The Aesthetics of Virtual Reality

The Aesthetics of Virtual Reality PDF Author: Grant Tavinor
Publisher: Routledge
ISBN: 1000452123
Category : Philosophy
Languages : en
Pages : 249

Get Book

Book Description
This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies.

The Aesthetics of Virtual Reality

The Aesthetics of Virtual Reality PDF Author: Grant Tavinor
Publisher: Routledge
ISBN: 1000452123
Category : Philosophy
Languages : en
Pages : 249

Get Book

Book Description
This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies.

Virtual Aesthetics in Architecture

Virtual Aesthetics in Architecture PDF Author: Sara Eloy
Publisher: Routledge
ISBN: 1000430855
Category : Architecture
Languages : en
Pages : 282

Get Book

Book Description
Virtual Aesthetics in Architecture: Designing in Mixed Realities presents a curated selection of projects and texts contributed by leading international architects and designers who are using virtual reality technologies in their design process. It triggers discussion and debate on exploring the aesthetic potential and establishing its language as an expressive medium in architectural design. Although virtual reality is not new and the technology has evolved rapidly, the aesthetic potential of the medium is still emerging and there is a great deal more to explore. The book provides a comprehensive overview of the current use of virtual reality technologies in the architectural design process. Contributions are presented in six parts, fully illustrated with over 150 images. Recent projects presented are distributed in five themes: introduction to mixed realities; space and form; context and ambiguity; materiality and movement; body and social. Each theme includes richly illustrated essays by leading academics and practitioners, including those from Zaha Hadid Architects and MVRDV, detailing their design process using data-driven methodologies. Virtual Aesthetics in Architecture expands the use of technology per se and focuses on how architecture can benefit from its aesthetic potential during the design process. A must-read for practitioners, academics, and students interested in cutting-edge digital design.

Aesthetics of the Virtual

Aesthetics of the Virtual PDF Author: Roberto Diodato
Publisher: State University of New York Press
ISBN: 1438444370
Category : Philosophy
Languages : en
Pages : 178

Get Book

Book Description
Arguing that the virtual body is something new—namely, an entity that from an ontological perspective has only recently entered the world—Roberto Diodato considers the implications of this kind of body for aesthetics. Virtual bodies insert themselves into the space opened up by the famous distinction in Aristotle's Physics between natural and artificial beings—they are both. They are beings that are simultaneously events; they are images that are at once internal and external; they are ontological hybrids that exist only in the interaction between logical-computational text and human bodies endowed with technological prostheses. Pursuing this line of thought, Diodato reconfigures classic aesthetic concepts such as mimesis, representation, the relation between illusion and reality, the nature of images and imagination, and the theory of sensory knowledge.

Augmented Reality Art

Augmented Reality Art PDF Author: Vladimir Geroimenko
Publisher: Springer
ISBN: 3319062034
Category : Computers
Languages : en
Pages : 322

Get Book

Book Description
Written by a team of world-renowned artists, researchers and practitioners - all pioneers in using augmented reality based creative works and installations as a new form of art - this is the first book to explore the exciting new field of augmented reality art and its enabling technologies. As well as investigating augmented reality as a novel artistic medium the book covers cultural, social, spatial and cognitive facets of augmented reality art. Intended as a starting point for exploring this new fascinating area of research and creative practice it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.

Narrative as Virtual Reality 2

Narrative as Virtual Reality 2 PDF Author: Marie-Laure Ryan
Publisher: JHU Press
ISBN: 1421417979
Category : Computers
Languages : en
Pages : 304

Get Book

Book Description
"In this completely revised edition, Ryan reflects on the developments that have taken place over the past fifteen years in terms of both theory and practice and focuses on the increase of narrativity in video games and its corresponding loss in experimental digital literature."--Page [4] of cover.

Aesthetics of Interaction in Digital Art

Aesthetics of Interaction in Digital Art PDF Author: Katja Kwastek
Publisher: MIT Press
ISBN: 0262528290
Category : Art
Languages : en
Pages : 381

Get Book

Book Description
An art-historical perspective on interactive media art that provides theoretical and methodological tools for understanding and analyzing digital art. Since the 1960s, artworks that involve the participation of the spectator have received extensive scholarly attention. Yet interactive artworks using digital media still present a challenge for academic art history. In this book, Katja Kwastek argues that the particular aesthetic experience enabled by these new media works can open up new perspectives for our understanding of art and media alike. Kwastek, herself an art historian, offers a set of theoretical and methodological tools that are suitable for understanding and analyzing not only new media art but also other contemporary art forms. Addressing both the theoretician and the practitioner, Kwastek provides an introduction to the history and the terminology of interactive art, a theory of the aesthetics of interaction, and exemplary case studies of interactive media art. Kwastek lays the historical and theoretical groundwork and then develops an aesthetics of interaction, discussing such aspects as real space and data space, temporal structures, instrumental and phenomenal perspectives, and the relationship between materiality and interpretability. Finally, she applies her theory to specific works of interactive media art, including narratives in virtual and real space, interactive installations, and performance—with case studies of works by Olia Lialina, Susanne Berkenheger, Stefan Schemat, Teri Rueb, Lynn Hershman, Agnes Hegedüs, Tmema, David Rokeby, Sonia Cillari, and Blast Theory.

Reality Media

Reality Media PDF Author: Jay David Bolter
Publisher: MIT Press
ISBN: 0262361922
Category : Social Science
Languages : en
Pages : 245

Get Book

Book Description
How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television. T This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term “reality media,” taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media. The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in eighteenth-century panoramas and the Broadway lights of the 1930s. A digital version of Reality Media, available through the book’s website, invites readers to visit a series of virtual rooms featuring interactivity, 3-D models, videos, images, and texts that explore the themes of the book.

The Palgrave Handbook of the Philosophy of Film and Motion Pictures

The Palgrave Handbook of the Philosophy of Film and Motion Pictures PDF Author: Noël Carroll
Publisher: Springer Nature
ISBN: 3030196011
Category : Philosophy
Languages : en
Pages : 1047

Get Book

Book Description
This handbook brings together essays in the philosophy of film and motion pictures from authorities across the spectrum. It boasts contributions from philosophers and film theorists alike, with many essays employing pluralist approaches to this interdisciplinary subject. Core areas treated include film ontology, film structure, psychology, authorship, narrative, and viewer emotion. Emerging areas of interest, including virtual reality, video games, and nonfictional and autobiographical film also have dedicated chapters. Other areas of focus include the film medium’s intersection with contemporary social issues, film’s kinship to other art forms, and the influence of historically seminal schools of thought in the philosophy of film. Of emphasis in many of the essays is the relationship and overlap of analytic and continental perspectives in this subject.

Metaplasticity in Virtual Worlds: Aesthetics and Semantic Concepts

Metaplasticity in Virtual Worlds: Aesthetics and Semantic Concepts PDF Author: Mura, Gianluca
Publisher: IGI Global
ISBN: 1609600797
Category : Social Science
Languages : en
Pages : 330

Get Book

Book Description
The concept of virtual worlds is strongly related to the current innovations of new media communication.ÿ As such, it is increasingly imperative to understand the criteria for creating virtual worlds as well as the evolution in system architecture, information visualization and human interaction. Meta-plasticity in Virtual Worlds: Aesthetics and Semantics Concepts provides in-depth coverage of the state-of-the-art among the best international research experiences of virtual world concept creations from a wide range of media culture fields, at the edge of artistic and scientific inquiry and emerging technologies. Written for professionals, researchers, artists and designers, this text is a perfect companion for those who want to improve their understanding of the strategic role of virtual worlds within the development of digital communication.

The Ethics of Virtual and Augmented Reality

The Ethics of Virtual and Augmented Reality PDF Author: Erick Jose Ramirez
Publisher: Routledge
ISBN: 1000517357
Category : Philosophy
Languages : en
Pages : 267

Get Book

Book Description
This book offers new ways of thinking about and assessing the impact of virtual reality on its users. It argues that we must go beyond traditional psychological concepts of VR "presence" to better understand the many varieties of virtual experiences. The author provides compelling evidence that VR simulations are capable of producing "virtually real" experiences in people. He also provides a framework for understanding when and how simulations induce virtually real experiences. From these insights, the book shows that virtually real experiences are responsible for several unaddressed ethical issues in VR research and design. Experimental philosophers, moral psychologists, and institutional review boards must become sensitive to the ethical issues involved between designing "realistic" virtual dilemmas, for good data collection, and avoiding virtually real trauma. Ethicists and game designers must do more to ensure that their simulations don’t inculcate harmful character traits. Virtually real experiences, the author claims, can make virtual relationships meaningful, productive, and conducive to welfare but they can also be used to systematically mislead and manipulate users about the nature of their experiences. The Ethics of Virtual and Augmented Reality will appeal to philosophers working in applied ethics, philosophy of technology, and aesthetics, as well as researchers and students interested in game studies and game design.