Ebook: Virtual Reality: Representations in Contemporary Media
Author: Melanie Chan
- Tags: Games Strategy Guides Game Design Programming Minecraft Pokemon Video Art Computers Technology History Criticism Movies Humor Entertainment Science Math Communication Media Studies Social Sciences Politics Computer Algorithms Artificial Intelligence Database Storage Graphics Visualization Networking Object Oriented Software Operating Systems Languages Engineering New Used Rental Textbooks Specialty Boutique Film Television Performing Arts Humanities Anthropology Archaeology Criminology Gay Lesbi
- Year: 2014
- Publisher: Bloomsbury Academic
- Language: English
- pdf
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.