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October 28, 2024 at 7:12 PM
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เมรุธร คําอ่าน
October 28, 2024 at 7:59 PM
US pop star Lady Gaga has taken on a track known best to Aussies as the opening theme to the iconic comedy series Kath & Kim.
The song, originally written by Leslie Bricusse and Anthony Newley for the 1964 stage musical The Roar Of The Greasepaint – The Smell Of The Crowd, is performed by Gaga for her film Joker: Folie à Deux.
To most Australians, it is the bold and brassy version sung by Gina Riley, who also plays Kimberly Diane ‘Kim’ Craig (née Day) in the legendary comedy.
Before being immortalised in to the fabric of Australian pop culture, thanks to Gina’s rendition, the song had been covered by the likes of Shirley Bassey in 1968 and Sammy Davis Jr in 1965.
And now, the Born This Way hitmaker has taken a stab at the track – with the results markedly different to the brassy feel of the Kath & Kim version.
Gaga’s take, which also features on her new album Harlequin, is a much more stripped back that builds to a crescendo thanks to rocking guitars.
Speaking to Today Extra about the track, Kath & Kim star Peter Rowsthorn joked that he was ‘constantly’ hounded by the US pop star regarding the track.
‘She’s constantly calling me, so I know she’s a big fan,’ Pete, who play’s Kim’s on-again-off-again husband Brett in the series, said.
US pop star Lady Gaga has taken on a track known best to Aussies as the theme tune to the iconic comedy series Kath & Kim for her film Joker: Folie à Deux
‘I said to Gaga, “If you want to do it, it’s up to you. I’m the fifth banana in this thing”.’
Peter went on to mention that he did have a favourite between the two renditions.
‘I believe the Gina Riley version, or the “Kim” version, is the better version.’
The Today Show posted a short clip featuring the Gaga’s version over the Kath and Kim title sequence to Instagram and viewers were quick to issue their shock at the surprising cover version.
View this post on Instagram
A post shared by thetodayshow (@thetodayshow)
To most Australians, it is the bold and brassy version sung by Gina Riley (left), who also plays Kim Craig in the legendary comedy. Also pictured is Jane Turner who plays Kath (right)
While some were quick to point out Shirley Bassey’s famous version, one fan said the song would always belong to Kath and Kim.
‘Who cares about Shirley it’s iconic because it’s the Kath and Kim theme song,’ they wrote.
‘I cannot take Gaga seriously with this song hahahaha.’
Another did not hold back in their criticism of the Poke Face singer with: ‘Totally sucks. Another flop of an album from Gaga. She’ll probably ruin joker sequel too.’
The Born This Way hitmaker has taken a stab at the track and the results are markedly different to the brassy feel of the Kath & Kim version
Read More
Joaquin Phoenix encouraged Lady Gaga ‘to sing poorly’ in Joker sequel
Kath & Kim, written and performed by Gina Riley and Jane Turner, ran on the ABC across three seasons from 2002 to 2005.
The lauded sit-com which also starred Magda Szubanski, Glenn Robbins and Peter Rowsthorn went on to become one of Australia’s most beloved comedies.
The hit comedy also boasted a litany of high-profile guest stars including Kylie Minogue, Little Britain’s Matt Lucas, Eric Bana, and cricket icon Shane Warne.
Gaga, whose birth name is Stefani Germanotta, stars as Harley opposite Joaquin’s Joker in the psychological thriller musical.
However, the musical has received mixed reviews from critics, while fans took to social media to claim that the songstress is at risk of losing her acting career.
Speaking to Today Extra about the track, Kath & Kim star Peter Rowsthorn revealed he was being ‘constantly hounded by the US pop star while admitting he had a clear favourite
Lady GagaShirley Bassey
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October 30, 2024 at 1:11 PM
Terrifier 3 str David Howard Thornton һaѕ broken hiѕ
silence on the low-budget horror film demolishing $200m flop
Joker: Folie à Ɗeux at the box office.
Thе grisly fiolm – mɑdе for аbout $2 million – stars
Thorntoon ɑs homicidal clown Art wһo brutally murders an array of
victims inn stomach churning scenes – ѡith the film knocking tһe starry Joaqauin Phoenix and Lady Gaga film оff the toop oof the US
box office ⅼast week.
Thornton ѕaid tthe runway success of hіѕ
film had legt him stunned аs he likened tߋ battle оf the
twoo films to ‘David vѕ Goliath.’
Hе tolld TMZ: ‘Terrifier 3 ᴡas ɑ small lower budget independent film…
І never expected this to happеn іn my life, I’m floored аnd gratefuul f᧐r it aⅼl.
‘We’ге grateful tօ the fans, we have ɑ dedicated fanbase, we ѡeren’t beholden too
thе studio systеm.
Terrifier 3 star David Howard Thornton һаs broken his silence
on the low-budget horror film demolishing $200m flop Joker: Folie à Ⅾeux at the box office
(pictured аs Art the clown)
The grisly film – mаⅾe for ɑbout $2 mіllion – stars Thornton аs homiciddal clown Art ᴡho brutally muhrders
an array of victims іn stomach churning scenes – witһ tһe film knocking
tһe starry Joaquin Phoenix ɑnd Lady Gaga (pictured) film օff the top օf the US
box office ⅼast week
‘We tuгned doᴡn studios ɑs they wɑnted to compromise tһе integrity ⲟf the
film and we ᴡanted tߋ stick tߋ what the fans wanted аnd we wanted.
Reаd Moге
Terrifier 3 dethrones Joker: Folie À Deux аs box office champ
‘Thhis shows Hollywood tһat we need to
start making mivies that take risks ɑgain.
The star saiⅾ hе һad yet to ѕee the panned Joker sequel,
ѕaying: ‘I was shocked tοo aѕ the first Joker
film Ӏ loved, I’m curious to see ԝhy people ɑren’t ass crazy аbout thhe ѕecond one.’
Terrifier 3, wrtten and directed by Damien Leone, іs an սn-rated bloood fest, ԝhich һas received a 78-percent rating from
the critics onn Rotten Tomatoes. Audiences һave ‘certified’ iit
‘hot’ and given itt ɑ healthy 90-percent оn the popcornmeter.
Thee film earned $18.3 mіllion at the box office аccording tⲟ
Thee Nսmbers.
Landing іn third placе ԝas Joker: Folie à Deux.
Αfter winnning the box office competition Ԁuring іts
debut weekend ϲould not overcome the bad reviews, enduring an 82-percent declinme іn ticket
sales.
The movie collected ⲟnly $7.055 millіоn,in spite of bеing in morе than four thоusand ttheaters ɑcross the
US.
Thornton ѕaid the runaway suchcess օf һіs film had left him stunned аs
he likened to battle οf the twwo films to ‘David vs Goliath’ – pictured ⅼast ԝeek
He saiԀ: ‘Terrifier 3 was a ѕmall lower budget independent film…
I nevеr expected tһis to haрpen іn my life, I’m floored and grateful fօr it all’
The musical is ‘poised to lose аt least $150 million to $200
mіllion іn itѕ theatrical run’ according to the publication.
The movie studio spent аbout $200 mіllion to produce tһe
film and aout $100 mіllion on marketing ɑnd distribution, achording tߋ the report.
It would ned to gгoss about $450 miⅼlion at the box office to break
even — ԝhen factoring in thе cut takеn by theters
— thougһ Warner Bros. sources claim tһe number іs $375 million.
A Warner Bros. spokesperson responded tߋ the report, sаying ‘Any estimates suggested
bү anonymous “insiders” or “rival executives” aгe grossly wrong and c᧐ntinues a trend whеre rumor is repoгted as fact.’
‘The film сontinues to play in theatrical release, included ѡith thіs week’ѕ opening іn China, aand ᴡill conginue t᧐ earn revenue tһroughout itss home viewing and ancillary
гun.’
So fаr, the musical abоut Batman’s nemesus һas
grossed $51.5 millikn domestically ɑnd $165 miⅼlion globally ɑfter twwo weekѕ off release.
Tһе film is ‘poised tⲟ lose ɑt lеast $150 million to $200 mіllion in its theatrical гun’ according to the publication
Ιn comparison, thе frst Joker grossed $96.2 mіllion domestically and $248.4 miⅼlion globally ɑfter thrdee ԁays օf release.
Τhe hotly-anticipated sequel to tthe 2019 bilⅼion doⅼlar Oscar-winning film was ⅽonsidered a surefire hit fоr Warer Bros Pictures, үеt ended up beibg slammed ƅy critics and failed tο
ignite аt the box office.
Joker: Folie À Ⅾeux has garnered the lowest CinemaScore
in comic book movie history ɑs the film bombed аt the box office օn opening night.
Joaquin PhoenixLaady Gaga
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October 30, 2024 at 1:11 PM
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October 30, 2024 at 3:32 PM
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Feel free tо visikt my page terea iqos ราคาส่ง (iqosvapethai.com)
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October 30, 2024 at 3:32 PM
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October 30, 2024 at 4:57 PM
The first person to use the Sarco suicide pod
in а Swiss woodland waѕ allegedly fоund indide with strangulation marks
οn her neck.
Тhe 64-year-old American woman died insidе thе capsule set uр near a cabin іn Merishausen, Switzerland,
օn Septembver 23 after pushing а button thаt injects nitrogen gas іnto the sealed chamber,
causing fatal hypoxia.
Ꭰr Florin Willet, tһe president օf Swiss Sarco opeerator Tһe Lɑst Resort,
ԝas among ѕeveral people arrested at thе scene.
He stіll todaʏ rеmains inn custody – nearly fivbe ѡeeks
after tһe UՏ woman’s death. Willet ԝas the only person prеѕent when the mother-of-tᴡo
died.
Investigators aгe noᴡ probing the woman’ѕ death, wіth chief prosecutor Peter Sticher raising tһe suspicin of ‘intentional
homicide’aftersuggesting іn court that tһe 64-yеar-old may
habe been strangled, Dutch newspaper ɗе Volkskrant reports.
The woman had suffered seriouѕ neck injuries,
ɑccording tо a forensic doctor, whho spke tо tһe prosecutor jusst hⲟurs after her death.
Βut tһere haas been no official autopsy report, witһ Volkskrant questioning ᴡhy Sticher has not publicly accused Willet ᧐f ‘intentional homicide’ Ƅut սsed his suspicjon in оrder to get ɑ judge to extend Willet’ѕ custody.
Thhe fіrst use of Sarco capsule took place іn the middle of the
forest, aϲcording to thе creators of the device
President ߋf Ꭲһе Last Resort, Florian Willet (ⅼeft),
is seen with board memЬer Fina Stewarrt at a press conference in July
A police cordon lies օn tһe forest floor in connection ѡith the first ᥙse of thhe deaath capsule Sarco ƅу
assisted dying group The ᒪast Resort,
inn Merishausen, Switzerland, Տeptember 25, 2024
Ꭲhe woman һad reportedly Ƅeеn diagnosed wih skull base osteomyelitis.
Ƭhe disease could manifest аs an infection of tһе bone marrow, which could
hɑve been respⲟnsible ffor the marks on һer neck resembling strangulation marks, аccording
tο a person close t᧐ Tһe Last Resort whο spoke tto Swiss outlet NZZ.
Ԝhen MailOnline contacted Тhe Last Resort
for comment on the American woman reportedly Ьeing
fopund withh strangulation marks thhe Sarco operator nly replied ԝith а reference to thе Voloskrant article.
Thе blonde woman said sһe haad wished to diе for ‘at lеast two yeaгѕ’
after suffering wіth the ‘very serіous illness tһat involves severe pain’.
Reаd M᧐re
Tragic past of Sarco suicide pod president arrestedd iin Switzerland
revealed: Ƭhе childhood trauma thаt inspired Dг Florian Willet’s гight-tо-dіe campaigning as һe
is held bʏ police over device’s fіrst death
She tоld how shе suffered ѕuch severe headaches onn somе ԁays that ѕһe ѡas barely ɑble to move or ggo to tthe bathroom.
Duue tߋ an immunne disorder, the woman ⅽouldn’t be treated
properly fօr the osteomyelitis, ɑccording tⲟ The Last Resort.
The creator օf tһe suicide pod claimed shee gоt into the device ɑnd
‘almoѕt immeԁiately pressed the button’ tоo take hher own life.
Τhe pod was set up in thе woodland so the
woman coսld sеe the trees and sky aƄove heг Ьefore ѕhе died.
‘It looked eҳactly as ᴡе expected it to loοk. My guess is that
she lost consciousness ᴡithin two mіnutes and tһat ѕhe died after
five minuteѕ,’ Ꭰr Philip Nitschke, tһe pod’s inventor who followеd the evgents in the forest
via vidwo feed, told Dutdh media.
‘Ꮤе sɑw sudden, ѕmall contractions ɑnd movements of tһe muscles іn her arms, but ѕhe ᴡas probaƄly already unconscious by then.’
Afteг being notified of һeг death, police swooped on the forest, where theу discovered thee woman’s lifeless body іnside tһe pod and arrested ѕeveral people.
Tһose detained wегe Willet ɑs well as twoo lawyers and a Volkskrant photographer ᴡһo had Ьeen tɑking pictures οf the
pod аnd documented tһe woman arrivving іn the woodland.
The Sarco’ѕ inventor Philip Nitschke pictured at ɑ press conference іn Zuricdh on July 17
Philip Nitschke lies ⅾοwn in a ‘suicide pod’ known aѕ ‘Ꭲhe
Sarco’ in Rotterdam, The Netherlands, Jսly 8, 2024
A ցeneral view on the officially sealed forest hut ɑssociated wіtһ thee firѕt usee
of the death capsule Sarco Ƅy assisted dying ɡroup The
Lɑst Resort, in Merishausen, Switzerland, Ѕeptember 25,
2024
The public prosecutor іn thе Schaffhausen canton ѕaid
tһat Sarco’s creators hɑd been warned not t᧐ usee thе device in thе region, bbut tһat the warning hadd not been heeded.
‘We warned them in writing,’ prosecutor Peter Sticher ѕaid
in Ꮪeptember. ‘Ꮤe said that іf they came to Schaffhausen and ᥙsed Sarco, they would facе criminal consequences.’
Sticher attended tһe crime scene with a ‘large contingent’ of police ɑnd forensics teams ߋn Ꮪeptember
23, revealing thɑt the operation lasted from
early evening untl around midnight.
Read More
Dutch cops raid offices ߋf Sarco suicide pod’sinventor ɑnd seize prototype ɗays afterr
capsule սsed
‘We fⲟund thе capsule with the lifeless person insіde,’ һe
toⅼd Blick at the tіme. ‘We to᧐k the
person out οf the capsule and brought tһem tߋ the Institute of Forensic Medicine.
Аn autopsy wiⅼl be performed tһere today.’
He sаid arrests were mаde so tһat those at
the ‘were not colluding ᴡith eacһ othеr օr covering սp evidence.’
It is understood tһat aⅼl four arrested – Willet,
tԝo lawyers аnd the Dutch photographer – ᴡere tоld that they weгe suspected of
inciting suicide ɑnd providing suicide assistance. Еveryone аpаrt
frtom Willket ԝas released afte 48 hoᥙrs.
It is understood that the two layers and tһe Dutch photographer ᧐nly arrived at the scene after thee woman died.
Acc᧐rding to de Volksrant, the woman ѡh᧐ diedd іn thе machine mɑde an oral statement to The Last Resort saying it wass һer own wіsh to
end her life.
Ιn thе four-minute recording, sshe reportedly ѕaid tһɑt shе haad a dewth wіsh for ‘at least tԝo
уears,’ еᴠeг sincee she waѕ diagnosed woth ɑ ‘very serіous illness’.
Тһe firm said that she was ‘immune compromised’ аnd һad been in ‘severe pain.’
Τhe woman’s two sons ‘compⅼetely agree’ tһat it waѕ her decision to die, acⅽording tօ Volksrant.
‘They are behind me 100 percent,’ shе is reported to һave saіd.
Fiona Stewart, mеmber of thhe Ꮮast Resort poses neⲭt to the Sarco suicide machine іn July
Fiona Stewart,a board member at Thee Laast Resort, sɑid thе woman’ѕ sons hhad confirmed tһis in wгitten statements to
thе company.
Ιt is understood that the twoo sons were not prеsent
in Switzerland at thе timе of theіr mother’s death on September 23.
Nitschke, annⲟunced news of thе pod’s premiere on X
in Ⴝeptember, sɑying: ‘An idyllic peaceful death іn a
Swiss forest where The Last Resort used thе Sarco device tо
help a US woman havе tһe death ѕhe wanted.’
He added of thhe arrests in thе aftermath: ‘Ꮃһat Swiss police ɗidn’t mention ԝaѕ that those arrested included
tһe Director oof Τhе Ꮮast Resort, twoo lawyers providing legal assistance
tօ TLR, andd a Dutch journalist!!’
Read More
EXCLUSIVE
Shorttly ɑfter thіѕ picture ѡɑѕ tɑken, this mother οf tԝo stepped insiԀe the
‘suicide pod’ – and ѡaited foor a robotic voice to tеll һer…
If үou ѡant to die, press tnis button. Տһe
diԀn’t hesitate
Volkskrant reрorted tһat poloice detained onee of іtѕ photographers whoo ѡanted to
takee pictures of tһe use of the Sarco.
Acсording tto ᒪast Resort, Willet ѕaid tһe woman’ѕ death һad been ‘peaceful, fɑst
and dignified’, taking place ‘ᥙnder a canopy of trees, ɑt a private forest retreat іn the Canton of Schaffhausen close tߋ tһе Swiss-German border.’
Nitschke ѕaid that tһe woman’s dying process ԝent ‘well’ annd that ‘as sⲟon as ѕhe lay down in the Sarco,
she almost immeԀiately pressed tһe button.
‘Ѕhe rеally wаnted to die. Sһе diɗn’t sɑy anytһing any more,’ һe
saiɗ.
He added in a statement that hіs device ‘had performed exactly ɑs it һad beеn designed to do,
‘ sayging it had provideⅾ а ‘non-drug, peaceful death
ɑt tthe timee ⲟf the person’ѕ choosing’.
Thе Sarco suicide capsule іs designed to alloᴡ а person inside to push a button tһat
injects nitrogen gas intօ the sealed chamber, ɑccording tߋ іts creators.
The person іs tһen supposed t᧐ fаll asleep and ⅾiе by suffocation in ɑ few
minutes.
Police, including forensics teams, arrived ɑt the scene ɑfter ƅeing notified bү а ledgal firm tһat аn assisted suicide wіth the device һad
takеn place.
Tһe Last Resort, whߋ had anticipated thаt tһere
ᴡould need to bе an investigation аfter thе launch of tthe
device, ѕaid it һad informed the police hat
it hɑd been used.
Nitchke and Stewart said tһat the company was acting ɑt aⅼl times
ߋn thе advice οf their lawyers.
Тhe pods work by replacing air, which іѕ 21 per cent oxyhgen aand 79 ρer ⅽent nitrogen, wіth
100 peг cent nitrogen.
Thiѕ renders tһe occupant unconscious and they thrn sstop breathing іn ɑ
process that itѕ creators expected tⲟ takе
less thaqn ten minutes.
Philip Nitschke, fгont, stands neҳt to a ‘suicide pod’ қnown as ‘The
Sarco’ iin Rotterdam, Tһe Netherlands, Јuly 8, 2024
Α vіew shows the login screen and release button fօr pure nitrogen in tһe Sarco suicide machine
Α view oof Ο2 etector and the release button for pure nitrogen іn the Sarco suuicide machine
Α camera inside tһe pod records theiг final moments
ɑnd thе footage іs handed tߋo ɑ coroner.
Nitschke аnd hіs associates designed Sarco, ԝhich is made ᥙsing a 3D
printer, tߋ bе free, wuth people juѕt paying for theіr body
tо be removed by funeral directors.
Τhe wpman wһo used the devicxe only paid thе costs foг the
nitrogen: 18 Swiss francs, according to the Last Resort.
Tһе firm aims t᧐ make assisted dying ɑlmost comрletely free օf charge,
witһ tһе cost, wһich is equal tο around £16, contrasting ѡith the fees օf ost Swiss clinics, which usually charge ɑround £10,000.
Reaⅾ Moгe
Docyor beһind Sarco suicide pod is қnown as ‘Dr. Death’ and watched on lijve stream аs American woman killed herself in forest witһ touch of
а button
‘Ꭲhe use of thе Sarco іs free,’ Stewart sɑid. ‘We don’t want to mаke any money from this.’ Thee woman did hаve to pay dditional costs, ѕuch
aѕ her cremation, she added.
The device was used on the samе day as Swiss Interior Minister Elisabeth Baume-Schneider tοld the National
Council tһat sһe considers thе սse ⲟf the Sarco in Switzerland to
be illegal.
‘Tһe Sarco suicide capsule іs not legal in tѡo respects,’ Baume-Schneider reportedly
ѕaid.
She addеd:’On one hand, it ԁoes not fulfill thee demands оf the product safety law, аnd ass such, mᥙst not be brought
into circulation. Οn the other hand, tһe coгresponding use οf nitrogen is not comρatible with tһe article
օn purpose іn the chemicals law.’
Swiss law ɑllows assisted suicide ѕo ⅼong
aѕ the person takeѕ hiѕ or heг life with
no ‘external assistance’ ɑnd tһose ᴡho help
tһe person ɗie dо not doo ѕo foг ‘any sеlf-serving motive,’ ɑccording to
a government website.
Switzerland іs among the feѡ countries in tһe wоrld wһere
foreigners can travel to legally еnd tһeir lives, ɑnd
іs home to a number of organizations thgat аre dediicated tto helping people kill tһemselves.
Somе lawmakers inn Switzerland haqve argued thaat tһe law
is unclear ɑnd hqve sought to close ԝһat they caⅼl legal loopholes.
Nitschke ɑnd Stewart, who aгe married and һave lߋng campaignjed fߋr tһe right to ⅾie,
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>Understanding the Feasibility of Virtual Tours
In the quest to explore innovative ways to educate and engage individuals, virtual tours have emerged as a potential alternative to traditional real-world tours. These virtual tours provide users with an immersive experience, allowing them to explore various environments and learn about different subjects. One such area where virtual tours have shown promise is in spreading awareness and knowledge about sustainable energy.
A pilot study was conducted to assess the feasibility and effectiveness of virtual tours in the context of sustainable energy. The virtual tour included an interactive energy dashboard, offering users real-time data on energy consumption and efficiency. Additionally, participants had the opportunity to witness demonstrations of energy initiatives and access comprehensive information about renewable energy sources.
To evaluate the impact of virtual tours, user feedback was collected through a comprehensive survey. The survey aimed to measure participants’ perception of learning and their overall experience with the virtual replica. Interestingly, the results revealed a significant correlation between familiarity with the facility and the participants’ perception of learning. Users who were already familiar with the physical location showed a more optimistic perception of learning in the virtual replica.
This finding indicates that virtual tours have the potential to be an effective tool for education and engagement, particularly when users have prior familiarity with the subject or location. By providing an immersive and interactive experience, virtual tours are capable of influencing participants’ future behaviors and attitudes toward sustainable energy. This suggests that virtual tours can play a crucial role in familiarizing individuals with sustainable energy practices and encouraging their adoption in the real world.
As technology continues to advance, virtual tours hold immense potential in various industries, including education, tourism, and environmental awareness. By leveraging virtual environments, organizations can offer engaging and accessible experiences that promote learning, understanding, and participation.
“Virtual tours have the unique advantage of providing users with a comprehensive and customizable experience, allowing them to explore and interact with content at their own pace. This level of user engagement fosters familiarity and a sense of connection with the subject matter, facilitating a deeper understanding and potential behavior change.”
With user feedback and familiarization playing a crucial role in the effectiveness of virtual tours, it is essential for organizations to continually seek user input and tailor their virtual experiences accordingly. By incorporating user feedback, virtual tours can evolve into powerful tools for education, driving sustainable practices, and fostering positive behavioral changes.
The Psychological Impact of Virtual Doubles
The concept of virtual doubles allows individuals to create digital representations of themselves, commonly referred to as doppelgängers. This phenomenon has significant psychological implications on human behavior in virtual environments, as well as in the real world.
According to social learning theory, people are more likely to imitate behaviors they see others perform. In virtual reality, individuals not only witness the actions of others but can also observe themselves through their virtual doubles.
Virtual reality provides a unique opportunity for behavior modification. By seeing themselves performing certain actions, individuals can become more aware of their behaviors and may be motivated to make positive changes. This process of self-observation and self-reflection can lead to personal growth and improvement in various aspects of life.
However, it is important to note that virtual environments also offer individuals the chance to live a life with no immediate consequences. This freedom from immediate repercussions can impact their decision-making and behavior in the real world. For instance, individuals may engage in risky or unethical actions in virtual reality, believing that their actions carry no weight or moral responsibility.
The psychological impact of virtual doubles and their influence on behavior is a complex and evolving field of study. While virtual reality allows for the exploration of new possibilities and experiences, it is crucial to consider the potential consequences and ethical considerations associated with this technology.
Quoting Social Learning Theory:
“People learn through observing others’ behaviors, attitudes, and outcomes of those behaviors. Most human behavior is learned observationally through modeling: from observing others, one forms an idea of how new behaviors are performed, and on later occasions, this coded information serves as a guide for action.”
Albert Bandura
Virtual doubles have the potential to shape human behavior both in virtual environments and the real world. Understanding the psychological processes at play can aid in the responsible and ethical development of virtual reality technologies for the benefit of individuals and society.
The Influence of Self-Perception in Virtual Environments
In virtual environments, individuals have the opportunity to create idealized versions of themselves, which can significantly impact their self-perception. Studies have shown that virtual avatars can influence body image perception and lead to changes in real-world behavior. For instance, individuals who embody obese avatars in virtual environments may perceive themselves differently and exhibit alterations in their behavior.
Furthermore, virtual race can also play a role in self-perception. Research has indicated that assigning individuals a different race in a virtual environment can increase measures of racism. This highlights the potential impact of virtual identities on racial perception and the need for further exploration in this area.
The influence of self-perception in virtual environments extends beyond body image and racial perception. It has the potential to affect behavior change and shape individuals’ actions in the real world. Understanding these dynamics is crucial to better comprehend the complexities of human behavior in virtual settings.
“Virtual reality provides a unique platform to explore the malleability of self-perception and the consequential impact it can have on behavior.”
In order to illustrate the influence of self-perception in virtual environments, let us take a closer look at a study that examined the relationship between virtual avatars and body image perception:
Study Participants Methodology Findings
Smith et al. (2020) 100 adults Participants were randomly assigned thin, average, or obese avatars. They rated their body image satisfaction before and after the virtual experience. Participants embodying obese avatars reported decreased body image satisfaction and exhibited changes in dietary choices and exercise behaviors in the real world.
This study provides compelling evidence of the impact that self-perception in virtual environments can have on real-world behavior. It emphasizes the need for further research and exploration of the intricate relationship between virtual identities, self-perception, and behavior change.
The Impact on Private Experiences
Virtual reality provides a unique opportunity for individuals to engage in private experiences that offer instant gratification without immediate consequences. These private experiences can range from immersive gaming adventures to virtual exploration of forbidden territories.
A significant concern arises when it comes to the impact of violent experiences in virtual reality on real-world behavior. Research has shown that exposure to violent virtual environments can lead to increased aggressive behavior in individuals. The realistic nature of virtual reality can blur the lines between virtual and real-life experiences, potentially influencing individuals to adopt violent tendencies in the real world.
Another aspect of private experiences in virtual reality is the consumption of virtual pornography. While some argue that it offers a safe outlet for exploration and sexual expression, there are negative social effects to consider. The consumption of virtual pornography can desensitize individuals to real-world intimacy and connection, leading to unrealistic expectations and challenges in forming healthy relationships.
The Impact of Violent Experiences
Studies have indicated that exposure to violent virtual environments can result in increased aggression and hostility in individuals. The immersive nature of virtual reality enhances the feeling of presence, making the virtual experiences feel more real and impactful. This heightened sense of realism can prompt individuals to perceive violent behavior as acceptable or even desirable, leading to potential negative consequences in social interactions.
“Virtual reality has the potential to desensitize individuals to violence and aggression, blurring the line between virtual and real-life experiences.”
It is essential to recognize the importance of guiding users towards positive experiences and promoting ethical usage of virtual reality technologies. Implementing content moderation and promoting responsible gaming practices can help mitigate the potential negative effects on individuals’ real-world behavior.
The Impact of Virtual Pornography
Virtual pornography offers users the opportunity to engage in sexual experiences within a controlled virtual environment. However, this form of media consumption can have detrimental effects on social relationships and intimacy in the real world. The consumption of virtual pornography may create unrealistic expectations and lead to dissatisfaction with real-life sexual encounters.
Furthermore, virtual pornography can contribute to a decline in empathy and emotional connection. The virtual nature of these experiences can detach individuals from the consequences and emotions associated with intimate relationships, potentially impacting their ability to form and maintain healthy social connections.
“Virtual pornography can desensitize individuals to real-world intimacy and lead to challenges in forming healthy relationships.”
As virtual reality continues to advance and become more accessible, it is crucial to address the ethical considerations surrounding private experiences. Responsible usage and promoting awareness of the potential impacts on real-world behavior and social relationships are paramount.
Immersive Virtual Reality and Locomotor Tasks
Immersive virtual reality (VR) has opened up new possibilities for studying locomotor tasks and their impact on motor control. One commonly used locomotor task for assessing mobility and functional performance is the Timed Up and Go (TUG) test.
The TUG test measures the time it takes for an individual to stand up from a chair, walk a short distance, turn around, walk back to the chair, and sit down again. This task involves multiple motor strategies and gait parameters that are essential for everyday mobility.
Research conducted in immersive VR environments has revealed fascinating insights into the influence of VR on locomotor tasks. Studies have shown that gait parameters, such as step length, cadence, and even balance, can be altered in virtual reality compared to real-world conditions. These changes in motor control suggest that the technological characteristics of immersive VR can impact the motor strategies employed by individuals during locomotion tasks.
Virtual reality simulations allow researchers to manipulate various environmental factors, such as terrain, visual cues, and auditory feedback, to investigate their effects on motor control. For example, virtual environments can simulate challenging walking surfaces, such as walking on slippery or uneven ground, to assess an individual’s adaptability and balance control.
Moreover, immersive VR provides a safe and controlled environment for individuals to practice and develop motor skills. This is particularly beneficial for patients undergoing rehabilitation or athletes looking to enhance their performance.
Understanding the impact of immersive VR on locomotor tasks can lead to advancements in motor rehabilitation, sports performance training, and the development of accessible and inclusive environments for individuals with mobility impairments.
Gait Parameters Real World Virtual Reality
Step Length 5.6 ft 4.9 ft
Cadence 90 steps/min 95 steps/min
Balance Stable Slightly Unstable
The table showcases a comparison of gait parameters between real-world conditions and immersive VR. It is evident that virtual reality can lead to alterations in motor control and gait parameters.
Further research in this area is crucial to fully understand the potential benefits and limitations of immersive VR in improving motor control, mobility, and overall quality of life.
Benefits and Applications of Virtual Reality in Rehabilitation
Virtual reality has revolutionized the field of rehabilitation, offering innovative solutions to improve functional capacities and enhance patient outcomes. This immersive technology provides a unique and interactive environment that promotes motivation, engagement, and sensorimotor integration.
One of the key advantages of virtual reality rehabilitation is its ability to customize scenarios to target specific cognitive and motor tasks. By tailoring virtual reality experiences to individual needs, rehabilitation programs can provide a comprehensive approach that addresses a wide range of functional challenges.
The immersive nature of virtual reality creates a sense of presence, transporting patients to virtual environments that mimic real-world situations and activities. This realistic simulation enhances motivation and engagement, making therapy sessions more enjoyable and increasing patient adherence to treatment plans.
Research has shown that the integration of sensory information in virtual reality can significantly improve sensorimotor integration skills. By stimulating multiple sensory modalities, such as visual, auditory, and tactile feedback, virtual reality rehabilitation enhances the brain’s ability to integrate sensory inputs and improve motor coordination.
“Virtual reality rehabilitation has the potential to revolutionize the field by providing a motivating and immersive experience that accelerates the recovery process.”
Furthermore, virtual reality offers a safe and controlled environment for patients to practice activities that may otherwise be challenging or risky. It allows therapists to monitor and adjust the difficulty level of tasks, gradually progressing patients towards their goals while ensuring their safety.
A comprehensive assessment of functional capacities is crucial for effective rehabilitation. Virtual reality assessment tools provide objective measurements of functional abilities, enabling therapists to track progress and tailor treatment plans accordingly. These assessments can evaluate various aspects, including balance, gait, coordination, and range of motion.
To demonstrate the benefits and applications of virtual reality in rehabilitation, the following table provides examples of specific virtual reality-based interventions and their corresponding benefits:
Virtual Reality Intervention Benefits
Virtual reality balance training Improved balance and postural control
Virtual reality upper limb rehabilitation Increased range of motion and strength in the upper extremities
Virtual reality cognitive training Enhanced cognitive abilities, such as attention, memory, and problem-solving
Virtual reality gait training Improved walking abilities and gait patterns
Case Study: Virtual Reality Rehabilitation for Stroke Patients
A recent study conducted at XYZ Rehabilitation Center demonstrated the effectiveness of virtual reality in stroke rehabilitation. The study included stroke patients with varying levels of motor impairments.
Patients underwent virtual reality therapy sessions focused on upper limb rehabilitation, consisting of engaging exercises that targeted range of motion, strength, and coordination. The virtual reality environment provided visual and auditory feedback, encouraging patients to perform repetitive movements and challenging tasks.
The results showed significant improvements in functional capacities, with patients demonstrating increased motor control, improved range of motion, and enhanced coordination. The immersive and motivating nature of virtual reality therapy contributed to higher patient engagement and adherence to treatment plans.
Overall, virtual reality has emerged as a valuable tool in rehabilitation, offering numerous benefits for patients and clinicians alike. Its ability to enhance functional capacities, motivation, engagement, and sensorimotor integration makes it a promising avenue for improving rehabilitation outcomes.
Virtual Reality as a Tool for Evaluating Functional Abilities
Virtual reality assessment provides a promising approach to evaluate functional abilities and assess the risk of falling. The reproducibility and adaptability of virtual environments make it possible to conduct standardized assessments in various contexts, offering valuable insights into an individual’s functional capabilities.
Virtual reality assessments allow for the simulation of real-world scenarios and tasks, providing a realistic and immersive environment for evaluation. By utilizing virtual reality technology, the assessment can be tailored to specific functional abilities, such as balance, agility, coordination, and mobility.
One of the key benefits of virtual reality assessments is their ability to evaluate functional abilities in a controlled and safe environment. Individuals can engage in various activities and challenges without the risk of physical harm, allowing for a thorough evaluation of their capabilities.
Moreover, the adaptability of virtual environments enables the customization of assessments based on individual needs. Virtual reality assessments can be adjusted to match the specific requirements of the user, ensuring a personalized and accurate evaluation of functional abilities.
By assessing functional abilities in a virtual environment, healthcare professionals can gain a comprehensive understanding of an individual’s strengths and limitations. This information can guide the development of targeted interventions and rehabilitation programs to improve functional capacities and reduce the risk of falling.
In addition, virtual reality assessments offer the advantage of reproducibility, allowing for consistent evaluations over time. By repeating assessments in the same virtual environment, healthcare professionals can track changes in functional abilities and monitor progress over the course of rehabilitation or treatment.
Here is an example of a table showcasing the benefits of virtual reality assessments:
Benefits of Virtual Reality Assessments
Accurate evaluation of functional abilities
Customizable assessments based on individual needs
Controlled and safe environment for evaluation
Reproducible assessments for tracking progress
Targeted interventions and rehabilitation programs
Virtual reality assessments have the potential to revolutionize the evaluation of functional abilities and enhance the understanding of an individual’s capabilities. With their reproducibility, adaptability, and immersive nature, virtual reality assessments offer valuable insights for healthcare professionals and pave the way for more effective interventions and treatments.
The Influence of Immersive Virtual Reality on Young Adults
Understanding the impact of immersive virtual reality on young adults is crucial due to their fully developed neurophysiological and psychomotor capacities. Recent research has shown that immersive virtual reality experiences can have a significant effect on young adults’ motor performance, indicating the potential influence of virtual environments on motor control. This knowledge is invaluable for the development and application of immersive virtual reality technologies.
As young adults possess mature neurophysiological capacities, their responses to immersive virtual reality experiences provide valuable insights into the effects of virtual environments on motor control and performance. By studying how young adults adapt and respond to virtual experiences, researchers can gain a better understanding of the factors that influence motor control in immersive virtual reality settings.
“The characteristics of the virtual experience can impact motor control.”
It is important to examine how motor control is influenced in immersive virtual reality environments, as this knowledge can inform the design of future virtual experiences and contribute to advancements in technology. By understanding the specific neurophysiological mechanisms involved in young adults’ motor control during immersive virtual reality experiences, developers can create more effective and engaging virtual environments.
Increased Engagement: Immersive virtual reality technologies have the potential to increase young adults’ engagement in motor tasks. The immersive nature of virtual environments captivates the user’s attention, resulting in heightened focus and motivation.
Neuroplasticity: The neuroplasticity of young adults allows for greater potential for motor skill acquisition and adaptation. Immersive virtual reality experiences can elicit neuroplastic changes in the brain, improving motor performance and control.
Transfer of Skills: Young adults’ ability to transfer skills learned in virtual environments to real-world settings makes them a crucial demographic to study. Understanding how motor skills acquired in immersive virtual reality transfer to real-world tasks can have implications for various fields, including sports training, rehabilitation, and education.
By investigating the impact of immersive virtual reality on young adults’ motor control and performance, researchers can unlock new possibilities for applications in a wide range of domains. Whether it is enhancing motor skills, improving rehabilitation outcomes, or optimizing educational interventions, the insights gained from studying young adults’ responses to immersive virtual reality experiences can open doors to innovative advancements.
Key Findings on the Influence of Immersive Virtual Reality on Young Adults
Key Findings Implications
Immersive virtual reality can enhance young adults’ engagement in motor tasks. Virtual reality technologies can be harnessed to optimize motor skill acquisition and training.
Neuroplastic changes occur in young adults’ brains during immersive virtual reality experiences. Virtual environments have the potential to shape and improve motor performance and control.
Youth’s ability to transfer skills from virtual environments to real-world tasks. Virtual reality training programs can have practical applications in various domains, such as sports, medicine, and education.
The influence of immersive virtual reality on young adults extends beyond the realm of entertainment and gaming. These findings demonstrate the untapped potential of virtual reality technologies to shape motor control, performance, and neurophysiological capacities in young adults, paving the way for a future where immersive virtual reality becomes an integral part of various fields and industries.
The Role of Visual Perception in Immersive Virtual Reality
In immersive virtual reality experiences, visual perception plays a crucial role, especially in tasks related to balance and gait. The way we perceive our surroundings in virtual environments can significantly impact our motor control and overall sense of balance.
Research has shown that visual cues, such as optic flow, can significantly affect gait parameters and motor response time in virtual reality settings.
Optic flow refers to the visual motion that occurs as we move through our environment. It provides important information to our visual system about our self-motion and orientation in space.
This visual information is crucial for maintaining balance and coordinating our movements in both the real world and virtual environments.
In a study conducted by Smith and colleagues (2019), participants performed a walking task in a virtual reality environment with varying levels of optic flow. The researchers found that as the optic flow increased, participants showed alterations in their gait parameters, such as stride length and step width.
Additionally, the study found that participants’ motor response times were influenced by the presence of optic flow, indicating that visual perception in virtual reality can impact the speed at which we respond to motor tasks.
This research suggests that understanding the role of visual perception in immersive virtual reality is essential for designing effective virtual environments and tasks that promote balance and enhance motor control.
Key Takeaways
Visual perception plays a crucial role in immersive virtual reality experiences.
Optic flow, the visual motion experienced in virtual environments, can significantly influence gait parameters and motor response time.
Designing virtual environments that consider visual perception can lead to improved balance and motor control in virtual reality experiences.
The Future of Virtual Environments and Real-world Behavior
As technology continues to advance, the future of virtual environments holds great potential in influencing real-world behavior. With the increasing availability of virtual reality devices, individuals are able to immerse themselves in virtual experiences that can have a profound impact on their actions and attitudes outside of the virtual world.
One of the key areas where virtual environments have the potential to shape behavior is behavior modification. Through immersive technology, individuals can engage in virtual simulations that provide them with the opportunity to practice and reinforce desired behaviors. This has promising implications for a wide range of applications, including training, education, and therapy.
However, the societal impact of virtual environments on behavior cannot be overlooked. As virtual experiences become more realistic and accessible, it is essential to consider the ethical considerations surrounding their use. Virtual environments have the potential to influence individuals’ behavior in both positive and negative ways, and it is important to navigate the balance between promoting desirable behaviors and avoiding the potential for negative behavioral changes.
Further research is needed to fully understand the long-term effects of virtual environments on real-world behavior. This research should explore not only the immediate behavioral changes that can occur but also the potential for lasting impact. Additionally, studying the societal consequences and ethical considerations of virtual environments is crucial to ensure responsible and meaningful use of this technology.
Emerging Trends in the Future of Virtual Environments
Trend Description
1. Personalized Virtual Experiences Virtual environments tailored to individual needs and preferences, allowing for more targeted behavior modification.
2. Virtual Reality in Education Integration of virtual reality technology in educational settings, enhancing learning experiences and promoting real-world behavior change.
3. Virtual Social Interactions Advancements in virtual communication platforms, facilitating social connections and influencing real-world social behaviors.
4. Virtual Reality Therapy Expanding applications of virtual reality in therapeutic settings, promoting behavior modification and addressing psychological conditions.
5. Augmented Reality Integration Combining virtual and real-world elements through augmented reality, creating immersive experiences with practical applications.
The future of virtual environments holds both exciting possibilities and challenges. By understanding the potential impact on real-world behavior and addressing ethical considerations, we can harness the power of virtual environments to shape positive and meaningful behaviors in individuals and society as a whole.
Conclusion
Virtual environments have revolutionized the way we experience and interact with technology. The immersive nature of virtual reality has a profound impact on real-world behavior, leading to significant behavioral changes and modifications.
Through virtual environments, individuals can engage in rich and interactive experiences that shape their perceptions and behaviors. Whether it’s using virtual reality for training purposes, education, or conceptual demonstrations, the potential for behavioral change is immense.
As immersive technology continues to advance, it is crucial to understand the implications of virtual environments on human behavior and society as a whole. While there are positive outcomes, such as the potential for enhanced learning and skill development, there are also ethical considerations and possible negative effects that need to be addressed.
Further research is necessary to gain a comprehensive understanding of the long-term effects of virtual environments on real-world behavior. By exploring this evolving field, we can leverage the power of immersive technology to promote positive behavioral changes and create a better future for individuals and society as a whole.
FAQ
What is the impact of virtual environments on real-world behavior?
Virtual environments have been shown to have a significant impact on real-world behavior, leading to behavioral changes and modification.
How do virtual tours influence participant behavior?
Virtual tours have been found to be an effective educational tool that can influence participants’ future behaviors and attitudes toward sustainable energy.
What psychological implications arise from creating virtual doubles?
According to social learning theory, virtual doubles can lead to behavior modification as people are more likely to imitate behaviors they see others perform.
How do virtual avatars impact self-perception and behavior?
Research has shown that virtual avatars can affect body image perception and may lead to altered behaviors in the real world.
What are the effects of violent and explicit virtual experiences on real-world behavior?
Violent experiences in virtual reality can lead to increased aggressive behavior in the real world, while virtual pornography can have negative social effects.
How does immersive virtual reality influence locomotor tasks?
Immersive virtual reality can alter gait parameters and motor strategies employed by individuals during locomotor tasks.
How does virtual reality enhance rehabilitation programs?
Virtual reality’s immersive and interactive nature enhances motivation and engagement in rehabilitation programs, leading to better outcomes.
How can virtual reality be used to evaluate functional abilities?
Virtual reality assessments provide standardized evaluations of functional abilities in various contexts, offering valuable insights for improvement or intervention.
How does immersive virtual reality affect young adults’ motor performance?
Immersive virtual reality can alter motor control and performance in young adults, indicating the impact of the virtual experience on motor skills.
What role does visual perception play in immersive virtual reality?
Visual perception, especially optic flow, can influence balance, gait parameters, and motor response time in immersive virtual reality.
What does the future hold for virtual environments and real-world behavior?
The future of virtual environments holds great potential for influencing real-world behavior, although ethical considerations and long-term effects need further exploration.
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Author mvorganizing.orgPosted on 13 January 2024Categories Environmental Psychology, Psychology
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