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 as...
This article seeks to clarify the role of the image in video game representation. I argue that virtu...
This entry addresses the development of virtual reality since the 1980s, both as an actual set of im...
It is declared that we live in an ‘information age’, one where much of our daily experience comes in...
The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's co...
When virtual reality ‘first’ appeared on the scene in the 1990s, its philosophical, and even metaph...
I argue that virtual reality (VR) documentaries mandate that users employ a fictional attitude towar...
Virtual reality is in the news and in the movies, on TV and in the air. Why is the technology -- or ...
The current state of the art technologies offer many people the opportunity to experience Virtual Re...
How is virtuality represented in fiction, and what does that say about our anticipations and fears a...
This paper addresses the continuing convergence and integration of digital electronic media, and in ...
Thesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Huma...
International audienceThe first decade of the 20th century was marked by the progress in the field o...
This commentary briefly reviews the history of virtual reality and its use for social psychology res...
This paper considers the experience of embodiment in current and (possible) future virtual reality a...
To speak of a musical past is to engage in a challenging, but creatively stimulating, process of rec...
This article seeks to clarify the role of the image in video game representation. I argue that virtu...
This entry addresses the development of virtual reality since the 1980s, both as an actual set of im...
It is declared that we live in an ‘information age’, one where much of our daily experience comes in...
The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's co...
When virtual reality ‘first’ appeared on the scene in the 1990s, its philosophical, and even metaph...
I argue that virtual reality (VR) documentaries mandate that users employ a fictional attitude towar...
Virtual reality is in the news and in the movies, on TV and in the air. Why is the technology -- or ...
The current state of the art technologies offer many people the opportunity to experience Virtual Re...
How is virtuality represented in fiction, and what does that say about our anticipations and fears a...
This paper addresses the continuing convergence and integration of digital electronic media, and in ...
Thesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Huma...
International audienceThe first decade of the 20th century was marked by the progress in the field o...
This commentary briefly reviews the history of virtual reality and its use for social psychology res...
This paper considers the experience of embodiment in current and (possible) future virtual reality a...
To speak of a musical past is to engage in a challenging, but creatively stimulating, process of rec...
This article seeks to clarify the role of the image in video game representation. I argue that virtu...
This entry addresses the development of virtual reality since the 1980s, both as an actual set of im...
It is declared that we live in an ‘information age’, one where much of our daily experience comes in...