The advancement of immersive technologies results in the human obsession to represent reality through simulation experiences. These traits can be found in cinemas, gaming screens, theme parks and even virtual reality goggles. This project deals with our never-ending quest to imitate the operation of real-world processes or systems in the postmodern through the metaphor of a window. I am interested in opening a discussion on how semiotics is heavily used in the contemporaneity. It also initiates a discourse of representations and reality.Bachelor of Fine Art
In this article we argue that digital simulations promote and explore complex relations between the...
This doctoral project brings to the fore the specificity of the artistic experience when the Virtual...
The human brain has a tolerance for varied views of objects which allows it to regard new impression...
Pastangos suteikti vaizduotei kūną, pabėgti į kitą, kitokią, geresnę, kontroliuojamą realybę per amž...
The research question addressed by this dissertation is: How might semiotics (i.e., the study of sig...
The experience of immersive virtual reality (VR) can be considered as a communication process betwee...
The present text investigates the dialectics of reality and materiality in cinema theory and practi...
When does a game cease to be a game? Is it when the computer feels like an organic extension of your...
The thesis explores the materiality of communication environment in Cyberspace illustrating both the...
In a world constantly mediated by images it is difficult to distinguish at times between that which ...
Thesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Huma...
Based on the fast growing technologies to allow students to explore and experience three-dimensional...
The paper is a contribution to the subject of transmediality, that is, convergence of the verbal and...
The dynamic development of virtual reality technics opened new possibilities of creating visual, aud...
227-236 This essay continues my theoretical examination of the implications of digital systems for ...
In this article we argue that digital simulations promote and explore complex relations between the...
This doctoral project brings to the fore the specificity of the artistic experience when the Virtual...
The human brain has a tolerance for varied views of objects which allows it to regard new impression...
Pastangos suteikti vaizduotei kūną, pabėgti į kitą, kitokią, geresnę, kontroliuojamą realybę per amž...
The research question addressed by this dissertation is: How might semiotics (i.e., the study of sig...
The experience of immersive virtual reality (VR) can be considered as a communication process betwee...
The present text investigates the dialectics of reality and materiality in cinema theory and practi...
When does a game cease to be a game? Is it when the computer feels like an organic extension of your...
The thesis explores the materiality of communication environment in Cyberspace illustrating both the...
In a world constantly mediated by images it is difficult to distinguish at times between that which ...
Thesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Huma...
Based on the fast growing technologies to allow students to explore and experience three-dimensional...
The paper is a contribution to the subject of transmediality, that is, convergence of the verbal and...
The dynamic development of virtual reality technics opened new possibilities of creating visual, aud...
227-236 This essay continues my theoretical examination of the implications of digital systems for ...
In this article we argue that digital simulations promote and explore complex relations between the...
This doctoral project brings to the fore the specificity of the artistic experience when the Virtual...
The human brain has a tolerance for varied views of objects which allows it to regard new impression...