front cover of Digital Sensations
Digital Sensations
Space, Identity, And Embodiment In Virtual Reality
Ken Hillis
University of Minnesota Press, 1999
Considers the cultural and philosophical assumptions underlying virtual reality, and how the technology affects the real world. 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. "His discussion is ambitious; not only does he bring together multiple disciplines and philosophies, he traces history from the Renaissance to the present." --Technical Communication Quarterly "Ken Hillis has written a wise interrogation of the impact of virtual environments and the marriage of new digital and visual technologies. Carefully balancing between the dangers of all-too-common and too-easy skepticism and the risk of being seduced by the new medium, this book analyses the manner in which the use of technologies to produce virtual environments (VEs) changes the bases on which assumptions concerning democratic politics and identity flourish." --Space and Culture Ken Hillis is assistant professor in the Department of Communication Studies and adjunct professor of geography at the University of North Carolina at Chapel Hill.
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front cover of Surviving the Age of Virtual Reality
Surviving the Age of Virtual Reality
Thomas Langan
University of Missouri Press, 2000

As the technological phenomenon known as the worldwide web permeates civilization, it creates some cultures and destroys others. In this pioneering book, philosopher Thomas Langan explores "virtual reality"Can inherently contradictory phrase"and the effects of technology on our very being. In our present-day high- technology environment, making simple, everyday decisions is difficult because the virtual world we've created doesn't necessarily operate according to the old "common sense." To retain our intellectual fitness, we must, Langan argues, consider these essential questions: If virtual reality is, in fact, reality, what is this life that we are caught up in? What is being within the context of virtual reality? How can we establish a system for distinguishing truth from fiction?

Although technology minimizes distances between people and makes the information they seek more accessible, it simultaneously blurs the line dividing fact from falsehood and real from virtual. An individual's intellectual survival is threatened as technological advancement challenges our collective understanding of what reality is. Because much of the information that is presented as fact simply works to fulfill a specific agenda, we cannot accept as truth everything that appears on the internet or in the media. To survive, we must learn to manage our lives and resources despite the flood of information we are bombarded with daily.

Addressing the general educated reader, Surviving the Age of Virtual Reality expertly interweaves the worlds of technology and philosophy, pushing the analysis of this technological and human phenomenon to new depths.

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front cover of Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications
Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications
Gauthier Lafruit
The Institution of Engineering and Technology, 2022
Virtual reality (VR) refers to technologies that use headsets to generate realistic images, sounds and other sensations that replicate a real-world environment or create an imaginary setting. VR also simulates a user's physical presence in this environment. In virtual reality, six degrees of freedom allows users to not only look around, but also to move around the virtual world and look from above, below or behind objects. To have a true VR experience, the hardware must provide six degrees of freedom, using both orientation tracking (rotational) and positional tracking (translation).
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