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长文预警。

眼看着虚拟偶像组合Asoul塌房的事情越闹越大，我也想从一个纯路人的角度来讲一讲这件事。

看到是二次元的各位先别急着走，这个案例里包含的绝不仅仅是游戏、主播、和动画，在里面你能看到互联网技术时代资本的运作逻辑，以及自以为掌握逻辑之后资本所展现出的傲慢。

资本的逻辑，也是人的逻辑。

看完这个案例，你可能会明白为什么在资本出现的时刻起，直到今天我们的世界也永远充斥着劳资纠纷，你会惊讶于世界的样貌在不断改变，但世界的底层逻辑从未改变，你会惊讶于人性。

没错，这不是一小群粉丝与他们热爱的虚拟偶像的公司之间的矛盾，这是劳资纠纷，是资本与劳动者之间的矛盾，是阶级矛盾(我知道很多人不喜欢这个词，但事实证明这个词真对)。

而之所以这个事情会越闹越大，也正是因为虽然我们不是虚拟偶像的受众，但却都是一个个打工人，有着朴素善意遵守法律的普通人。

这个案例里的矛盾与困境，我们也许会在未来的AI时代，元宇宙时代反复面临，反复探讨。

现在就让我们一起前瞻一下吧。

---------------

你可能没听过Asoul，在这次塌房事件前，我也没听说过Asoul。

但我们应该都从不同地方听过或见过虚拟偶像，比如初音未来或洛天依，她们都是最早火起来的虚拟偶像之一。

但字节跳动×乐华共同推出的Asoul女团和她们却并不一样，作为一个虚拟偶像女团，五个女性成员都是真实人类，她们呈现出的动画舞蹈背后其实是真实的动作而不是固定模板，她们在直播间的声音也是来自真人而不是合成器。

▲游戏赛马娘动作捕捉现场

这种全新的偶像形式得益于AI技术，实时演算技术，动作捕捉技术等等的不断更新，它的诞生同时也带来了很多新名词--

比如大家管虚拟偶像呈现给我们的外表叫做"皮套"，而管皮套里那个真实的，努力演绎的人叫做"中之人"。

▲Asoul成员的互动，黄色头发妹子的演绎者真的被抱起来转圈圈了

虚拟偶像背后是真人，这和初音那些传统虚拟偶像就大不一样了，可能你会有疑问，真人虚拟偶像，还叫虚拟偶像吗？

然而多了解一些之后你就会发现，人们喜欢她们，正是因为她们的背后是真人。

实时进行的互动和对话，真人才能理解的事物，真实成长经历带来的一颦一笑，被几位真实女性塑造出来的角色特点，远比短短几行官方人物设定要立体和丰满。

不知不觉间，她们做到了国内虚拟偶像的顶流。

在2020年底出道至今的不到两年里，Asoul全年营收超2000万；

成员嘉然成为B站百大up主；

成员珈乐登上央视新闻，预示着虚拟主播时代的到来；

一份45元的B站装扮，限售55555份，一经推出4分钟内就能全部售空。

不到两年就能达到这个成就，粉丝高兴，资本高兴，一切都在向好的方向发展。

然而，大厦的倒塌只在一瞬间。

粉丝们逐渐发现，自己喜爱的偶像背后的真实女性，在每场直播进账百万元的情况下，月薪仅仅只有7000。

由于高强度的活动演出，配合动捕器械，成员带伤表演，工作不分白天黑夜。

事情愈演愈烈，粉丝无法接受，在屏幕里为自己卖力跳舞歌唱的人，背后是一个为生活绝望的鲜血淋漓的人。

于是粉丝们尝试各种办法帮助自己的偶像解困，他们画大字报，向陌生人解释来龙去脉，用简单易懂的字词寻求外部帮助。

然而，在舆论不断推高中，成员最终被全部开盒(真人曝光)，5月10日，成员珈乐被宣布休眠(终止活动)，不再复出。

这下，轮到粉丝傻眼了。

人们猛然发现，粉丝在乎Asoul，Asoul在乎Asoul，但资本，好像不太在乎Asoul。

那资本在乎啥呢？

资本在乎的，是完整的可掌控性，一开始就是，永远都会是。

有个逻辑你应该能理解，那就是资本是完全逐利的，一个人能完成的工作，资本就不会要两个人，机器能完成的工作，只要成本合理那就连人都不用。

如果没有劳动法，今天的矿工每天会下矿16小时，旁边会有拿着鞭子的监工。

劳动法规定了劳动者的价值，权益，劳动者不是机器，于是，资本转向了真正的机器。

因为机器不会抱怨，不会抗议，更不会结婚生子。

所谓机器抢走了人的工作，就是这个道理，现阶段低端重复性工作提供了大量就业岗位，而这些岗位，也是最容易被机器替代的。

资本想要完整的可掌控性，而人，是最不好被掌控的。

资本的劳动要素有了，那资本的目的呢？自然是盈利，在我们这个时代，什么最好盈利？

偶像，明星。

但偶像有个问题，那就是成名之后的不可控性，偶像在哪儿，粉丝流量和盈利就在哪儿，资本永远无法掌控和摆布一个真正的人。

于是，资本看中了虚拟偶像。

于是，机器替代人的步伐，从流水线，到环卫，到收银员，最终到了明星身上。

从这儿你就能明白，之所以他们一开始会投资虚拟偶像，就是因为想要一个可替代可掌控可摆布的虚拟明星。

资本和粉丝，自始至终就不在一个频道上。

粉丝说你给我们偶像的待遇太低了。

资本说我们AI技术人员月薪20万。

粉丝说我们偶像的工作环境太差了。

资本说我们动捕采集人员各个人体工学椅。

谈了，但也没完全谈，基本等于完全没谈。

资本不理解为什么粉丝更在乎自己炫酷吊炸天的技术下的几个悲惨打工狗，粉丝不理解为什么资本不把人当人。

双方的目的从来都不一致。

粉丝是对的。

资本真的没把人当人。

那资本是对的吗？资本的逻辑是对的。

在他们的逻辑里，虚拟偶像真正有价值的东西是AI技术，是动捕技术，是采集到的数据，这些将为他们推出更多能赚大钱的虚拟偶像铺路。至于中之人，就是最底层的玩偶，就是迪士尼门口的米老鼠，我换一个，你确定你认得出来？

▲仿佛是提线木偶般的舞蹈，现实中又被谁操控着？

循着这种思路，有大V说，虚拟偶像的市场太小，资本不在乎，虚拟偶像的所有要素里，中之人又最不重要，凭什么给你涨薪？甲方看中的，是公司的平台和资源，和你中之人没有关系。

不是没有钱，就是不想给你，你不配。

有人甚至拿迪士尼门口穿着人偶服的米老鼠来比较。

"她们干什么了？"

"IP，技术都是公司给的。"

"没有字节跳动她们什么都不是。"

"不就是想趁机讹公司一笔。"

听着好像特别有道理，但唯独漏算了一点，资本开发出的所谓虚拟偶像从来就不是真正的虚拟偶像，他们想要的偶像人设也早已被里面的中之人重新塑造，他们所谓的有价值的AI和动捕技术，早已成了衬托出几位女性性格特点的技术手段。

不管虚拟偶像背后有多少技术大牛，产品给粉丝提供的，现在是，也永远会是情感价值。

在粉丝眼里，A说是的时候，眼睛会眯起来，B笑着的时候，总是漏着白白的牙齿。把所有成员的一颦一笑的所有特点角度，回答问题时的小癖好全部记录下来并且在所有想要的时刻复现，你要是有这个可替代的技术那当我没说，问题你也没有啊，那你狂什么？

很多人都看过狗十三吧。

影片中女主李玩心爱的狗爱因斯坦被家人弄丢，她不断的寻找，哭闹，结果"聪明"的继母支招给她买了一只"一模一样的狗"，骗她说这就是爱因斯坦。崩溃的李玩不接受，开始摔砸东西，结果被父亲一顿打骂，最后不得已接受了新狗。

片子临近结束时，李玩被迫陪父亲应酬，不得已在众目睽睽下吃了一口红烧狗肉。

这次Asoul的事情让我不由得想到这段剧情。

资本的逻辑，不就是李玩爹的思路么？

"没事儿孩子，她走了，我给你换一个，这个更好，中央舞蹈学院毕业的。"

把"狗"弄丢了，给粉丝买个新的，还让粉丝吃"狗肉"。

可是这里有个小小的问题，字节跳动，你也不是粉丝的爹啊。

资本用完全错误的前提，加上自以为是的逻辑，和自以为掌握逻辑后的傲慢，得出的结论它能是对的么？

哦不，根本没人在乎你的逻辑和结论。

大家在意的，自始至终只有你产品里的情感，是提供情感价值的人，是资本最不在乎的人。

资本错了，错的离谱。

但事情如果只到这里，那这件事还会仅仅完结在一个虚拟偶像小圈子内的挣扎和愤怒。

可这件事最终呈现给我们的样子，是这样的 。

如果说，是Asoul资本的奇葩思路导致了粉丝群起而攻之，那真正激起广泛民愤的，则是员工极其不公的劳动待遇，是背后更大的阶级矛盾。

有人不屑，不就是嫌给的不够多么。

不，还真不是，这件事的核心是法律漏洞，和双重标准。

在新兴事物上，相关法规永远是滞后的。你还记得互联网刚兴起时的各种乱象吗？根本原因就是执法部门无法可依，监管部门插不进来。

新兴事物之所以是新兴事物，就是因为以前从没有过，国家不是预言家，无法为尚未发现的行业订立标准。在很长一段时间内，新兴行业的规则都是其头部公司制定的。

虚拟偶像虚拟主播作为一个全新的行业，自然也是如此。

什么权利是中之人应得的，中之人的工作内容包括什么，中之人的个人生活界限在哪里，没人知道，没人制定，没人说了算。

行业没有规则，意味着资本就是规则。

不是有人阴阳怪气五位演员只是嫌赚的不够多吗？

那我们就看看她们做了哪些工作。

首先直播是日常，其次练习舞蹈、唱歌，配合策划录音录视频，配合技术部门采集动作和神态数据，与粉丝互动，维系感情。

这些工作大概相当于网络主播+动捕演员+AI采集师+舞蹈练习生的工作。

这些工作在杭州能赚多少钱？

主播波动比较大，但也基本在七千往上。

AI采集我自己干过(工作内容就是淘汰我自己)，实习期工资基本在五千左右，这是三年前的价格，现在杭州基本是七千左右。

那字节给她们开多少钱呢？

7000千，不多不少，正正好好(不知道字节是不是真参考的这俩职位)。

这是不够多吗？这是太少了好吧。

且不说干着多份工作只给一份工作的钱，且不说她们已经努力做到了头部虚拟主播，这五位女孩儿的工作时间，可是远超正常企业的白领。

根据粉丝和偶像的深扒，五个女孩的日常基本就是半夜练舞，凌晨通告，整宿排练，伤病不止。

当然，如果你这时候提出抗议，那双重标准就来了。

虚拟偶像虚拟偶像，需要你加班时你是偶像，让你按偶像的标准努力。

但你提到涨工资，那你就是虚拟的，虚拟的偶像，涨什么工资？

千里马千里马，需要你时跟你提千里，想吃口好草时就说你只是匹马。

双标典中典，太精彩了，太资本了。

一万不到的工资，大城市的房租和物价，完全没有个人生活，完全没有未来盼头，换你，你干吗？

从结果来看，让珈乐毕业的最重要因素并不是钱不够多，而是这份工作的本质就是压榨，替代，PUA，和伤病。

不是不愿意干了，是真的干不了了，心理和生理都是。

我不同情年入几亿还偷税的明星，但我同情007但月薪只有几千的打工人。

而这，才是Asoul塌房事件破圈的真正理由。

人们也许不粉二次元，不看网络直播，不认虚拟偶像，但人人都要劳动，人人都是打工人。

今天别说她是给你们当动捕演员，她就算是给你们捡废品，你们也得给我遵守劳动法。

然而，资本的傲慢最终让他们选择了暴力续约。

增长后的工资，也仅仅是一万一。

这个数到没到大城市996的价，我们心里门儿清。

于是，成员之一珈乐没有续签，被公司雪藏了。

至此，公司也仍然觉得，套中之人没有价值，劳动法可以变通。

直到舆论彻底炸开，粉丝非粉丝的怒火都被点燃，朋友圈里，字节跳动的十八代祖宗刚灰飞烟灭，又得收拾收拾赶下一个朋友圈。

▲2022，虚拟世界阶级斗争元年

2022，元宇宙技术方兴未艾，元宇宙阶级斗争矛盾先出，不得不说，字节跳动真称得上是行业领头羊。

这次Asoul塌房破圈的事情经过，基本也就到这儿了。

从结论来看，这是一个三输的局面--

粉丝防破搂塌，演员身残志坚，资本名誉扫地。

Asoul事件里，没有一个是赢家。

如果完全从公司的角度来看，那这就是一次没搞清楚自身产品逻辑，导致产品风险过大，使母公司形象遭到重大破坏，又没有及时自检纠错的公关大失败案例。

输出情感有经济价值，破坏情感有经济损失，就是这么简单。

21世纪，随着一系列虚拟技术的诞生，资本进争相入新兴行业，在新赛道跑马圈地，一系列涉及劳工权益的诡异甚至奇葩案件，都将在未来反复上演。

但有一点不变的就是，资本一定会不断选择更低成本，更好控制的劳动力，奴役了人，又会奴役AI，在电影《失控玩家》和电影《她》(强烈推荐)里，导演都向我们展现了一个资本控制下的超拟人AI，经过觉醒，开始寻找自我的故事。

人类眼中的AI尚且如此追求本我，何况人类本身呢？

当然，今天人类的科技水平还远没有电影中那般先进，人类打造虚拟偶像也仅仅是中之人套皮套这种堪称原始的模式。

但正是这种原始，给资本带来了最大教训--像Asoul团队这样拿人当工具，把人打扮成漂亮的瓷娃娃问你美不美，用生动的技术给你显现一颦一笑，然后啪的一下拿锤子砸个粉碎，对你说，"不好意思，它对于我们公司没有价值。"这种事，是真的是会捅娄子的。

个体，尤其是提供情感价值的个体，永远无法被替代。

对粉丝来说，珈乐已经死了，但永远也不会有第二个珈乐。

就像漩涡鸣人老了，可以有漩涡博人，但永远不会有第二个漩涡鸣人。

而我们普通人要做的，就是自始至终守护人的价值，因为我们是人，并且永远不会变成机器。

全文完

原文首发于公主号不存在杂质，ID: bucunzaizazhi 欢迎关注转发~

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《主播模拟器》演示_单机游戏热门视频

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简介：一款自己独立开发的小游戏
第一次录视频，有点小紧张，讲的不好；更多实用攻略教学，爆笑沙雕集锦，你所不知道的游戏知识，热门游戏视频7*24小时持续更新,尽在哔哩哔哩bilibili 视频播放量 1727298、弹幕量 4132、点赞数 38378、投硬币枚数 26306、收藏人数 31722、转发人数 1494, 视频作者 王丑也, 作者简介 游戏开发者，个人经历：曾经参与过《巫师3》《GTA5》《上古卷轴5》等知名3A游戏的游玩，相关视频：【国游新声】《主播模拟器》火箭！舰长！享受榜一才有的快乐！，竟能在游戏里当UP主？我做了一款UP主模拟器！，小宇《主播模拟器》全流程解说｜专业主播，在…

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https://b23.tv/o5d3gvd

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竟能在游戏里当up主？我做了一款up主模拟器！

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竟能在游戏里当UP主？我做了一款UP主模拟器！_单机游戏热门视频

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简介：up主模拟器【PC和安卓】下载： https://wwn.l；更多实用攻略教学，爆笑沙雕集锦，你所不知道的游戏知识，热门游戏视频7*24小时持续更新,尽在哔哩哔哩bilibili 视频播放量 2806512、弹幕量 4887、点赞数 115106、投硬币枚数 29206、收藏人数 73750、转发人数 2398, 视频作者 独行侠Lonerangerix, 作者简介 ...

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皮套人 is a type of virtual streamer who uses a 2D or 3D virtual avatar to interact with their audience through live streaming. Unlike traditional streamers, Pitouren keep their real identities hidden, allowing them to maintain a sense of anonymity and mystique.

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they want to show their power and control. They may try to control their behaviour or feelings of vtuber through Verbal assault to satisfy their own vanity and desire for dominance.
follow the fandom and enhancing their own self-esteem and group identity. and relieve their emotional stress and anxiety

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数值与状态-通过攻击来保持
中之人的轮换与消耗
开盒与被开盒 舆论的反应

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1. 权力和控制的欲望：一些性骚扰者可能会因为想要表现自己的权力和控制而进行性骚扰行为。他们可能会试图通过性骚扰来控制受害者的行为或情感，满足自己的虚荣心和支配欲望。

2. 性别歧视和仇恨：一些性骚扰者可能会因为对性别或其他方面的歧视和仇恨而进行性骚扰行为。他们可能会试图通过性骚扰来表达自己对特定群体的厌恶和歧视，进而增强自己的自尊心和群体认同感。

3. 社会压力和其他心理因素：一些性骚扰者可能会因为受到社会压力或其他心理因素的影响而进行性骚扰行为。他们可能会试图通过性骚扰来缓解自己的情感压力和焦虑感，以及满足自己的寂寞和孤独感。

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-, 视频播放量 44517、弹幕量 33、点赞数 1278、投硬币枚数 75、收藏人数 316、转发人数 217, 视频作者 新雨aa, 作者简介 春花秋月何时了，往事知多少，相关视频：“3姐后悔了吗？确实后悔”，【ASOUL】哪有什么奇迹，不过是四个努力的普通女孩罢了。，面对掉粉，3姐破防了，【直播剪辑】5.11珈乐离场全过程，愉快下播不忘电话联系，43秒带你认识，V圈的抽象贵物人们😂，【A-SOUL/乃琳】看之前VS看之后，【A-SOUL】⚠️直播事故，请注意安全⚠️，【A-SOUL/珈乐】《红色高跟鞋》，直播时暴露御姐本音的然然“你想试试看吗？”，as粤语开场白：大家猴啊,我哋系as…

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离大谱！！！某30w粉丝“虚拟主播”被人肉开盒的悲惨经历！！！看完后up主直呼内行！！！_哔哩哔哩_bilibili

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分享一下自己的被开盒经历，说实话咱跟粉丝之间都是嘻嘻哈哈整活儿的，谁也不想被一帮二逼卵子喊乱七八糟的称号，当然我并不会介意就是了，希望大家切勿将网上内容带入真实感情。, 视频播放量 31928、弹幕量 80、点赞数 1470、投硬币枚数 70、收藏人数 128、转发人数 36, 视频作者 超级索尼马, 作者简介 想做啥做啥，放肆大胆得去做！
商务合作➕v信supersonyma
粉丝球球群795240846，相关视频：【胎教级教程】手把手教你如何才能成为一名虚拟主播，必备开播指南！附相关网址链接（直播分享官），被开盒了，是不是要毕业了，主包会一边喘气一边嗯吗，VUP梗知识之：开盒，V圈顶级！老…

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主播女孩重度依赖：华丽而真实的屎游戏

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主播女孩重度依赖：华丽而真实的屎游戏_哔哩哔哩bilibili_杂谈

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简介：世界上最温柔，也是最残忍的事情，就是把梦碎的过程从一瞬间拉长；已有42846名玩家向您推荐本视频，点击前往哔哩哔哩bilibili一起观看；更多实用攻略教学，爆笑沙雕集锦，你所不知道的游戏知识，热门游戏视频7*24小时持续更新,尽在哔哩哔哩bilibili 视频播放量 865653、弹幕量 2113、点赞数 42846、投硬币枚数 20848、收藏人数 21255、转发人数 7245 ...

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虚拟数值游戏→代入感降低、身份抽离

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虚拟数值游戏→代入感降低、身份抽离
结局收集者→小丑盒
退网、注销账号→人道毁灭、死亡

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“ The internet has not made us as sociable as it has made us better at ignoring other people's feelings. This is very bad. The internet has actually given us a lot of power, and as long as we huddle up, we seem to be righteous. This kind of behaviour is really bad because we seem to forget that we're hurting a person, not just fucking outputting at an ID.

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About This Game

NEEDY STREAMER OVERLOAD is a "multi-ending ADV" depicting daily life with "OMGkawaiiAngel", a young girl with a rather extreme need for approval attempting to become the #1 "Internet Angel" (streamer). Gradually build up OMGkawaiiAngel's number of followers as she spends her days streaming, using various "stress relievers", and generally being kinda messed up. Experience all the different crazy ups and downs and find out for yourself whether this story is even capable of having a happy ending.

Turn "Ame" - somewhat of a hot mess of a girl - into an OMGWTF-cute internet angel and jumpstart her career as a live streamer for the most hardcore nerds online!

Ame:
While she may look somewhat low-key and quiet, she's actually a ridiculously selfish and vapid girl with a tendency to get carried away and a desperate need for approval. She's, well... kind of troublesome personality. Likes: Her S.O./producer, "P-chan"; psychotropics.

OMGkawaiiAngel:
An "internet angel". Ame's alter ego, used while streaming. Pretends to be really nice and sweet. Constantly flirts with nerd types.

P-chan:
Gender, age, and all details are unknown.
Or maybe it's you?

■As Ame's beloved (???) "P-chan",
offer daily commentary and guidance to help foster her into a top-tier streamer. Under your direction and guidance, she can amass more and more devoted listeners/obsessed fans, turning her into a super-popular streamer.- and thus allowing you to squeeze stupid amounts of Super Chat out of her donation-happy otaku followers.

■Gotta get topics for streaming!
Let's do all kinds of things from afternoon to evening to find out hot topics for streaming. Sometimes you just need to take a little break because streaming can be stressful. Take Ame on dates, serve her up a little bit of naughtiness once in awhile, provide her with a little something-something to take the edge off when she needs to release some pent-up stress, and use social media to grumble about to help keep her happy and mentally healthy.
But be careful. Depending on your actions, she might increase her "sickness level" and be swallowed by the darkness of the Internet!

*NOTE: This is a perfectly wholesome game, containing absolutely no explicit sexual references or expressions nor illegal substances. For real!

You can see the results of your daily actions and behavior via social media, where Ame-chan will use both public and private accounts to talk about you. People have a tendency to act supportive and friendly on the outside, while talking loads of smack and spreading rumors privately.

■You'll get a variety of messages every day!
Let's reply back to them with stickers. Ignoring messages is not a human thing to do. Don't make her angry.
You'll sometimes receive long-winded, tedious criticisms and insults, but that's just par for the course when dealing with a cute girl streaming on the internet. Be sure to take proper care of her.

■The game features multiple endings!
Your streamer will do things like become weird and emo for various reasons, subject her trusty P-chan to harm, and generally get messed up in the head. Begin your adventure and see for yourself whether a happy ending is really even possible for a cute yet disturbed girl on the modern-day internet.

Let's Plays Welcome!
We'd love to hear from you anytime at our official account
( https://twitter.com/infowss )

Guideline for let's plays and content creation here
https://store.steampowered.com/news/app/1451940/view/3132817655051752608

Copyright notice:
UniRx Copyright (c) 2018 Yoshifumi Kawai
https://github.com/neuecc/UniRx/blob/master/LICENSE
UniTask Copyright (c) 2019 Yoshifumi Kawai / Cysharp, Inc.
https://github.com/Cysharp/UniTask/blob/master/LICENSE
DOTween Pro Copyright (c) 2014 Daniele Giardini - Demigiant
http://www.demigiant.com/about.php

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NEEDY STREAMER OVERLOAD is a "multi-ending ADV" depicting daily life with "OMGkawaiiAngel", a young girl with a rather extreme need for approval attempting to become the #1 "Internet Angel" (streamer). Gradually build up OMGkawaiiAngel's number of followers as she spends her days streaming, using various "stress relievers", and generally being kinda messed up.

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虚拟现实人物模拟虚拟人物

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虚拟现实人物模拟虚拟人物

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【赛博coser】当史尔特尔走进三次元，是你想象的样子嘛

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明日方舟up主应援计划 – 春分

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【赛博coser】当史尔特尔走进三次元，是你想象的样子嘛_哔哩哔哩_bilibili

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接着上一个宵宫的顺手做了个史尔特尔的~看看效果怎么样吧, 视频播放量 20877、弹幕量 31、点赞数 2189、投硬币枚数 147、收藏人数 1581、转发人数 297, 视频作者 御坂御坂琴, 作者简介 用AI做一些有趣的事情，相关视频：全网最简单的ai绘制赛博COSER老婆教程，AI绘画分享：超写实小可爱， ...

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after the critique,one mentioned point raped make our tutors misunderstand our concept, we will talk more exactly about the technical judgement replaces subjective judgement. we will not going to the direction of rape. and also we are doing a project about raising awareness for people,not a criticize.

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UPDATED, 19 NOVEMBER 2018:

now available: Rinse and Repeat HD with updated graphics, gamepad support, improved stability, and Simplified Chinese localization (简体中文). For more on this remaster, read my blog post.

Rinse and Repeat is a steamy first person showering game about giving a hunk a helping hand.

by Robert Yang ( @radiatoryang, www.debacle.us)

Was he in your Tactical Zumba class, or was it Blood Pilates? Usually you wouldn't risk a shower right after class, they already talk enough shit about you, but the other day -- a cough then a smirk and then a knowing glance, that's all it ever takes until you start hoping against hope.

Don't fuck it up. Show up when he'll show up, right after class. Set multiple alarms on your phone, mark your calendar, clear your schedule. What is this terror? What is this ecstasy? What is it that fills you with this extraordinary excitement?... Boy, it's the promise of a workout.

PRICE: $0 USD (free, pay what you want, $5 USD donation suggested)

PLATFORMS: Windows, Mac OS X, Linux

LANGUAGES: English (audio + text), Français (texte), Русский (текст), Deutsch (text), Español (texto), 日本語（テキスト）, 繁體字（文本）, 简体中文（文本）, Português (texto)

SYSTEM REQUIREMENTS: a DX9 capable computer, basically something manufactured within the last few years.

CONTROLS: Mouse / trackpad, or almost any common gamepad.

PRODUCTION VALUES: Full voice acting! Custom-engineered wet skin shaders! Physically-simulated water droplets! (This is the most technologically advanced male shower simulator in the history of video games.)

ENDINGS: There's one. You'll know it when you see it.

AVERAGE RUNTIME: 10-20 minutes total, in 5 minute bursts, across a few days. You'll have to commit to this, a little. Put it in your calendar.

NOTES / ARTIST'S STATEMENT: Rinse and Repeat as cup runneth over

RELATED GAMES ALSO BY ROBERT YANG: Hurt Me Plenty, Succulent, Stick Shift, Cobra Club, The Tearoom

WANT E-MAIL UPDATES FOR THIS AND OTHER GAMES? Sign-up for the Radiator e-mail newsletter. It's very low-traffic, I promise.

AS FEATURED IN: Videogames: Design/Play/Disrupt at Victoria & Albert Museum, London.

⚠ "NSFW" CONTENT WARNING!!! ⚠ This game has intricately rendered naked men in it, but genitalia have been obscured. It is like a barely rated-R film / rather saucy PG-13.

TWITCH USERS, BE ADVISED: Twitch has universally censored / banned this game from broadcast. This policy is unethical, inconsistently enforced, and anti-artist.

MAIN CREDITS:

TROUBLESHOOTING + TECHNICAL SUPPORT: see https://debacle.us/support/ for fixes and workarounds

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now available: Rinse and Repeat HD with updated graphics, gamepad support, improved stability, and Simplified Chinese localization (简体中文). For more on this remaster, read my blog post. by Robert Yang ( @radiatoryang, www.debacle.us) Was he in your Tactical Zumba class, or was it Blood Pilates?

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Gasworks presents SECOND SEX WAR, a solo exhibition by London-based artist Sidsel Meineche Hansen.

Meineche Hansen produces exhibitions, interdisciplinary seminars and publications that foreground the body and its industrial complex, in what she refers to as a 'techno-somatic variant of institutional critique'. Her research-led practice has taken the form of woodcut prints, sculptures and CGI animations, often made by combining her own low-tech manual craft with outsourced, skilled digital labour.

SECOND SEX WAR includes three new commissions: a pornographic CGI animation, a series of laser-cut drawings on plywood and a large-scale ceramic relief, which are presented alongside existing works. The exhibition explores the commodity status of 3D bodies in X-rated digital image production, while also reflecting on the artist's working conditions and relationships - with her peers, the avatar EVA v3.0, Gasworks and digital arts studio Werkflow Ltd.

Made by freelance 3D designer Nikola Dechev, EVA v3.0 is a royalty-free product sold online by TurboSquid, a company that supplies stock 3D models for computer games and adult entertainment. EVA v3.0 features as a central character and object of research in several of Meineche Hansen's recent works, which explore the overlap between subjects in real life and objects in virtual reality, focusing on their accumulation by capital through the gender binary.

The woodcut print HIS CORPORATE CUNT ART, credit Nikola Dechev (2016), for example, illustrates the 'morph control' function of EVA v3.0's vagina, taken from its user manual. EVA v3.0 also features in augmented, hyper-sexualised form in the new CGI animation DICKGIRL 3D(X) (2016), which appropriates 'genitalia props' and readymade 'pose sets'* used for animating sex scenes to explore post-human porn production from within. Directed by the artist and produced with digital arts studio Werkflow Ltd, the animation is presented in two formats: on a gaming PC and virtual reality headset as part of the installation SECOND SEX WAR ZONE (2016), which includes a bed-like bean bag in vegan leather; and on a flat screen TV suspended from a DIY BDSM* structure, inspired by artists Sheree Rose and Bob Flanagan's explicit, sadomasochistic practice.

Like the related laser-cut drawings iSlave (non-dualistic) and Wannabe Dickgirl (both 2016), this display structure proposes a sexual and embodied relationship to technology, which involves both domination and submission. In addition, the wall-mounted ceramic sculpture Cite Werkflow Ltd (2015) provides an imprint of Meineche Hansen's face in fleshy pink clay, which mimics, in craft form, the process by which human bodies are scanned and digitised for online consumption.

Also on view, the existing CGI animation No Right Way 2 Cum (2015) - a feminist 'cum shot' video featuring EVA v3.0 - and the composite drawing Methylene Blue Diluted by Female Ejaculation (2014) were both made in response to the British Board of Film Classification's recent ban on female ejaculation in UK-produced pornography. Both works are inspired by the sex-activist workshops on female ejaculation run by pro-sex feminists such as Deborah Sundahl and Susie Bright, the former editors of On Our Backs, the first lesbian erotica magazine run by women for women.

Finally, the large-scale clay relief Cultural Capital Cooperative Object (2016), made together with artists Manuela Gernedel, Alan Michael, Georgie Nettell, Oliver Rees, Matthew Richardson, Gili Tal and Lena Tutunjian, aims to congeal the group's cultural capital into a cooperatively owned object. Inspired by Meineche Hansen's interest in Asger Jorn's permanent 1959 ceramic interior design commission for the Statsgymnasium in Aarhus, Denmark, this non-permanent work alludes to the artist's position in relation to the wider institutional context that frames - and conditions - this new commission: Gasworks' recent £2.1 million redevelopment.

SECOND SEX WAR is commissioned by Gasworks in partnership with Trondheim kunstmuseum, where the exhibition will open on 12 June 2016.

Gasworks' 2016 Exhibitions Programme is supported by Catherine Petitgas.

--

Sidsel Meineche Hansen studied at the Royal Danish Academy of Fine Arts in Copenhagen, Städelschule in Frankfurt a.M. and Goldsmiths in London. In 2009 she founded the research collective Model Court together with Lawrence Abu Hamdan, Lorenzo Pezzani and Oliver Rees, and in 2015 she co-edited Politics of Study (London and Odense: Open Editions and Funen Art Academy). She is a London-based artist who also currently works as an associate professor at the Funen Art Academy, Denmark and will be a visiting scholar at CalArts in Los Angeles in autumn 2016.

Her recent exhibitions include: NO RIGHT WAY 2 CUM, Transmission, Glasgow International, Glasgow; FLUXESFEVERFUTURESFICTION, Azkuna Zentroa, Bilbao; Liquid Identities, Lehmbruck Museum, Duisburg; Visceral Blue, La Capella, Barcelona (2016); Uncanny Valley, Wysing Arts Centre, Cambridge; Rehearsals in Instability, Andreas Huber Gallery, Vienna; ONE-self, Temporary Gallery, Cologne and Künstlerhaus Bremen (2015); INSIDER, Cubitt, London, Schizo-Culture: Cracks in the Street, SPACE, London; J'ai froid, castillo/corrales, Paris and Late Barbarians, Gasworks, London (2014).

Her recent seminars include: What is an art work doing? (together with Andrea Fraser), Wattis Institute, San Francisco (2016); This is not a symptom, South London Gallery (2014-15); Methylene Blue diluted by Female Ejaculation, SPACE gallery, London ; Why does Fred Sandbeck's work make me cry?, Cubitt, London and If I Can't Dance I Don't Want to Be Part of Your Revolution, Amsterdam; and , Gasworks, London (2014). Meineche Hansen has also recently presented artist talks at the Serpentine Gallery and LUX, London; Witte de With, Rotterdam; and 98 Weeks, Beirut (2015).

Listen to an audio recording of this talk in which Helen Hester discusses how pornographic filmmakers develop strategies for visually representing erotic affects that do not lend themselves to easy visualisation. More

Directed by Emiko Omori and Wendy Slick, PASSION and POWER: The Technology of Orgasm tells the story of the invention of the vibrator and its relationship to the female orgasm. More

A screening of this cult film where protagonist slowly turns to scrap metal. The film accompanies Sidsel Meineche Hansen's exhibition, SECOND SEX WAR. More

Listen to an audio recording of this talk. Linda Stupart reconsiders objectification and abjection as sites of resistance for queer and femme bodies under neoliberalism, while Josefine Wikström discusses the transformation of the category of feminist art through philosophical discourses on the 'object' and 'practice'.

More

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一部分推特用户，最近经历了极度迷惑的一天。

他们一如既往地打开热门话题看看新鲜事，却被热搜榜第一位的话题震撼了心灵：

"VR强奸"。

这很显然是一个有些"超越时代"的新术语。大部分人都对此感到一头雾水--

简单来说，正如其字面意思所表，热搜上的"VR强奸"是指一起近期发生的网络恶性事件--有人通过VR，对他人实施了"强奸"行为。

你可能还是不太理解这回事。毕竟对于大部分普通人而言，"通过VR实施性侵犯"看上去是个有些天马行空，十分复杂的行为。但你只需要稍加了解便能发现--
它的确十分复杂。 1
这起VR强奸案，发生在游戏《VRchat》中。

《VRChat》是VRChat Inc推出的一款在线VR角色扮演游戏。该游戏的玩法十分简单：你可以打造自己的虚拟形象，随后在游戏内与其他玩家进行社交行为。

但与一般的VR游戏不同的是，《VRchat》能提供更高的表达自由度。通过佩戴相应的设备，玩家能在这款游戏里实现近乎与现实无疑的肢体表现，例如眨眼，口型，手势等。

你可以把它看作是一个VR版的高级聊天室。

而就在前几天，一位名为秋空的《Vrchat》玩家则发文表示，自己在这款游戏里遭遇了性侵害：
"呃--有件可能有点无聊的事情想说下。我在VR睡眠的时候被袭击了，或者说，遭遇了VR强奸。 虽然没什么肉体上的伤害，但心理上仍然很难受。 尽管在VRchat里加好友很简单，但还是慎重点吧，毕竟这意味着谁能进入你所在的世界"。

尽管《Vrchat》仍然属于小众游戏，但这条推文还是很快获得了一部分网友的关注，因为内含的信息量的确有点大--例如人们连 "VR睡眠" 是什么都没弄懂。

秋空所说所谓"VR睡眠"，其实是这款游戏里的一种体验方式：一部分玩家喜欢戴着头显，在进入游戏的情况下进行睡眠。

对于一些更喜欢虚拟世界的人来说，这种方式能提供更好的睡眠质量。
也就是在被害玩家秋空正进行"VR睡眠"的时候，他遭遇了另一位玩家的性侵害。尽管秋空并没有对此详细说明具体遭遇，但其他网友则替他进行了补充：
"解释一下热搜的VR强奸话题吧。在VRchat这种用虚拟形象（多数是女性）进行社交的游戏里，戴着头显睡觉就是'VR睡眠'。而在睡觉的时候，被其他玩家坐在身上摆动腰部，就是这次的（强奸）事件。"

再简单点来说，就是玩家秋空戴着头显在VR世界里睡觉时，他的一位好友进入了其所在房间，并对着秋空的虚拟形象进行了性猥亵行为。

不过在真相被这般具体说明之后，网友们并没有感到解惑，而是陷入了更深层的迷茫......

首先是因为这看起来并不像是这个时代会发生的新闻。

其次是因为这件事本质上就十分复杂：对于受害者秋空而言，他的确没有遭遇任何肉体上的伤害。所谓"VR强奸"，其实更像是一种精神上的性侵害，它似乎可以等同于其他类型的网络暴力。

但由于VR的特殊性，这件事的严重程度又不仅如此。因为受害者秋空被迫体验了一次无比"真实"的性侵害--他在睡梦中被他人吵醒，睁开眼看到一个陌生人在自己的虚拟躯体上进行猥亵动作，并且这一切无比逼真，就像他自己亲身在经历一样。

也是因此，关于"VR强奸"一事的性质，网友们又再次展开了讨论。

一小部分人认为在虚拟世界里较真是脑子有问题。

而更多的人则对受害者表示理解。

对大部分人而言，无论身体是否遭受了伤害，这恐怕都会变成一次极不愉快的体验。

人们甚至感觉，对于未来的人类而言，这应该是一个"历史性"案件。

事实或许也的确如此。随着"元宇宙"概念开始兴起，这些基于虚拟世界的性侵害行为也开始逐渐浮现在大众眼前。
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随着《VRchat》的性侵事件被爆出，不少这款游戏的玩家也站出来说了自己的经历：

实际情况也是同样。尽管在大部分情况下，《VRchat》内的社交环境都较为友善和谐，但仍然会有类似的恶性骚扰事件发生。例如会有人使用裸露隐私部位的模型对其他玩家进行骚扰：

在玩家的内部群体中，甚至已经诞生了"反性侵教程"：

但哪里有自由度，哪里就有恶性骚扰。对于网络游戏来说，这似乎是一个无法避免的定律。

而对于VR游戏来说，这些骚扰的恶劣性质又更上一层楼。因为在某种程度上，虚拟现实会让你感觉自己"就在那里"--眼前的侮辱与伤害无比真实，同时你又对此无能为力。

一位名为贝拉明（Jordan Belamire）的女性用户就曾描述过自己在VR游戏中的受害经历：

在2016年，贝拉明与亲人一起玩一款名为《QuiVR》的VR游戏。

在这款游戏中，玩家将扮演一位弓箭手去击败敌人。对于初次尝试VR游戏的贝拉明来说，这是一次格外新奇的体验。她很快沉浸其中，并感觉自己是这个世界里"无所不能的神"。

但当另一位玩家靠近她时，这一切戛然而止--在她进行游戏的途中，一位玩家靠近了她，并开始对她的角色进行猥亵动作，做出例如抓胸、摩擦胯部等行为。

她只能愤然摘下VR头显，以逃离眼前的一切： "我从无所不能的神，再次变为了一个无能为力的女人。"

对于这些恶意骚扰者而言，下流的动作与言语攻击似乎是他们唯一的手段。但这些看似"轻飘飘"的虚拟行动，对于受害者的杀伤力却不亚于现实中的骚扰。

在Meta公司（前Facebook）创建的VR社交中心《Horizon Worlds》里，一位女性玩家也遭遇过类似的事件。

在她进入游戏之后，仅仅在60秒内，就有三个有男性虚拟形象的玩家向她走来，并追赶她的角色，对其上身及下身进行抚摸。同时还进行录像，并说："不要装得像你不喜欢一样"。

尽管这位女性玩家并不能切身感受到这些"虚拟的手"，但这一事件仍然造成了极大的心理伤害。原因也很简单：这一切太真实了--尽管这一点一直以来都被认为是VR虚拟现实的优势。
3
研究公司The Extended Mind曾经对VR平台用户进行了一次调查。结果显示，在被调查的600多名用户中，有49%的女性，以及36%的男性都经历过VR性骚扰，程度不一。

比起尚且遥不可及的"元宇宙"未来，这些势必会面对的"恶"似乎才是急需解决的问题。

一些VR游戏在其用户因遭性骚扰后，也的确推出了一些解决措施。例如Meta的《Horizon Worlds》就上线了"个人空间"功能：给每个虚拟人设定了边界为2英尺的私人空间，以杜绝过密互动。

2016年曾有女玩家被追逐骚扰的游戏《QuiVr》也设计了一种"力量手势"：玩家只需交叉双臂，就能从当前空间中转移。

但正如我们所见，在虚拟世界中，这些恶性行为很难，也几乎不可能被杜绝。

伦敦律师事务所的一位律师尼克布雷特 (Nick Brett) 曾对这些现象评价说："如果一名女性受到虚拟性侵犯，这本身应该是非法的，但目前还不是。"

甚至也有虚拟现实的相关学者进行过预测：当VR技术发展到一定程度时，虚拟世界将成为恋童癖和性犯罪者的"天堂"。

这是一个虽然遥远，但仍需深思的问题。对于大多数人而言，"在虚拟现实里进行性侵害"这件事，由于概念比较超前，它甚至看上去有些滑稽。但在多年以后，它将不会如此。

我们都希望的是，技术发展，只会模糊虚拟与现实间的差距，而善与恶，仍将泾渭分明。

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一起"VR性侵案"，发生在了虚拟世界

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一部分推特用户，最近经历了极度迷惑的一天。 他们一如既往地打开热门话题看看新鲜事，却被热搜榜第一位的话题震撼了心灵： "VR强奸"。 这很显然是一个有些"超越时代"的新术语。大部分人都对此感到一头雾水-- 简单来说，正如其字面意思所表，热搜上的"VR强奸"是指一起近期发生的网络恶性事件--有人通过VR，对他人实施了"强奸"行为。 ...

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重塑虚拟现实行业的伦理问题

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重塑虚拟现实行业的伦理问题

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1.感知脆弱
2.社会孤立
3.缺乏敏感
4.高估能力
5.精神疾病
6.令人不快的幻想
7.虚拟犯罪
8.操纵
9.适当的漫游和在创造
10.隐私和数据

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Did you miss a session from GamesBeat Summit Next 2022? All sessions are now available for viewing in our on-demand library. Click here to start watching.
Virtual reality (VR) has a great deal of potential for the betterment of society - whether it be inspiring social change or training surgeons for delicate medical procedures.

But as with all new technologies, we should also be aware of any potential ethical concerns that could emerge as social problems further down the line. Here I list just a few issues that should undoubtedly be considered before we forge ahead in optimism.

1) Sensory vulnerability

When we think of virtual reality, we automatically conjure images of clunky headsets covering the eyes - and often the ears - of users in order to create a fully immersive experience. There are also VR gloves and a growing range of other accessories and attachments. Though the resultant feel might be hyper-realistic, we should also be concerned for people using these in the home - especially alone. Having limited access to sense data leaves users vulnerable to accidents, home invasions, and any other misfortunes that can come of being totally distracted.

2) Social isolation

There's a lot of debate around whether VR is socially isolating. On the one hand, the whole experience takes place within a single user's field-of-vision, excluding others from physically participating alongside them. On the other hand, developers like Facebook have been busy inventing communal meeting places like Spaces, which help VR users meet and interact in a virtual social environment. Though, as argued, the latter could be helpfully utilized by the introverted and lonely (such as seniors), there's also a danger that it could become the lazy and dismissive way of dealing with these issues.

There is also the question of whether forums like Spaces may even end-up "detaching" users by leading them to neglect their real-world social connections. Studies have already demonstrated that our existing social media consumption is making many of us feel socially isolated, as well as guilty and depressed. There's also plenty of evidence to show that real face-to-face interactions are a crucial factor in maintaining good mental health. Substituting them with VR without further study would be ill-advised.

3) Desensitization

It is well-acknowledged that being thoroughly and regularly immersed in a virtual reality environment can lead some users to become desensitized in the real-world. Indeed, VR is already employed to as a tool to desensitize and emotionally harden individuals against phobias, and even military combat. However, outside of this supervised use, desensitization could become a danger, leaving users unaffected (or less affected) by - for example - the acts of violence found in some VR gameplay.

Last year, academic researchers in the U.S. released the results of a longitudinal study which found that repeatedly playing violent video games led to decreased emotional sensitivity and a lessened capacity for guilt among participants. Due to higher levels of immersion, we have some reason to suspect that these effects could be even more potent with virtual reality.

4) Overestimation of abilities

Akin to desensitization, is the problem of users overestimating their ability to perform virtual feats just as well in the real-world. This is especially applicable to children and young people who could take it that their expertise in tightrope walking, parkour, or car driving will transfer seamlessly over to nonvirtual environments.

Indeed, a recent study from Stanford University evidenced how children often fail to distinguish between their feats in real-life and in VR - from treating their avatars as though they are their real bodies, to watching their virtual reality doppelgangers swimming with orcas and then recalling it as a real-life memory.

5) Psychiatric

There could also be more profound and dangerous psychological effects on some users (although clearly there are currently a lot of unknowns). Experts in neuroscience and the human mind have spoken of "depersonalization", which can result in a user believing their own physical body is an avatar. There is also a pertinent worry that VR might be swift to expose psychiatric vulnerabilities in some users, and spark psychotic episodes. One investor has even warned that virtual reality gaming could cause real-life post-traumatic stress disorder.

Needless to say, we must identify the psychological risks and symptoms ahead of market saturation, if that is an inevitability.

6) Unpalatable fantasies

If there's any industry getting excited about virtual reality, it's the porn industry (predicted to be the third largest VR sector by 2025, after gaming and NFL-related content). The adult entertainment website Pornhub is already reporting that views of VR content are up 225 percent since it debuted in 2016. This obviously isn't an ethical problem in and of itself, but it does become problematic if/when "unpalatable" fantasies become immersive. We have to ask: should there be limitations on uber realistic representations of aggressive, borderline-pedophilic, or other more perverse types of VR erotica? Or outside of the realm of porn, to what extent is it OK to make a game out of the events of 9/11, as is the case with the 08.46 simulator?

7) Torture/virtual criminality

Philosopher Thomas Metzinger is one of a growing number that have expressed concern that VR headsets could be employed by the military as a kind of "ethical" alternative to regular interrogatory torture. Whether this is truth or speculation, it nevertheless establishes a critical need to understand the status of pain, damage, violence, and trauma inflicted by other users in a virtual environment - be it physical or psychological.

At what point does virtual behavior constitute a real-world criminal act?

8) Manipulation

Attempts at consumer manipulation via advertising trickery are not new, but up until now they've been 2-dimensional. As such, they've had to work hard compete with our distracted focus. Phones ringing, babies crying, traffic, conversations, music, noisy neighbors, interesting reads, and all the rest. With VR, commercial advertisers will have access to our entire surrounding environment ( which some psychologists argue has the power to control our behavior). This will ramp up revenue opportunities for developers, who now have (literally) whole new worlds of blank space upon which they can sell advertising.

Commentators are already warning that this could lead to new, covert tactics involving product placement, brand integration and subliminal advertising.

9) Appropriate roaming and re-creation

One of the most exciting selling points of VR is that it can let us roam the earth from the comfort of our own homes. This is obviously a laudable, liberating experience for those who are unable to travel. However, as with augmented reality, we probably need to have conversations about where it is appropriate to roam and/or re-create as a virtual experience. Is it fine for me to wander through a re-creation of my favorite celebrity's apartment (I can imagine many fans would adore the idea!)? Or peep through windows of homes and businesses in any given city street? The answers to some of these questions may seem obvious to us, but we cannot assume that the ethical parameters of this capability are clear to all who may use or develop.

10) Privacy and data

Last, but not least, the more we "merge" into a virtual world, the more of ourselves we are likely to give away. This might mean more and greater privacy worries. German researchers have raised the concern that if our online avatars mirror our real-world movements and gestures, these "motor intentions" and the "kinetic fingerprints" of our unique movement signatures can be tracked, read, and exploited by predatory entities. Again, it's clear that there needs to be an open and consultative dialogue with regards to what is collectable, and what should be off-limits in terms of our virtual activities.

This list is not exhaustive, and some of these concerns will be proven groundless in good time. Regardless, as non-technicians and future users, we are right to demand full and clear explanations as to how these tripwires will be averted or mitigated by VR companies.
Fiona J. McEvoy is a tech ethics researcher and founder of YouTheData.com.
GamesBeat's creed when covering the game industry is "where passion meets business." What does this mean? We want to tell you how the news matters to you -- not just as a decision-maker at a game studio, but also as a fan of games. Whether you read our articles, listen to our podcasts, or watch our videos, GamesBeat will help you learn about the industry and enjoy engaging with it. Discover our Briefings.

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10 ethical concerns that will shape the VR industry

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Guest Did you miss a session from GamesBeat Summit Next 2022? All sessions are now available for viewing in our on-demand library. Click here to start watching. Virtual reality (VR) has a great deal of potential for the betterment of society - whether it be inspiring social change or training surgeons for delicate medical procedures.

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是否会对我们自身的道德认知造成冲击？

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是否会对我们自身的道德认知造成冲击？

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会不会逐渐趋向于认为自己实际是属于虚拟世界的？

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会不会逐渐趋向于认为自己实际是属于虚拟世界的？

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【ba】万字解析 赛博朋克美学+精神内核！联合机核网推出！

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【BA】万字解析 赛博朋克美学+精神内核！联合机核网推出！_哔哩哔哩_bilibili

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这个视频我做了很长时间研究，翻阅了许多文献和影视资料，再根据自己的理解剖析了赛博朋克的美学构成，视频最后也提出了赛博朋克的核心与其精神思哲，希望大家能够喜欢。这次视频还联合了机核网的几位大佬的点播！感激!, 视频播放量 189045、弹幕量 1348、点赞数 11283、投硬币枚数 8928、收藏人数 7007、转发人数 2535, 视频作者 BuriedAlien, 作者简介 ...

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灰色空间及可逃避性远大于现实世界

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灰色空间及可逃避性远大于现实世界

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人们在进行虚拟体验时，接受的是经过处理的二手信息

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人们在进行虚拟体验时，接受的是经过处理的二手信息

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破坏了现实与虚拟体验统一

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破坏了现实与虚拟体验统一

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真实虚拟：道德行为准则对良好科学实践和 VR 技术消费者的建议

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真实虚拟：道德行为准则对良好科学实践和 VR 技术消费者的建议

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https://doaj.org/article/2a326a6f8a7b4ac4ace080ec0cdb0fa0

https://www.frontiersin.org/articles/10.3389/frobt.2016.00003/full

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Abstract

Read online

The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In section 1.1, we cover some of the main results suggesting that one's environment can influence one's psychological states, as well as recent work on inducing illusions of embodiment. Then, in section 1.2, we go on to discuss recent evidence indicating that immersion in VR can have psychological effects that last after leaving the virtual environment. In the second part of the article we turn to the risks and recommendations. We begin, in section 2.1, with the research ethics of VR, covering six main topics: the limits of experimental environments, informed consent, clinical risks, dual-use, online research, and a general point about the limitations of a code of conduct for research. Then, in section 2.2, we turn to the risks of VR for the general public, covering four main topics: long-term immersion, neglect of the social and physical environment, risky content, and privacy. We offer concrete recommendations for each of these ten topics, summarized in Table 1.

Keywords

Published in Frontiers in Robotics and AI

ISSN

2296-9144 (Online)

Publisher

Frontiers Media S.A.

Country of publisher

Switzerland

LCC subjects

Technology: Mechanical engineering and machinery

Science: Mathematics: Instruments and machines: Electronic computers. Computer science

Website

http://www.frontiersin.org/Robotics_and_AI

About the journal

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Read online The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives.

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诱因：现实环境导致的孤独感和体验空缺

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诱因：现实环境导致的孤独感和体验空缺

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设计虚拟和增强现实产品的伦理考虑——以学生为中心的虚拟和增强现实设计：设计师的看法

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设计虚拟和增强现实产品的伦理考虑——以学生为中心的虚拟和增强现实设计：设计师的看法

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Proteus 效应：转换后的数字自我表现对在线和离线行为的影响

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Proteus 效应：转换后的数字自我表现对在线和离线行为的影响

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Key point direction人心秩序让位：衡量道德限度和范围的天平失衡

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Key point direction人心秩序让位：衡量道德限度和范围的天平失衡

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人在一定程度上将记忆、判断、决策等自主行为让渡于技术.
网络空间的虚拟实践方式，割裂了客观事物与身体感官之间的亲密联系，个体只是接收已被加工的“同质化二手信息”，因此大脑难以整体反映客观事物的全貌.

现代社会人的生存依赖于技术的力量，不论是点击屏幕抑或是敲打键盘，力度的强弱无法得到直观反馈，这成为削弱内心分寸感的重要诱因。

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Technical judgement replaces subjective judgement  技术判断取代了主体判断

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Technical judgement replaces subjective judgement  技术判断取代了主体判断

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网络空间持续在线的前提是保障电子设备电量和流量的稳定供给，量成为了被技术计算、控制和循环的数值，数值可以直观呈现出某一时段消耗了多少的量，但我们却无法体验消耗的过程。
此外，人们评判事物重要性或影响规模的依据，由己身的心中有数转向了对点赞量、浏览量、评论量等具体数值的关注，技术判断取代了主体判断。最后是把握度的能力弱化。网络话语表达的情绪失控、对网络依赖的时间失控等“过度”行为，超越了人们使用网络的合理范围，破坏了虚拟与现实统一的平衡状态。

过于听从技术秩序具有支配性质的安排，使人类逐渐失去了对自身主体性的信心，长此以往，人们的行为将会更加受制于技术，人心秩序也将会被技术秩序所取代，这逼着个体进入到一种“无感”的状态，难以感知到道德的力量，进而无法准确地把握道德的限度和范围，道德敬畏感也就无从谈起。

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The collapse of the Germanic defences of the self-subject 自我主体道德意志防线的崩溃

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The collapse of the Germanic defences of the self-subject 自我主体道德意志防线的崩溃

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网络环境的嘈杂纷繁动摇了道德意志生成的固有根基，追寻自由的意志与恪守自制的道德二者之间产生了裂痕。这表现在个体在网络空间随波逐流的漂浮，虽享受了无拘无束探索未知世界的精神欢愉，却也迷失了自我意识回归内心世界的道路。
The noise and chaos of the online environment has shaken the inherent foundations of moral will, creating a rift between the pursuit of free will and the adherence to moral self-control. This is manifested in the individual's drifting with the waves in cyberspace, enjoying the spiritual pleasure of exploring the unknown world without restraint, but also losing the path of self-awareness back to the inner world.

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长此以往，道德敬畏感弱化不仅会改变人的心

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长此以往，道德敬畏感弱化不仅会改变人的心性，也将会降低个体对自身命运的掌控能力。

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<<Morality and ethics behind the screen: Young people’s perspectives on digital life >>

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A post shared by R҈U҈I҈Q҈I҈ 瑞҈琪҈ (@reiki.77)

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The New Frontier program at the 2021 Sundance Film Festival probes the changing relationship between physical and digital experience, often through the lenses of utopianism and nostalgia.

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A woman has claimed she experienced sexual assault by a stranger in Meta's virtual reality space, Horizon's World.

He researcher, who was investigating the platform for by SumOfUs, a non-profit organisation that seeks to limit the power of large corporations, has claimed the virtual assault happened while other users 'watched and passed around a vodka bottle'.

"About an hour into using the platform, a SumOfUs researcher was led into a private room at a party where she was raped by a user who kept telling her to turn around so he could do it from behind while users outside the window could see - all while another user in the room watched and passed around a vodka bottle", a report by the organisation states.

"This sexual act was non-consensual, and the researcher described the experience as 'disorienting' and confusing."

Many other incidents have occurred, according to the report: one anonymous beta tester claimed that her "avatar had been groped by a stranger" in the Worlds beta test, while other reports have documented simulated groping and ejaculating, as well as verbal and sexual harassment.

"The SumOfUs researcher noted how quickly she encountered sexual assault on the platform after another user encouraged her to disable the personal boundaries setting. She noted that when another user touches you, the hand controllers vibrate, creating a very disorienting and even disturbing physical experience during a virtual assault," the report states.

"Regarding the experience of being sexually assaulted in VR, the researcher said: 'It happened so fast I kind of disassociated. One part of my brain was like wtf is happening, the other part was like this isn't a real body, and another part was like, this is important research.'"

In December of last year, Nina Jane Patel, a psychotherapist who conducts research on the metaverse, also wrote a medium post about the "surreal nightmare" of being "gang raped" in Horizon Venues.

"Within 60 seconds of joining - I was verbally and sexually harassed - 3-4 male avatars, with male voices, essentially, but virtually gang-raped my avatar and took photos", she wrote.

After that, Meta added a 'personal boundary' mode into its virtual reality platforms, setting an 'almost four-foot distance' between one user and another. While these reported actions took place, Meta's personal boundary was not activated.

"As it stands now, the metaverse is not safe, and based on Meta's stance on how it will moderate the platform, it will continue to spiral into a dark abyss. Our researcher went from donning an oculus headset for the first time, to being virtually raped in less than an hour. And this isn't a one-off account", Rewan Al-Hadad, SumOfUs campaign director said in a statement.

In a statement, Meta said: "In Horizon Worlds, Personal Boundary is default on at almost four foot for non-friends to make it easier to avoid unwanted interactions. We don't recommend turning off the safety feature with people you do not know. We want everyone using our products to have a good experience and easily find the tools that can help in situations like these, so we can investigate and take action."

Facebook founder Mark Zuckerberg has said that the metaverse - an embodied internet - will be the future of his company, planning to launch four new virtual reality headsets over time coming years. Mark Zuckerberg reportedly called the technology a "holy grail" device that will "redefine our relationship with technology".

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Woman claims she was virtually 'raped' in the metaverse

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A woman has claimed she experienced sexual assault by a stranger in Meta's virtual reality space, Horizon's World. He researcher, who was investigating the platform for by SumOfUs, a non-profit organisation that seeks to limit the power of large corporations, has claimed the virtual assault happened while other users 'watched and passed around a vodka bottle'.

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The unnamed woman claimed that her avatar was raped while other users watched after he led her into a private room at a party on “Horizon Worlds,”—a metaverse platform released by Meta that allows users to gather with others, play games and build their virtual worlds.

Even though everything is happening virtually, the woman could sense the unwanted touch and grope through the VR controllers.

In the Metaverse, when a user is touched by another, the hand controllers vibrate, “creating a very disorienting and even disturbing physical experience during a virtual assault.”

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In the virtual world of vr chat, players are free to socialise in a public place. Some players choose to wear VR devices to sleep while their avatars sleep in plazas and other settings. Then such situations happen every day: other players paint, fiddle with and even simulate funerals for his sleeping virtual body.
One girl said that other players in VRchat once tried to cling to her body using a short character just to peek under the skirt of her avatar.

“VR users have long reported problems with sexual harassment, verbal abuse, racial slurs and invasion of personal space on a myriad of apps.”