor in law formation in many countries;

The current laws and by-laws are able to limit the behavior of subjects in this space, thereby giving them direction, orderliness, introducing them into a certain framework;

Positive law is an important means of strengthening the legal awareness of participants in information exchanges; at the same time, the participants in Internet relations themselves put forward their own requirements for positive law;

The activities of entities in cyberspace often lead to legislative conflicts, as well as disputes and conflict situations that need to be resolved on the basis of general principles of law, norms of Russian and international legislation.

The history of world culture convincingly testifies to the development of an increasingly vast space by man, the creation of new worlds that are transformed into a new type virtual reality or "parallel world".

The concept of "virtual reality" has relatively recently entered the scientific lexicon and everyday life. It has a number of meanings - this is a special area of ​​information activity; a way to expand the range of knowledge, a means of modeling possible situations; the sphere of communication and interpersonal contacts, the dialogue of cultures and the way of inclusion in the global cultural space. All these and many other aspects of virtual reality can be the subject of a special study.

The information society, the age of electronic technologies, the global information network Internet, virtual reality, the "digital revolution" - these are just some of the signs and new contours of the cultural space of modern civilization.

More recently, futurologists have been discussing a new era of electronics, their forecast was perceived by many as a distant utopia, but the speed of the spread of new information technologies has surpassed all expectations.

American sociologist A. Toffler noted:

The flurry of changes not only does not subside, but is gaining strength more and more. Change is sweeping the highly industrialized nations at an ever-increasing pace. Their influence on the life of these states has no analogues in the history of mankind.

"Cyberspace" is a new term that characterizes information technology. It includes areas of distribution of languages ​​of communication, means of transmitting information and broadcasting cultural heritage based on computer technology and the Internet. Cyberspace is constantly expanding, including new regions and social groups in its orbit. It increases the intellectual and emotional resources of a person, his cognitive, creative and communicative capabilities.



Cyberspace acquires a transnational character, creates a free zone in world culture and civilization, independent of border cordons, economic duties, political prohibitions and censorship. The power of information flows stimulates the development of cultural contacts, opens up the possibility of a real dialogue with a mass audience and at the same time creates a situation of extremely individual communication.

Search for the necessary information in the national libraries of the world, the availability of archives and funds, familiarization with the collections of museums in different countries and their detailed study, expanding the circle of personal acquaintances and speeding up correspondence based on Email These are just some of the benefits of cyberspace. Modeling of virtual reality by means of cognitive graphics creates a new idea of ​​the picture of the world, alternative forms and ways of development of situations. It stimulates artistic creativity, generating new associations and fantastic images, developing imagination and design.

The possibilities of the Internet as a global "web" are sometimes compared with the great geographical discoveries that contributed to the rapprochement of peoples and cultures. Ownership of the information space acquires the meaning of "new property" that affects global recognition, public authority and leadership.

The struggle for sources of information, the speed of transmission and acceptance of messages becomes the basis of competition in making economic and political decisions. On this basis, special communities are created with their own rules of the game, values, norms, laws, style of communication and symbols of behavior. Information space teaches a person to conduct a thought experiment in a short time, to model diverse options for the development of situations in various fields of activity and to make optimal decisions by choosing the appropriate means for this. Artificial reality created by the actions of the operator allows you to observe the changes taking place in it, test hypotheses and set up experiments.

This finds application in both the natural sciences and the humanities (economics, finance, politics, criminalistics, diplomacy, cultural history, advertising, and art).

In the field of artistic creativity, virtual reality "inhabits" the world with fantastic images that stimulate the imagination when creating new musical and pictorial compositions, dance scenes, literary and poetic forms.

All this greatly activates intellectual activity, makes one look for alternative options and frees the mind from habitual stereotypes. A person, plunging into the virtual space, retains all the signs of “live” communication and empathy, connects emotions and imitates the reaction of the environment. Often a unique situation arises, completely new and unlike anything else, and the search for solutions is accompanied by responsibility and risk.

The social, psychological, and cultural implications of human interaction with cyberspace remain to be explored in more detail. It is possible that in this case both positive and negative influences on the personality will be revealed, since the created virtual world has an extremely wide range of actions.

The famous Italian writer and publicist Umberto Eco gave a lecture entitled "From Gutenberg to the Internet" during his visit to Russia. When asked whether the Internet is only a tool that facilitates work and communication, or is it still a new meta-reality, Eco answered:

Without a doubt, this is the new reality. And today we are not able to predict where it will lead us.

Not so long ago, the Internet united only 2 million people, then - 20, now - already 200 million. At such rates of development it is almost impossible to give any reasonable forecasts. It is absolutely unpredictable what will be the impact that the Internet will have on third world countries. For example, today in India or China it plays a much more important role than in Europe, since it is almost the only means by which contact between cultures is carried out.

Now it is difficult to talk about it, but it is possible that the development of cyberspace will have not only positive, but also negative consequences. On the one hand, in countries where dictatorial regimes are in power, an increase in the amount of information is a direct path to revolution. On the other hand, too much information does not bode well. Too much is the same as zero. I used to go to the library, recalls Eco, rummaged through catalogs, subscribed to myself two or three books on a topic of interest to me, carried it home and read. Today I surf the Internet and get ten thousand titles from a single request, and what do you want me to do with them? In such a situation, ten thousand books are equal to zero. However, books are not going anywhere, the writer assured, if only because the Internet cannot yet be read “lying in the bathroom”, but books can. Of course, the prophecies about the "death" of the book are greatly exaggerated. They repeatedly appeared in history, and the book continued to live and delight people. It is not simply a matter of replacing one media with another.

The computer brings with it new cultural norms, other mental stereotypes and everyday habits. Already today, instead of the usual concept of "reader", the "user" of special programs, a participant in a virtual action that can unfold unpredictably every time, according to the law of random numbers, like in a lottery, is used more and more often. And this will no doubt be an intellectual pleasure, as it once was the pleasure of "rummaging through books" or touching them on the shelves.

The Internet "has everything" (hot news, sensations, metropolitan and provincial newspapers and magazines, stock quotes on world exchanges and interest on loans, exchange rates for a given week and international flight schedules). Without leaving your computer, you can meet with the president, ask him a question and get an answer. You can make an appointment and discuss the most exciting issues.

The computer changes the usual rhythm of work and rest, creating a special zone of either work or leisure. But almost always "the person behind the computer" causes reverence and respect. This is akin to the sacred awe with which in the recent past they treated the “literate person”.

Disputes about the impact of computerization on the social and cultural life of society are becoming more intense and sharp, and enthusiastic euphoria is replaced by a discussion of serious problems.

Already, issues of legislative regulation of the use of the Internet, making appropriate adjustments to copyright and international law, prohibiting piracy and plagiarism, collecting and disseminating compromising information and false information, and conducting illegal operations are already coming to the fore.

A certain difficulty is the calculation of economic costs and the establishment of fees for services.

The uneven distribution of the Internet in different countries and regions, social and age groups will increase the differentiation of the cultural level, differences between generations. They will live in different cultural worlds, use different sources of information, have different opportunities for creativity. The intellectual resources of some groups will develop faster than others, and this will create inequality in the initial stages of professional activity.

It is especially difficult to predict the influence of the Internet on the moral values ​​and psychological attitudes of a person, his emotional sphere. Self-sufficiency and loneliness, the replacement of real communication with virtual contacts, the ability to hide under the mask of an anonymous person or create a fictional image, enter the game and evade responsibility - all these new facets of human relations require discussion. Under these conditions, emotional stresses, disharmony, dramas and conflicts, depressions and self-doubt, fears and new complexes arise.

Medico-biological problems of health care, work and rest regimes, methods of psychological protection, vision correction and stress relief are widely discussed.

Under the influence of computerization, personal preferences and interests, value orientations and life positions, moods and views are changing. The new habitat in the virtual space, the expansion of the sphere of communications, the change in the intellectual and emotional resources of the individual have an impact on the process of emergence new form mentality, a person of modern civilization.

culture and time

Chronotope of culture

Space and Time are the necessary coordinates of the historical study of culture. Each fact, event, monument or discovery in the history of culture always has fairly clear spatial and temporal contours, indicated by answers to the questions “where” and “when”. The unity of these two vitally connected coordinates is expressed in the concept of "chronotope". The term has been widely accepted in philosophy to define the spiritual and historical dimension of nature and society; in psychology to understand the process of formation and development of a person.

The concept of "chronotope" was widely used in the works of the aesthetics and culturologist M. M. Bakhtin. Analyzing the work of F. M. Dostoevsky and F. Rabelais, he noted the peculiarity of the subjective experience of space and time in different historical eras and cultural situations.

Indeed, a person can feel how time stops and space shrinks, and how it is able to flicker and expand. In the work “Forms of Time and Chronotope in the Novel” and many other works, M. M. Bakhtin noted the presence of many meanings of the chronotope, which reflect the multi-layered and polyphonic nature of culture. The disclosure of these cultural and historical meanings of the relationship to space and time becomes the basis of dialogue in different cultures, stimulates the understanding and experience of the cultural situations of the past, mutual communication. Distant cultural worlds overcome space and time, become close and understandable. Bakhtin introduces the concept of "great time" in the history of world culture, which is capable of deducing various events, plots, values ​​and biographies from the distant past and restoring, "resurrecting" their vital meaning and meaning, thereby bringing history and modernity closer.

There is nothing “absolutely dead” in culture, as M. M. Bakhtin wrote. This idea is the basis of the dialogue of cultures and the accessibility of bygone eras for people to understand a historically different space and time. Bakhtin creates the Image of the Dialogue of World Cultures, in which both the historical monument and its author, as well as the modern reader, listener, and viewer participate on an equal footing.

For a more detailed study of the various properties and images of Time as a category of historical and cultural analysis, let us separate space and time from each other, taking into account their unity in culture.

Models of time in science

Time has a whole complex of universal features that manifest themselves in space, nature, society, culture and human life. Nothing can be outside its objective properties. Time has duration, rhythm and tempo, sequence of change of individual stages and irreversibility. It "flows" from the past to the future, and its run cannot be stopped for a moment. In the history of culture, these objective properties of time have always caused a subjective desire to slow down or speed up its inexorable movement, turn it back, erase individual periods from memory, bring the future closer, skip stages. Legends and myths about the elixirs of youth, about eternal life, the parallel world of "Through the Looking Glass" only confirm the utopian nature of such desires.

Thinkers of different eras argued a lot about the essence of time, and these discussions continue to this day. Here are some of the contentious issues.

Is time an objective property or an arbitrary mental construct created by human design?

Has it single system dimensions or set various ways that are incomparable with each other, and therefore in different cultural worlds time is not only counted differently, but flows differently?

Is it possible to “accumulate” time, create its reserve and then use it, or is time irretrievably lost, wasted?

How do physical, astronomical, biological, historical, social, cultural and personal time differ from each other? Are there relationships between them?

Time as a category of being has always attracted the attention of scientists (Galileo, Newton, Einstein). The mechanical idea of ​​duration and sequence is based on Aristotle's notion that time is a number of motion. Time is a certain distance between two points, which must be spent in the process of movement. Time can be represented as a continuous line of ongoing processes, divided into separate segments. In the well-known "Aporias" of the ancient thinker Zeno about Achilles and the tortoise, the aphorism "the flying arrow rests" expresses the idea of ​​time as a process that has duration and dimension. The model of time as a pattern of intervals, segments, moments between continuously running duration, which has a vector of movement from the past through the present to the future, is the most common in cultures of different historical eras.

In 19th century science these ideas about the essence of time were supplemented.

Thanks to Einstein's theory of relativity, this classical model of time has been significantly modified. She made time dependent on the speed of movement: the higher the speed of movement in space, the slower time goes compared to another system moving at a different speed. This provision concerned primarily physical objects, but can be extended to the social sphere. The new understanding of time has changed the idea of ​​its properties. The concepts of multidimensionality, reversibility, branching, the possibility of "reversing" movement, the mutual transformation of cause and effect, the doubling of events in time, the concepts of superspace, "black hole", asymmetry, retarded and advanced fields arose.

The original model of time was proposed by the physicist N. A. Kozyrev. He suggested that the flow, or course, of time is a physical quantity that can be the source of the mechanical movement of all bodies in the world, including the hidden cause of the unceasing glow of stars in the Universe. Time has not only geometric properties, it also forms a force field that can affect physical systems and become an active participant in the universe. This conclusion was recognized as seditious and inconsistent with dialectical materialism. For many years, his hypothesis was forgotten, and only now they began to return to it.

The ideas of V. I. Vernadsky that real time created by the movement of life, arouse undoubted interest. Time runs in the direction in which the vital impulse and creative evolution are directed, since this is the main condition for the existence of the World. The process cannot go back, says V. I. Vernadsky: “Time is a manifestation of the creation of the creative world process.” The entire history of the Earth is the history of the biosphere. This means that biological time or life coincides with the age of the planet and, according to modern data, ranges from 4 to 5.5 billion years. The study of time in living systems put forward the problems of the rhythm of processes, growth, self-healing and self-renewal of life based on the interaction of external and internal factors.

The original hypothesis about the role and essence of time in the cultural-historical process was expressed in the 20s. Russian scientist V. A. Muravyov (1885–1932). In his views, he was close to V. I. Vernadsky, A. L. Chizhevsky, N. F. Fedorov, K. E. Tsiolkovsky. The only treatise published during his lifetime was entitled “The Mastery of Time as the Main Task of the Organization of Labor.”

Ants brings together the history of the Earth and Space. Culture is a part of the Universe and has cosmic energy. Entropy processes of loss and dispersion of energy take place in the World, but along with this there is a movement towards the collection and concentration of energy. It is this organizing property that belongs to Culture. The mind, embodied in the works of culture and human activity, expresses this universal property that contributes to the preservation of the universe. The creative act of a person animates the material world, has the ability to "ignite" consciousness in different places of the world, create individual power centers of energy concentration. This process occurs in time and resembles the "crystallization of a saturated solution".

The universe is subject to the powerful intellectual activity of mankind. The accumulated energy is communicated through symbols, words, numerical signs, the language of arts and crafts. Human activity in the cosmic balance of forces acquires a time-forming significance, prolonging the life of the Universe and the Earth as its part. The purpose of man is to generate and accumulate time in the process of activity, thereby saving the world from falling into the abyss, from the irreversible process of crumbling and dying.

Ideal values, works, cultural monuments are literally charged with the energy of creativity. This is a kind of condensate of energy accumulated on the Earth and affecting the Cosmos. Man "makes time" a property of the acting, active nature. Time is a property of those things and processes that have internal energy and passion, striving for harmony and perfection. Cultural-creative activity, which transforms the world from chaos into harmony, is at the same time a time-forming activity.

Overcoming death, conflicts, wars creates a positive tension in the flow of life, connects the creative act and organized collective action. "Time-formation" occurs wherever active creative activity takes place.

This provision changes the idea of ​​culture as a "secondary" sphere and gives it the value of an active factor contributing to the renewal of life and creative longevity.

Culture gradually overcomes random, spontaneous time and opens up space for creation and projective activity. Different personalities and social strata are charged with unequal creative potential and therefore make different contributions to the process of energy accumulation. Time is another name for life, concludes V. A. Muravyov. Man's conquest of space expands the horizons of his possibilities, creates an incentive for the realization of creative energy and mastery of time.

New approaches to the study of the properties of time are being opened up by synergetics, which has received wide recognition and application both in the natural sciences and in the humanities. One of the founders of this trend was I. R. Prigogine, a Nobel Prize winner for his work on the thermodynamics of nonequilibrium systems.

Synergetics productively uses many provisions of the theory of probability, information-cybernetic approach, structural functionalism, interaction in the dialogue mode to substantiate the principles of self-organization of complex systems, which include culture.

The concept of dynamic instability enables a new understanding of the role of "chaos", which results in the emergence of alternative development paths that can lead the system to renewal and prosperity, and not to the "thermal death of the Universe". The synergetic methodology is focused on studying the diversity of cultural development trends, the correlation of traditions and innovation, East and West, North and South, the multipolarity of the cultural world.

The idea of ​​the birth of the new through chaos interested Academician D.S. Likhachev. Chaos is an extremely unstable and varied state, it can be limited and prolonged.

But chaos cannot last forever. In chaos itself, there is a will to overcome it, to establish a relative order, but already different than before. D. S. Likhachev emphasizes: “Without giving birth to chaos, the transition to new system cannot be accomplished in any area of ​​culture. The heterogeneity and instability of chaos makes it a convenient "building material" for the emergence of new systems.

Chaos and the system are connected with each other, as they mean the transition from one state to another, each of which is not an absolute.

It takes time to transition. It can be short or long. It is gratifying that the state of chaos is a temporary phenomenon that cannot be eternal. Evil can prevail in chaos as failed good. This is convincingly shown by F. M. Dostoevsky in The Brothers Karamazov and M. Bulgakov in The Master and Margarita. The peculiarity of chaos also lies in the fact that several systems arise in it at the same time, which can mix, layer, exist in parallel. This makes it "redundant", it generates different styles, alternative possibilities. The culture of the Silver Age was famous for its diversity, a chaotic heap of various trends: acmeism and futurism, cubism and suprematism. They created an extremely variegated picture of culture. Art was in constant motion and changing forms, at the same time explaining Russian reality, stimulating the emergence of a new ideology and new values. All this allows us to conclude that chaos is not as terrible as it is presented in ordinary consciousness. The aging of any system confirms the importance of the time factor, which gives impetus to the dynamic development of culture. Time determines the scope and facets of the maturation of the new, performing the function of a catalyst and an enzyme during the transition period.

Cyberspace should not be confused with the real internet. This term is often used to describe objects that are widely distributed in a computer network; for example, a website might be metaphorically described as "being in cyberspace". Using this interpretation, it can be said that Internet events do not take place in countries or cities where servers or participants are physically located, but take place in cyberspace. This will become a reasonable way of looking at things at a time when distributed services become widely used, when the identity and location of network participants cannot be determined due to anonymous or pseudo-anonymous communication. It will become impossible to apply the laws of every state and every country in cyberspace.

In addition to the fact that ordinary people are no longer so critical of science fiction, which is gradually beginning to enter our lives, the success of the “cyberspace” metaphor lies in large part in dividing the “Computer programmer” profession into small parts.

It would be naïve these days to assume that [any] video editor knows HTML, a web designer knows Perl, or a database programmer understands packet switching very well.

So in order to introduce readers to cyberspace - the all-encompassing fabric that probably includes all of these separate strands - Gibson resorted to what his culture made clear to everyone: a series of chases in a fictional world. Therefore, it can be assumed that the metaphor of cyberspace is not just convenient way presentation of events, but also a practical necessity.

Original text (English)

These days there is no reason to expect a video editor to know HTML, a web designer to know perl, a database programmer to understand packet switching. So to introduce his readers to cyberspace -the global fabric that supposedly knits together all these separate threads- Gibson fell back on something our culture had prepared everyone to understand: a chase sequence through an imagined space. It would seem, therefore, that the metaphor of cyberspace is not merely a narrative of convenience but a practical necessity.

The United States is in the process of creating a special military unit AFCYBER, which will be responsible for conducting military defensive and offensive operations in cyberspace.

Reflection in culture

The concept of cyberspace is used not only in the computer and philosophical fields of knowledge, but also in the products of popular culture.

  • For example, the world of the animated series Digimon is a cyberspace called the "Digital World". The digital world is a parallel universe created from Internet information. It is very similar to cyberspace, with the only difference that people can enter the digital world physically, instead of using a computer.
  • In the mysterious math cartoon Cyberchase, the action takes place in Cyberspace, ruled by a benevolent ruler, motherboard(mother board). With this idea, the authors can take the viewer to any virtual world (Cybersite), where various mathematical concepts will be explained in the best possible way.
  • In the movie Tron, the programmer was transported into the world of software, where each program was a person and inherited the form of its creator.
  • The idea of ​​the "matrix" in the film "Matrix" (Matrix) is a complex system of cyberspace into which people enter from birth, where there are "agents" - peacekeeping programs, as well as people who once left the "matrix" and entered it again and whose possibilities are practically unlimited.
  • The animated series Reboot presents a world of programs where they interact with each other and with the user.

cyberspace is a hardware-software complex for creating a virtual, that is, apparent "reality". The illusion of the presence and influence of a person on the current situation in an imaginary three-dimensional space is produced using programs and technical equipment:

Such systems are very widely used in the training of pilots, cosmonauts, to simulate military exercises, tank and air battles, in game programs like Star Wars.

info gloves

Samsung Cyber ​​Keyboards

Samsung Cyber ​​Keyboards

The illustration shows a collage of images of a cyber keyboard prototype from Samsung Electronics. The right and bottom shot is the first generation, the left is a more elegant device of the second generation. Wearable keyboards have a built-in electronic-mechanical unit that controls the speed of movement of the modules put on the fingers and their position in space. You can print on any surface on the intended keyboard. The keyboard can work in several modes that can be set programmatically: one-handed typing, various keyboard layouts, work only with certain commands, etc. It can work with almost any information device: PC, laptop, PDA, cell phone.

Electronic glove P5

The American company Essential Reality has released an electronic glove P5, which may soon replace the traditional pair of "keyboard + mouse" in many computer games. The developers of the device believe that with the help of a glove, control in games becomes more intuitive and natural. The development of the P5 glove took the company about three years, while the Nintendo power glove device that appeared back in 1989 was taken as the basis. Essential Reality specialists have done a lot of work on improving the design of the electronic glove, and as a result they have created a very compact, lightweight and, most importantly, versatile manipulator for computer games. The glove consists of a main module worn on the palm, and along the fingers there are strips with bending sensors that detect changes in the position and shape of the fingers. Sensor strips are fastened with special flexible rings. Essential Reality is currently working on adapting the P5 for Macintosh computers and Linux operating systems, and in the future the glove may also be released for game consoles.

Sensory gloves

Sensory gloves

At the University of California (Berkeley), sensory gloves have been developed, wearing which, you can literally show the computer with your hands what is required of it. At the heart of each pair of gloves are six miniature accelerometers: one on each finger and one on the back of the hand. They record all the movements made by the hands. The information received is digitized and wireless communication transferred to the computer. By comparing the readings of the sensors, the machine calculates the position of the hands and fingers in space. After that, using a special program, it is not so difficult to determine what gesture a person made. In addition to gesture commands, Berkeley touch gloves can be used instead of a regular mouse. The mouse arrow follows where the hand is pointing, and the movement of the finger corresponds to the click. A keyboard with such gloves is also, perhaps, not needed, in any case, a real one. The buttons drawn on paper are enough, and which of them are pressed, the computer will recognize by the coordinates of the hand. If a conventional keyboard can be replaced with a virtual one, nothing prevents other objects, such as musical instruments or some kind of devices, from being virtualized. So, according to the developers, gloves have a great future: they can be used in vocational training or in computer games. Sensor gloves are only part of a large nanotechnology project "Smart dust" (Smart dust). His ultimate goal is to create tiny, no larger than a cubic millimeter, devices that combine energy, communication and sensory capabilities. Combined, they will have to form a universal sensitive network. The glove's computer-linked accelerometers mimic some of the capabilities that many of these "smart" dust particles would have, imperceptibly settling on a person and interacting with each other. If the project succeeds, the way people and computers interact will change no less than after the advent of mice and GUIs.

Keyboard Simulator Senseboard VK

Keyboard Simulator Senseboard VK

Senseboard has developed a device that combines sensor technology with an artificial neural network that can accurately track the movements of the fingers of a typing person. Representatives of the Swedish company believe that the keyboard simulator they created will solve users' problems mobile computers, who no longer have to poke tiny buttons. Senseboard VK is attached to the inner surface of the palm, where special sensors monitor microscopic muscle contractions that occur during the spatial movement of the fingers. A user with touch typing skills only needs to perform the usual finger movements, imagining a standard keyboard in front of him. And at this time, the program supplied with the device interprets the received signal and displays the desired sequence of characters on the screen. PDA owners will now be able to work on any surface as if it were a keyboard. The device captures finger movements when pressed, and precise measurements allow you to determine which keys a person wanted to press when typing. Sensors made of rubber and plastic are attached to the user's palms in a way that does not interfere with finger movements. Using Bluetooth technology, information about the "printed" is transmitted wirelessly to a computer, where the program - text editor analyzes signals and turns them into text.

In addition to the error correction system, the device has a "pause" function that allows a person to eat, drink and scratch their head without removing the sensors. In this case, hand movements will not create unnecessary letters and symbols. In addition, the device allows you to make changes on the screen in the same way as it is done on a regular keyboard. The device can currently be used with Palm PDAs and other manufacturers. Senseboard says it will eventually be compatible with most handhelds, mobile phones and laptops.

Gaming glove P5

Gaming glove P5

This is a device by the American company Essential Reality - a glove with flexible tactile sensors that detect changes in the position of the hand in space and movements of the palm and fingers, and thus giving the user the opportunity to control what is happening on the screen with natural, "real" hand movements. First of all, P5 is focused on working with three-dimensional computer graphics and computer games. However, the glove can also be used as an ordinary mouse with advanced features, for example, for viewing purchases in online stores from different angles.

infosuit

motion capture

There are several motion capture systems that differ technical features. Optical systems are active and passive. Passive capture is based on calculating the position of points in three-dimensional space, taken from different angles, by light reflections from sensors. The equipment detects a set of coordinates and tracks the moments of rotation of points. Let's say systems with sensors like Micron provide a video stream of 500 frames per second (usually 100-120 fps is required) at a resolution of 1.3 megapixels.

The markers themselves are small plastic balls (from 3 to 25 millimeters in diameter) treated with a special material to enhance the reflection of light. The video brightness is reduced so that nothing but bright dots remain on the screen. They receive data on the movement of the actor and transmit them to the computer model.

In active capture, something similar happens, but each tag is equipped with its own transmitter, which continuously signals its position in space. In active optical systems, this is the light source. And in magnetic motion capture systems, instead of cameras, signal receivers are used that emit magnetic field sensors. However, in this case, the actor must be powered. From afar, it looks like a Christmas tree entangled in garlands.

Optical systems provide higher accuracy. markers can be very small size(up to 3 millimeters). Passive systems (Motion Analysis, BTS, Vicon-Peak) can fix the position of marks at a speed of up to 2000 fps. Active (Visualeyez, Optotrak) - almost twice as much, up to 5000 fps.

Motion capture from the outside looks pretty interesting. Instead of morphing, kinematics and other sorcery, specialists film the movements of a live actor on video, and then connect the almost finished animation to the characters of a computer game. At least that's how it looks in theory.

mocap technical issues

Despite the fact that motion capture technology has been invented for a long time and the software is perfectly honed, there are many problems with motion capture. Moreover, different studios approach this in different ways. On the one hand, it seems to be the way it should be: modelers, animators, artists also use different techniques. On the other hand, the technology is still not universal.

Hardware and software - at least from major manufacturers - have evolved over a long period of time. Take, for example, motion capture systems from Vicon or Motion Analysis - they are practically flawless. It is extremely rare to edit something by hand, most often the material is ready for use immediately, without additional refinement.

Theoretically, it is possible to capture any movement, but in reality we still face the problem of overlapping markers when using optical motion capture systems (a situation where an opaque object appears between the mark on the actor's body and the cameras). Sometimes you have to specially design the scene in such a way that the system can see the markers at least partially. For example, the shields for the actors used in the motion capture for King Arthur: Pendragon Chronicles had to be made from wire. Imagine, King Arthur's knights with wire shields! Marker overlap is a major problem in optical capture systems. If the camera does not see them, capture is basically impossible. Another issue is the physical size of the area that can be surveyed. The record object should be moderately large. As long as a sufficient number of sensors can be placed on the body and they are visible to the cameras, there are no problems. Modern equipment is highly sensitive, sometimes there are even surprises: we record in conditions that seem simply impossible.

To increase the speed with animation, they work without textures. They are added at the final stage.

Sometimes there are glitches during recording. First, the markers can get mixed up or hidden from the cameras. Secondly, the system can falsely trigger on reflected light, noise. The consequences of such failures have to be corrected manually. It's better to get at least something than to start over again. The successful outcome of the case primarily depends on the professional training of mocap specialists.

When animation is well planned, capturing is easy. We try to set up clients in advance and ask them to think over “clean” movements. But if they want the actor to crawl on the floor most of the time, let them prepare for reshoots and lengthy animation cleanups.

facial animation

The facial animation of the 4D Facial Capture system was tested on the game TOCA Race Driver 3.

The idea of ​​isolating facial animation, isolating it into a separate production is not new. LifeStudio: HEAD SDK was used to move the lips and control facial expressions of computer characters in the films "The Lord of the Rings" and Final Fantasy. But she doesn't need live actors. The LifeStudio developers have built a computer model of a human face, in which the movement of each muscle is programmed for a certain reaction. Each "bone" is mathematically calculated.

In order for the “face” to portray an emotion, you need to dial a combination of commands. The main difficulty is to tie your model to a common “face” and learn how to pull the “strings”. The HEAD SDK was used in Pestilence: Utopia. Artem Digital took a completely different path.

In motion capture, during normal capture, a small number of markers are glued to the actor's face. They can convey only a small part of facial expressions. To get high quality facial animation, much more labels are required. We have found that it is possible to accurately capture the actual expression on an actor's face at any given time by capturing it from multiple cameras fixed in a specific position.

The resulting video is processed by special software methods. The image is covered with a network of control points, and then the change in their position relative to each other is tracked. It's like there are thousands of facial markers on an actor's face!

Recording systems

A good car for motion capture should be, firstly, wooden, and secondly, full of holes on all sides.

The principle of operation of equipment for mocap has not changed since the invention of the technology. But the devices themselves are constantly being improved. Let's see what systems modern motion capture specialists work on.

It all depends on what you want to do, what is the end goal. Many prefer systems that are easier to get real-time data from. These include magnetic (eg Ascension, Polhemus) or kinematic systems (eg Gypsy). Some prefer active optical capture equipment. It also works well in real time. But, without a doubt, the most widely used passive optical systems. In terms of data quality, they are absolute leaders.

The magnetic system is too sensitive. To work with it, you need to exclude any influence of an extraneous electromagnetic field. In addition, the magnetic system is not easy to set up. However, it has its own advantages. For example, there are no problems with marker recognition - they do not mix and do not hide from the camera behind other objects.

The main problem with capturing facial expressions is that hundreds of sensors cannot be placed on the face. At best, 40-50 pieces are placed.

For optical systems, the capture volume is clearly related to the number of cameras, all of which are active during recording. And the number of markers on the body of an actor rarely changes during a normal capture.

There is a certain number of points sufficient to describe the movement (about 50). A few redundant markers are added to guarantee. However, there is always a desire to put them a little more. But the more markers stuck on the actor, the greater the distance between him and the cameras should be. You can’t put cameras too far either, magnetic sensors will begin to interfere, and optical ones will merge into a uniform bright spot. So you have to choose: either more markers and a bunch of noise, or a small number of sensors, but a little jerky animation.

The main limitations of mocap are the number of sensors on the actors' bodies; the number of cameras and the distance at which motion can be captured normally. The farther the cameras are from the scene, the more actors will be in the frame, but if the cameras are too far away, the system will not distinguish the signal from different sensors. You have to compromise. In some cases, sacrifice detail, in others - the number of actors and range of motion.

Fundamental limitations

Equipment for mocap is sometimes more complicated than the suits of scuba divers or special forces

At the end of the conversation about motion capture, let's look at the most important issue. In what cases is it better for developers to turn to motion capture technology, and when is it easier (or even necessary) to use classic 3D modeling technologies? Practice shows that even professional developers do not always know the answer to this question and make the wrong choice. As a result, quality suffers, and from an economic point of view, a loss.

Of course, animation with motion capture is much faster than, for example, with rotoscoping. With motion capture, you get what really hit the lens. Let's say a jump strike was planned exactly half a centimeter above the opponent's head. How can an actor ensure such accuracy? Do not attach a ruler to the leg. In the final, it will be the way it happened on the set.

With manual animation, the characters are completely under the control of the creator. When there is a clear goal and an understanding of what the end result should look like, a good animator will do everything in at its best. But it will take him a very long time to convey the imperceptible characteristic details that give credibility to any movement.

The power of motion capture lies precisely in its realism. The fundamental limitation of the method is that it is impossible to repeat the "cartoon" movements. We can't invite Winnie the Pooh and Roger Rabbit to shoot. In this case, there is only one way out - to record only the key, most difficult moments in the motion capture system.

data helmet

The name is also used Multimedia helmet. Systems related device virtual reality, made in the form of a helmet, equipped with an optical system with a three-dimensional image, stereo sound, a microphone and many sensors.

Provides a complete illusion of the reality of what is happening, tracks head turns and movements in any direction.

Memory glasses

Memory glasses

A person has long surrounded himself with small technical tricks. They help him make life easier, improve his senses, defeat sclerosis, and so on. Calculating electronic brains are much more accurate in doing some work. This is what scientists from the University of Bielefeld and the University of Surrey Department of Electronics and Electrical Engineering decided to use. They created fairly miniature stereo glasses. The highlight of the solution is that they are equipped with digital memory. The user can get a simple image and protect his eyes from mechanical damage, or he can scroll backwards through the video, which is sometimes very useful. The military and space explorers were very interested in the system

virtual display

virtual display

Liteye Systems and eMagin Corporation announced an agreement to market a Head Mounted Display (HMD) device. To boost customer demand, 3,000 devices equipped with eMagin's new low-emission organic diodes (OLEDs) will go on sale. New items will be released under Liteye's license agreement with IBM Corporation regarding the release of HMD. Liteye/IBM HMD - lightweight mobile device, which generates a spatial image with a resolution of up to 800x600 pixels, consuming only 200 mA from the power supply

Mitsubishi wearable display

Wearable display

Mitsubishi Electric has developed a new wearable display model. The presented novelty stands out against the background of analogues existing on the market with its compact dimensions, which allow the user to see everything that happens in the surrounding reality, and not just the picture on the screen. This was achieved due to a significant reduction in the light scattering index and, as a result, the limitation of the area visible to the eye (up to 4 millimeters vertically and 8 millimeters horizontally). The image on the screen of the device is equivalent to the view of a 10" display at a distance of 50 centimeters, the dimensions of the novelty are 70x29x18 millimeters, and the weight is only 20 grams. The main scope of the display will be its use when working with DVD players, PDAs and cell phones.

Head "displays

head displays

Microvision has released the Nomad Personal Display System HMD (Head Mounted Displays) with 800x600 SVGA resolution to major vertical markets. Nomad Personal Display Systems are intended for sales in the so-called vertical markets - industrial, aviation, medical and military. These head-mounted displays are among the most technically advanced HMDs in the industry today. The display consists of two parts: a projector worn on the head, and a small control module that is attached to the belt. The projector contains a low power image forming laser and optical system reflecting it onto the retina. A translucent high-resolution display is put on the head and allows you to look through the image, that is, the user receives information (diagrams, tools, technical documentation or a map of the area) and at the same time sees everything that is happening around and has both hands free. According to Microvision, Nomad monitors the time of day and light, which allows you to automatically adjust the contrast of the image in any light. In addition, the screen has a standard SVGA resolution. The first deliveries reflect the variety of HMD applications. Microvision is involved in the development of the Telesensory medical system with Stryker Leibinger. This system uses the Nomad in conjunction with a surgical machine to facilitate printed text recognition for people with low vision.

Second Sight M1100

Second Sight M1100

Interactive Imaging System's Second Sight M1100 VR headset can be connected to any Pocket PC or laptop computer as long as it has Compact Flash Type II or PCMCIA expansion slots. Actually, the "display" itself is very similar to ordinary glasses. It transmits a full-color image with a resolution of 640x480 pixels (that's twice the resolution of a standard Pocket PC) and a screen refresh rate of 72 Hz. Manual focusing allows you to adjust the device to any features or visual impairments. At the same time, it seems to the user that he is looking at a 15-inch monitor from a distance of about half a meter. No additional batteries are required, the device is powered by the built-in battery of a pocket computer.

VFX3D Helmet Specifications

Video: two LCDs with a diagonal of 0.7 inches; the resolution of each is 360,000 pixels; 16 bit color Optics: 35 degree viewing angle; fixed focus 11 feet; can be used with VOS goggles (Virtual Orientation System; trekking) - 3 sensors: Yaw (head rotation right/left) 360°, sensitivity ± 0.1° (12 bits); Pitch (head tilt up/down) ± 70°, sensitivity ± 0.1° (12 bits); Roll (head tilt right/left) ± 70°, sensitivity ± 0.1° (12 bits) Audio: high-quality headphones; supported frequency range: 20 Hz - 20 kHz; built-in volume control · Parameter control: brightness; contrast; chromaticity; backlight; video modes: Mono, Stereo 1, Stereo

Special glasses for 3D films

3D film glasses

TDV is going to give many users the opportunity to watch IMAX 3D movies right from their homes. To do this, the company has developed a True Depth Visualization (TDV) system that allows you to view three-dimensional images on the Internet if you have special glasses. The system consists of a pair of 3D glasses attached to the monitor, a wireless pair of glasses, infrared port and programs for converting a two-dimensional image into a three-dimensional one. If you view content on TDV-enabled websites with these glasses, images that look normal on your screen will look like three-dimensional pictures. You can already view some Sports Illustrated articles, Sony IMAX video clips and other examples of TDV use on the company's website. Many other companies have also expressed a desire to use 3D technology on their sites, including Honda, Faberge and Harley-Davidson.

Glasses-display "Eye-Trek FMD-220

Glasses-display "Eye-Trek FMD-220

Glasses display "Eye-Trek FMD-220" are developed by the Japanese company Olympus. The model is equipped with two 0.55 180,000 pixel active-matrix LCD screens that give the feeling of viewing on a 52-inch screen from a distance of 2 meters. The "Eye-Trek FMD-220" is the lightest device in its class and is priced at 56,000 yen ($467). Main characteristics:

Horizontal viewing angle - 30 degrees Vertical viewing angle - 22.7 degrees Device dimensions - 161x50x63.5mm Control panel dimensions - 39x100x18.5mm Device weight - 85 grams Remote control weight - 37 grams

Literature

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  2. Fridland A.Ya. Informatics and Computer techologies: Basic terms: Explanation. words: Over 1000 basic concepts and terms. - 3rd ed., Rev. and additional / AND I. Friedland, L.S. Khanamirova, I.A. Friedland. - M.: Astrel Publishing House LLC: AST Publishing House LLC, 2003. - 272 p. (LLC "Publishing house AST") (LLC "Publishing house Astrel")