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Digital Sensations

Space, Identity, and Embodiment in Virtual Reality

Bibliographic Data

ID20031976
AuthorsKen Hillis (corresponding author)
Year1999
Pages271
Publication date1999-01-01
Open AccessNo
TypeBOOK
VenueDigital Sensations (SOURCE_BOOK)
PublisherUniversity of Minnesota Press (PUBLISHER • US)
OpenAlexW634788936
Open LibraryOL8070316M
ISBN9780816632503
LanguageEN

Virtual reality is in the news and in the movies, on TV and in the air. Why is the technology -- or the idea -- so prevalent precisely now? What does it mean -- what does it do -- to us? Digital Sensations looks closely at the ways representational forms generated by communication technologies -- especially digital/optical virtual technologies -- affect the “lived” world. Virtual reality, or VR, is a technological reproduction of the process of perceiving the real, yet that process is “filtered” through the social realities and embedded cultural assumptions about human bodies, perception, and space held by the technology's creators. Through critical histories of the technology -- of vision, light, space, and embodiment -- Ken Hillis traces the various and often contradictory intellectual and metaphysical impulses behind the Western transcendental wish to achieve an ever more perfect copy of the real. Because virtual technologies are new, these histories also address the often unintended and underconsidered consequences -- such as alienating new forms of surveillance and commodification -- flowing from their rapid dissemination. Current and proposed virtual technologies reflect a Western desire to escape the body Hillis says. Exploring topics from VR and other, earlier visual technologies, Hillis's penetrating perspective on the cultural power of place and space broadens our view of the interplay between social relations and technology

Aesthetics · Art · Computer vision · Human–computer interaction · Virtual reality · Virtual space · Communication · Computer Science · Digital Games and Media · Psychology · Communication and culture · Computer software · Cultural geography · General · Human factors · Human-computer interaction · Media Studies · Multi-Media Hardware & Software · Science/Mathematics · Social aspects · Sociology · Sociology - General · Space and time · Technology

Citation velocityhistorical
Highly citedNo

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