{"resolved":true,"match_type":"uuid","source_type":"original_book","book_id":"8770e87a-1162-4f3c-b374-e88b5e736a68","title":"我们何以成为后人类 文学、信息科学和控制论中的虚拟身体","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787301280768","requested_by":"printed_page","book":{"source_type":"original_book","book_id":"8770e87a-1162-4f3c-b374-e88b5e736a68","id":"8770e87a-1162-4f3c-b374-e88b5e736a68","uuid":"8770e87a-1162-4f3c-b374-e88b5e736a68","title":"我们何以成为后人类 文学、信息科学和控制论中的虚拟身体","normalized_title":"我们何以成为后人类文学信息科学和控制论中的虚拟身体","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787301280768","isbns":["9787301280768"],"parsed":true,"ai_readable":true,"document_type":"book","page_count":474,"navigation_url":"https://workshop.closeclaw.top/ai/book/8770e87a-1162-4f3c-b374-e88b5e736a68","title_url":"https://workshop.closeclaw.top/ai/title/%E6%88%91%E4%BB%AC%E4%BD%95%E4%BB%A5%E6%88%90%E4%B8%BA%E5%90%8E%E4%BA%BA%E7%B1%BB%20%E6%96%87%E5%AD%A6%E3%80%81%E4%BF%A1%E6%81%AF%E7%A7%91%E5%AD%A6%E5%92%8C%E6%8E%A7%E5%88%B6%E8%AE%BA%E4%B8%AD%E7%9A%84%E8%99%9A%E6%8B%9F%E8%BA%AB%E4%BD%93","fixed_page_url_template":"https://workshop.closeclaw.top/ai/book/8770e87a-1162-4f3c-b374-e88b5e736a68/page/{printed_page}","path_api_url_template":"https://workshop.closeclaw.top/api/ai/book/8770e87a-1162-4f3c-b374-e88b5e736a68/page/{printed_page}","read_url":"https://workshop.closeclaw.top/api/ai/read/8770e87a-1162-4f3c-b374-e88b5e736a68","page_url":"https://workshop.closeclaw.top/api/ai/books/8770e87a-1162-4f3c-b374-e88b5e736a68/page","search_url":"https://workshop.closeclaw.top/api/ai/books/8770e87a-1162-4f3c-b374-e88b5e736a68/search"},"page":{"printed_page":35,"pdf_page":48,"physical_index":48,"physical_index_base":0,"printed_page_status":"recognized","page_sha256":"23c1784b3e3eb59751b66252fe044461304cf7bcd95cbd4618e25dc951bbc65b"},"chapter":"作者简介","content":"各种虚拟现实技术及其全身调节(full-bodymediation）的潜力，进一步描绘了这种现象：凸显有序的模式和无序的随机性，而使“有一无”（“在场”与“缺席”）看似无关。作为一种业已价值几千万美元的产业，虚拟现实技术成功地把用户的感知系统置入计算机的反馈系统之中。[5]一种方式，用户戴上立体视觉头盔和在关节处装有传感器的身体手套(bodyglove)，用户的动作以影像的方式重现(称之为“化身”)，并反映在计算机屏幕上。当用户转动头的时候，计算机的显示也就相应地改变。同时，音效耳机创造出三维的音响效果。肢体感知技术，比如G-load模拟器，可以通过更加广泛而精确的身体覆盖来实现更好的效果。由此可以实现一种多维感知交互，为用户创造出一种身处计算机之中的幻象。以我在人机交互界面技术研究室(HumanInterface TechnologyLaboratory) 以及其他地方对虚拟现实模拟技术的体验，我可以证实那种主观感受在计算机回路中扩散的感觉带来的令人愉悦而迷醉的效果。在这些系统中，用户可以通过运动感知和本体感受了解到，对于互动而言，相关的界线更多是由在某种技术一生物一体化的线路中连接身体和模拟的反馈回路而不是由皮肤来决定的。\n\n第二章 虚拟的身体与闪烁的能指\n\n035","previous_page":34,"next_page":36}