E-raamat: Virtual Reality: Representations in Contemporary Media

(Leeds Beckett University, UK)
  • Formaat: 216 pages
  • Ilmumisaeg: 16-Jan-2014
  • Kirjastus: Bloomsbury Academic USA
  • Keel: eng
  • ISBN-13: 9781623564742
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  • Formaat: 216 pages
  • Ilmumisaeg: 16-Jan-2014
  • Kirjastus: Bloomsbury Academic USA
  • Keel: eng
  • ISBN-13: 9781623564742
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The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's concept of the cave and the simulacrum, to artistic styles such as Trompe L'oeil, and more recently developments in 3D film, television and gaming. However, this book will pay particular attention to the time between the 1980s to the 1990s when virtual reality and cyberspace were represented, particularly in fiction, as a wondrous technology that enabled transcendence from the limitations of physical embodiment. The purpose of this critical historical analysis of representations of virtual reality is to examine how they might deny, repress or overlook embodied experience. Specifically, the author will contend that embodiment is a fundamental aspect of immersion in virtual reality, rather than something which is to be transcended. In this way, the book aims to challenge distorted ideas about transcendence and productively contribute to debates about embodiment and technology.

Arvustused

This extensively researched, sober treatment of a routinely misunderstood phenomenon is sure to make a seminal contribution to media theory and contemporary cultural history. -- Dan Laughey, Senior Lecturer in Media Theory, Leeds Metropolitan University, UK

Muu info

A timely study of the development of virtual reality and its representation in contemporary film, television and popular literature.
Acknowledgements vii
Introduction 1(10)
1 Histories of Virtual Reality
11(24)
Computation
13(4)
Cybernetic totalism
17(3)
Discourses
20(1)
Informational society
21(3)
Cyberculture
24(1)
Cinematography
25(3)
Interactivity and computer graphics
28(7)
2 Virtually Real and Really Virtual
35(22)
Code
38(1)
Simulation and hyperreality
39(5)
Military simulation
44(3)
Big Data
47(1)
Simulated spaces
48(2)
Theoretical challenges
50(7)
3 Technological Intimacy and Social Estrangement in Strange Days
57(20)
Estrangement
60(3)
Testimonial verisimilitude
63(3)
Thrilling experiences
66(3)
Lifeworld
69(8)
4 Virtual Identities and Material Bodies
77(28)
Online identities -- virtual selves
81(3)
Avatars
84(4)
Surrogates
88(2)
Social networks
90(8)
Mediated lives
98(7)
5 Virtual Reality, Transcendence and Flights from Embodiment
105(24)
Cartesian dualism
108(5)
Neuroscience
113(1)
Cybernetics
114(2)
Technological transcendence
116(5)
Brain--Machine Interface
121(8)
6 Technology, Embodiment and Being-in-the-World
129(28)
Osmose
132(7)
Avatar
139(18)
7 Virtuality and Simulacra in William Gibson's Zero History
157(24)
Cyberspace and cyberpunk
159(3)
Signifying systems
162(2)
Branding
164(1)
Visual culture
165(1)
Rootlessness and liquidity
166(1)
Simulacra
167(4)
Vintage
171(3)
Incompleteness
174(7)
Conclusion 181(4)
References 185(14)
Filmography 199(2)
Index 201
Melanie Chan completed a PhD on Representations of Virtual Reality, at Leeds Metropolitan University in 2007. She now teaches on the BA Hons Media, Communication, Cultures course at Leeds Metropolitan University, UK, and has taught on such modules as Introducing Cultural Studies, Introduction to Media Studies, Contemporary Media Studies and Mediating Politics.