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	<title>Virtuality - Revision history</title>
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		<title>Hmarney at 19:47, 14 February 2005</title>
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		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Virtuality or the simulation of reality is often refered to as virtual reality. Virtual reality is best defined into two different experiences according to New Media: A Critical Introduction. One experience is the &amp;#039;immersion in an environment constructed with computer graphics and digital video with which the &amp;#039;user&amp;#039; has some degree of interaction(Lister 35).&amp;quot; This example brings to mind a human strapping on eyewear and a suit that will direct the interaction. This is a complete immersion, with all the physical senses reacting to what is in this &amp;quot;cyberspace.&amp;quot; Another form of virtual reality is &amp;quot;the space where participants in online communication feel themselves to be.&amp;quot; Such examples of these are MUDS.  MUDS, according to Sherry Turkle, &amp;quot;are destinations on the Internet where players who have logged in from computers around the world join an on-line virtual community. Through typed commands, they can converse privately or in large groups, creating and playing characters and even earning and spending imaginary funds in the MUD&amp;#039;s virtual economy(Turkle).&amp;quot;&lt;br /&gt;
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Works cited&lt;br /&gt;
&lt;br /&gt;
Lister, Martin, Jon Dovey, Seth Giddings, and Iain Grant. New Media: A Critical Introduction. London: Routledge, 2003.&lt;br /&gt;
&lt;br /&gt;
Turkle, Sherry. &amp;quot;Virtuality and Its Discontents,&amp;quot; The American Prospect  vol. 7 no. 24, December 1, 1996.http://www.prospect.org/print/V7/24/turkle-s.html&lt;/div&gt;</summary>
		<author><name>Hmarney</name></author>
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