Even though death creates irremediable distance between the living and the departed, human beings have been struggling since ages to bring the absent once again present through any form of available media. In all of the multifarious attempts at making the dead seem as if alive, a distance of the living from the departed was nevertheless retained in that the deceased was not really present, but only ‘presentified’ through a clearly perceivable medium. Yet nowadays, virtual reality promises to finally bridge the gap and make the living cross the border of the afterworld. By focusing on the paradigmatic case study of a South Korean mother who in February 2020 ‘met’ her dead daughter through a VR simulation, this essay takes into account both t...
The Digital Logic of Death analyzes recent reconfigurations in our relationship to death which have ...
Social VR expresses human subjectivities on multiple scales, from within its computational structure...
This research examines the reflexive dimensions of cinematic virtual reality (CVR) storytelling. We ...
In recent years, virtual reality (VR) has been effectively employed in several settings, ranging fro...
In recent years, virtual reality (VR) has been effectively employed in several settings, ranging fro...
Mortality is an obvious if uncomfortable part of the human condition, yet it is impossible to study ...
This dissertation explores relationships between the living and the dead that are mediated by digita...
In this article, I examine perspective taking in virtual reality (VR) representations of the past, w...
Mortality is an obvious if uncomfortable part of the human condition, yet it is impossible to study ...
There are few things more common in video gaming than death. The result of falling, stabbing, shooti...
Reality Recalled explores memory, embodiment, and social interactions of elders and others with digi...
(A) Other participants see the deceased character lying on its cloud. (B) They typically approach th...
Virtual worlds such as Second Life offer learners and educators environments in which they can engag...
Digital afterlife is becoming increasingly possible due to advancements in VR, deepfake, and AI tech...
This thesis joins the eternal process of reaching for the unreachable, mysterious space of non-exist...
The Digital Logic of Death analyzes recent reconfigurations in our relationship to death which have ...
Social VR expresses human subjectivities on multiple scales, from within its computational structure...
This research examines the reflexive dimensions of cinematic virtual reality (CVR) storytelling. We ...
In recent years, virtual reality (VR) has been effectively employed in several settings, ranging fro...
In recent years, virtual reality (VR) has been effectively employed in several settings, ranging fro...
Mortality is an obvious if uncomfortable part of the human condition, yet it is impossible to study ...
This dissertation explores relationships between the living and the dead that are mediated by digita...
In this article, I examine perspective taking in virtual reality (VR) representations of the past, w...
Mortality is an obvious if uncomfortable part of the human condition, yet it is impossible to study ...
There are few things more common in video gaming than death. The result of falling, stabbing, shooti...
Reality Recalled explores memory, embodiment, and social interactions of elders and others with digi...
(A) Other participants see the deceased character lying on its cloud. (B) They typically approach th...
Virtual worlds such as Second Life offer learners and educators environments in which they can engag...
Digital afterlife is becoming increasingly possible due to advancements in VR, deepfake, and AI tech...
This thesis joins the eternal process of reaching for the unreachable, mysterious space of non-exist...
The Digital Logic of Death analyzes recent reconfigurations in our relationship to death which have ...
Social VR expresses human subjectivities on multiple scales, from within its computational structure...
This research examines the reflexive dimensions of cinematic virtual reality (CVR) storytelling. We ...