Cantitate/Preț
Produs

Virtual Reality: Representations in Contemporary Media

Autor Dr. Melanie Chan
en Limba Engleză Paperback – 29 iul 2015
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.
Citește tot Restrânge

Toate formatele și edițiile

Toate formatele și edițiile Preț Express
Paperback (1) 25464 lei  6-8 săpt.
  Bloomsbury Publishing – 29 iul 2015 25464 lei  6-8 săpt.
Hardback (1) 71002 lei  6-8 săpt.
  Bloomsbury Publishing – 12 mar 2014 71002 lei  6-8 săpt.

Preț: 25464 lei

Preț vechi: 29467 lei
-14% Nou

Puncte Express: 382

Preț estimativ în valută:
4873 5141$ 4061£

Carte tipărită la comandă

Livrare economică 02-16 ianuarie 25

Preluare comenzi: 021 569.72.76

Specificații

ISBN-13: 9781501308642
ISBN-10: 1501308645
Pagini: 216
Dimensiuni: 152 x 229 x 12 mm
Greutate: 0.3 kg
Editura: Bloomsbury Publishing
Colecția Bloomsbury Academic
Locul publicării:New York, United States

Caracteristici

An overview of the film and literature charting the experience of immersion in virtual realities

Notă biografică

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.

Cuprins

Acknowledgments Introduction 1. Histories of Virtual Reality Computation Cybernetic Totalism Discourses Informational Society Cyberculture Cinematography Interactivity and Computer Graphics Video Games 2. Virtually Real and Really Virtual Code/Language Simulation and Hyper-Reality Military Simulation Big Data Simulated Spaces Theoretical Challenges 3. Technological Intimacy and Social Estrangement inStrange DaysEstrangement Testimonial Verisimilitude Thrilling Experiences Lifeworld 4. Virtual Identities and Material Bodies On-line Identities and Virtual Selves AvatarsSurrogatesSocial NetworksCatfishGamerMediated Lives 5. Virtual Reality, Transcendence and Flights from Embodiment inSource CodeCartesian Dualism Neuroscience Cybernetics Technological Transcendence Brain Machine Interface 6. Technology, Embodiment and Being-In-The-WorldOsmoseAvatarThe Cinematic Spectacle Saving Pandora - Saving the World 7. Virtuality and Simulation in William Gibson'sZero HistoryCyberspace and Cyberpunk Signifying Systems Branding Visual Culture Rootlessness and Liquidity Simulacra Vintage Incompleteness 8. Conclusion References Filmography Index

Recenzii

This extensively researched, sober treatment of a routinely misunderstood phenomenon is sure to make a seminal contribution to media theory and contemporary cultural history.