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Hyperreality and Virtual Worlds: When the Virtual Is Real
sphera.ucam.edu ISSNe: 2695-5725 ● Número 19 ● Vol.II ● Año 2019 ● pp. 36-58 Hyperreality and virtual worlds: when the virtual is real Paulo M. Barroso, Polytechnic Institute of Viseu (Portugal) [email protected] Received: 12/11/19 ● Accepted: 10/12/19 ● Published: 19/12/19 How to reference this paper: Barroso, Paulo M. (2019). Hyperreality and virtual worlds: when the virtual is real, Sphera Publica, 2(19), 36‐58. Abstract This article questions what is hyperreality and underlines the role of the signs/images fostering the perception of a virtual world. It argues the potentiality of signs as artefacts. Starting from Agamben’s perspective regarding contemporary, the hyperreality is understood as a modern, visual and mass manifestation of the need for simulacra in a non-referential virtual world. How hyperreality, spectacle, simulation, and appearance emerge out of reality? What is authentic or real are issues raised using images and technological devices. The images are popular and amplify the effects of distraction and social alienation. The image is immediately absorbed, spectacular, attractive, a peculiar ready-to-think that eliminates or dilutes the concepts and produces a fast culture. Through a reflexive strategy, this article is conceptual (it has no case study or empirical work) and has the purpose of problematize the experience of hyperreality, which is reshaping and restructuring patterns of social life and social interdependence, and the ways we see, think, feel, act or just mean and interpret the reality. Keywords Hyperreality, image, real, virtual worlds, technology Barroso Hiperrealidad y mundos virtuales Hiperrealidad y mundos virtuales: cuando lo virtual es real Paulo M. -
Art and Hyperreality Alfredo Martin-Perez University of Texas at El Paso, [email protected]
University of Texas at El Paso DigitalCommons@UTEP Open Access Theses & Dissertations 2014-01-01 Art and Hyperreality Alfredo Martin-Perez University of Texas at El Paso, [email protected] Follow this and additional works at: https://digitalcommons.utep.edu/open_etd Part of the Philosophy Commons, and the Theory and Criticism Commons Recommended Citation Martin-Perez, Alfredo, "Art and Hyperreality" (2014). Open Access Theses & Dissertations. 1290. https://digitalcommons.utep.edu/open_etd/1290 This is brought to you for free and open access by DigitalCommons@UTEP. It has been accepted for inclusion in Open Access Theses & Dissertations by an authorized administrator of DigitalCommons@UTEP. For more information, please contact [email protected]. HYPERREALITY & ART A RECONSIDERATION OF THE NOTION OF ART ALFREDO MARTIN-PEREZ Department of Philosophy APPROVED: Jules Simon, Ph.D. Mark A. Moffett, Ph.D. Jose De Pierola, Ph.D. ___________________________________________ Charles Ambler, Ph.D. Dean of the Graduate School Copyright © By Alfredo Martin-Perez 2014 HYPERREALITY & ART A RECONSIDERATION OF THE NOTION OF ART by ALFREDO MARTIN-PEREZ Thesis Presented to the Faculty of the Graduate School of The University of Texas at El Paso in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS Department of Philosophy THE UNIVERSITY OF TEXAS AT EL PASO December 2014 ACKNOWLEDGMENTS I would like to thank my daughters, Ruby, Perla, and Esmeralda, for their loving emo- tional support during the stressing times while doing this thesis, and throughout my academic work. This humble work is dedicated to my grandchildren. Kimberly, Angel, Danny, Freddy, Desiray, Alyssa, Noe, and Isabel, and to the soon to be born, great-grand daughter Evelyn. -
Beneke Simone 2019.Pdf (4.953Mb)
THE HIDDEN WORLD OF GAMING AN EXPLORATION OF PRE-PRODUCTION DESIGN, HYPERREALISM, AND ITS FUNCTION IN ESTABLISHING CONCEPTUAL AND AESTHETIC VISUALISATION, CHARACTERISATION AND NARRATIVE STRUCTURE By Simone Beneke Student No.: 212505903 Submitted in fulfilment of the requirements for the degree of Master of Arts in the School of Humanities, University of KwaZulu-Natal Supervisor: Michelle Stewart 2019 Declaration I, Simone Beneke, declare that: 1. The research reported in this thesis, except where otherwise indicated, is my original research. 2. This thesis has not been submitted for any degree or examination at any other university. 3. This thesis does not contain other persons’ data, pictures, graphs or other information, unless specifically acknowledged as being sourced from other persons. 4. This thesis does not contain other persons' writing, unless specifically acknowledged as being sourced from other researchers. Where other written sources have been quoted, then: a. their words have been re-written, but the general information attributed to them has been referenced b. where their exact words have been used, then their writing has been placed in italics and inside quotation marks and referenced. 5. This thesis does not contain text, graphics or tables copied and pasted from the internet, unless specifically acknowledged, with the source being detailed in the thesis and in the References sections. Simone Beneke Student Name _______________ Signature 8th of August 2019 Date _______________ Name of Supervisor _______________ Signature _____________ Date ii Dedication I would like to dedicate this body of work to my husband Niall for his amazing continual support and belief in me as well as the energy boosting cups of tea he makes and my parents Johann and Chyrine for their love and support throughout my academic journey. -
Virtual Reality: Hype, Reality, and Hyperreality
Virtual Reality: Hype, Reality, and Hyperreality John P. Sullins Ph.D. 2002, Ph.D in Philosophy, Computers and Cognitive Science, Binghamton University Sonoma State University Philosophy Department. 2003- Virtual, Real and Hyperreal • Use of technology in cultural production • Technology + • Noetic: how we understand the world • Refers to how technologies are changing our perceptions and therefore our understanding of our world • A term that is used in digital arts TECHNOETIC THE FUTURE OF VIRTUAL REALITY | PHIL KAUFFOLD | TEDXSONOMACOUNTY PSYCHOLOGICAL SKEPTICISM • You feel that you are in good reality contact • But psychology tells us that that is wrong • What you are experiencing as reality is your own personal version of reality, and that it may or may not be the same as the reality being experienced right now by others around you • You might disagree, or might think the idea is crazy • We will use our critical thinking skills now to explore this unsettling idea HOW DO YOU KNOW WHERE YOU ARE AND WHAT IS HAPPENING RIGHT NOW? WHY DID YOU SIT IN THE CHAIR THAT YOU CHOSE TODAY?When light bouncedWHY off thatNOT other personTHE and ONE entered NEXTyour eyes, itTO was converted YOU into WITH a pattern ofTHE nerve impulses that went to your brain. OTHER• thePERSON retina, the optic nerve,IN theIT? thalamus, the visual cortex. • Your brain compared that pattern with patterns that you have seen before and that are stored in your memory. • Your brain discovered that the pattern matched the mental category (or concept) that in your language is called “a person.” • Your brain also retrieved from memory the knowledge that two physical objects cannot occupy the same space at the same time. -
Chimeric Realities Thomas C
Washington University in St. Louis Washington University Open Scholarship Graduate School of Art Theses Graduate School of Art Spring 5-15-2015 Chimeric Realities Thomas C. Moore Washington University in St Louis, [email protected] Follow this and additional works at: https://openscholarship.wustl.edu/samfox_art_etds Part of the Art and Design Commons, and the Other Architecture Commons Recommended Citation Moore, Thomas C., "Chimeric Realities" (2015). Graduate School of Art Theses. ETD 30. https://doi.org/10.7936/K798856K. This Thesis is brought to you for free and open access by the Graduate School of Art at Washington University Open Scholarship. It has been accepted for inclusion in Graduate School of Art Theses by an authorized administrator of Washington University Open Scholarship. For more information, please contact [email protected]. Chimeric Realities Thomas Moore Thesis Advisor: Buzz Spector Primary Advisor: Michael Byron Primary Advisor: Jamie Adams Committee Member: Arny Nadler Committee Member: Heather Bennett In Partial Fulfillment of the Requirement for the Degree of Master of Fine Arts Sam Fox School of Design and Visual Art Washington University in St. Louis April 2015 Table of Contents Essay Abstract…………………………………………………………………………….3 Exploration of Contexts: The Modern City and Cinema…………………………………………………………….4 The Postmodern City in Cinema………………………………………………………….8 Postmodern City and Architecture……………………………………………………....10 Contemporary Collage, Hyperreality, and Mixed Reality Landscapes……………….13 Exploration of the Work………………………………………………………………......22 Conclusion………………………………………………………………………………...32 Endnotes…………………………………………………………………………………..33 Bibliography…………...……………………………………………………………….....34 2 Essay Abstract This essay examines the urban experience in postmodern cities and mediated reality. Modernity brought a change in perception that altered the experience of the city. This shift was registered through cinema which disrupted the fixity of classical space and provided an aesthetic reception similar to the gaze the flaneur. -
Redalyc.BAUDRILLARD: WORK and HYPERREALITY
RAE-eletrônica ISSN: 1676-5648 [email protected] Escola de Administração de Empresas de São Paulo Brasil Thiry-Cherques, Hermano Roberto BAUDRILLARD: WORK AND HYPERREALITY RAE-eletrônica, vol. 9, núm. 1, enero-junio, 2010 Escola de Administração de Empresas de São Paulo São Paulo, Brasil Available in: http://www.redalyc.org/articulo.oa?id=205115349010 How to cite Complete issue Scientific Information System More information about this article Network of Scientific Journals from Latin America, the Caribbean, Spain and Portugal Journal's homepage in redalyc.org Non-profit academic project, developed under the open access initiative ESSAYS - BAUDRILLARD: WORK AND HYPERREALITY Hermano Roberto Thiry-Cherques BAUDRILLARD: WORK AND HYPERREALITY Jean Baudrillard (Reims, July 27, 1929 – Paris, March 6, 2007), French sociologist, poet, photographer and philosopher, was never an academic. He failed his agrégation exam (for a high school teacher job), and did not hold a position in a university. He was a structuralist, having adapted structuralism to understand the limit between reality and imagination. He engaged in the study of the impact of media and technology in contemporary life. Without minding criticisms against his style of expression and the concepts that he invented (King, 1998), Baudrillard tried to demonstrate how today’s culture is the result of a constructed reality or “hyperreality”. He questioned the domination imposed by systems of signs, the “symbolic value” which replaced the exchange value and the use value as drivers of economy and society. Baudrillard argued that the continuous expansion of the sign structure of domination demanded the establishment of information networks and a technological system which substantially changed contemporary rationality, thought and action. -
CONFERENCE REPORT International Conference Audio for Virtual and Augumented Reality Los Angeles, USA 30Th September – 1St October 2016
CONFERENCE REPORT International Conference Audio for Virtual and Augumented Reality Los Angeles, USA 30th September – 1st October 2016 CONFERENCE REPORT Platinum Sponsors 934 J. Audio Eng. Soc., Vol. 64, No. 4, 2016 April 934 J. Audio Eng. Soc., Vol. 64, No. 11, 2016 November CONFERENCE REPORT Gold Sponsors Sponsors 016 has seen the world of virtual reality finally take its Kicking off the conference, cochairs Andres Mayo and Linda first steps out of the labs of research universities and into Gedemer thanked everyone involved in the production of 2the realm of consumer products and support from major the conference, which was organized and executed with a corporations. New apps, experiences, and tools are popping up small team in only nine months. Top industry guests from at an ever faster pace. For the creators of video game engines Google, Magic Leap, Linden Labs, and others reached out to like Unity and Unreal Engine, this has resulted in an escalating be involved in the inaugural conference, leading with keynote arms race to develop new tools for creating VR experiences, presenter Philip Lelyveld of the Virtual Reality/Augmented while VR headset creators (including HTC’s Vive, Facebook’s Reality Initiative at the University of Southern California. Oculus, and Microsoft’s Hololens) prepare to fight for their share of the rapidly expanding market for virtual and aug- OPENING KEYNOTE mented reality. Starting with a brief video of their new interactive VR experi- With the billions being poured into creating ever better ence, CLOUDS, Lelyveld walked the audience through the dif- VR experiences, the market for realistic, immersive, 3D audio ferences between augmented reality (that superimposes virtual experiences is just beginning to heat up. -
Avatar, Cyborg, Icevorg: Simulacra’S Scion
Virginia Commonwealth University VCU Scholars Compass Theses and Dissertations Graduate School 2015 AVATAR, CYBORG, ICEVORG: SIMULACRA’S SCION Guido E. Alvarez Virginia Commonwealth University Follow this and additional works at: https://scholarscompass.vcu.edu/etd Part of the Digital Humanities Commons, Fine Arts Commons, Interdisciplinary Arts and Media Commons, Race, Ethnicity and Post-Colonial Studies Commons, and the Sculpture Commons © The Author Downloaded from https://scholarscompass.vcu.edu/etd/4026 This Dissertation is brought to you for free and open access by the Graduate School at VCU Scholars Compass. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of VCU Scholars Compass. For more information, please contact [email protected]. © Guido Esteban Alvarez 2015 All Rights Reserved AVATAR, CYBORG, ICEVORG: SIMULACRA’S SCION A Dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy at Virginia Commonwealth University by Guido Esteban Alvarez Bachelor of Fine Arts in Design, Universidad del Azuay, Ecuador, 1994 Master of Fine Arts in Design, Virginia Commonwealth University, 2004 Director: Dr. Richard Fine Professor, Department of English Virginia Commonwealth University Richmond, Virginia December 2015 ii For You iii Ave, Scientia, morituri te salutant iv Table of Contents Page Acknowledgements ............................................................................................................. ii List of Figures ......................................................................................................................v -
Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology
Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology Maxwell Foxman Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy under the Executive Committee of the Graduate School of Arts and Sciences COLUMBIA UNIVERSITY 2018 © 2018 Maxwell Foxman All rights reserved ABSTRACT Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology Maxwell Foxman This dissertation examines early adopters of mass-marketed Virtual Reality (VR), as well as other immersive technologies, and the playful processes by which they incorporate the devices into their lives within New York City. Starting in 2016, relatively inexpensive head-mounted displays (HMDs) were manufactured and distributed by leaders in the game and information technology industries. However, even before these releases, developers and content creators were testing the devices through “development kits.” These de facto early adopters, who are distinctly commercially-oriented, acted as a launching point for the dissertation to scrutinize how, why and in what ways digital technologies spread to the wider public. Taking a multimethod approach that combines semi-structured interviews, two years of participant observation, media discourse analysis and autoethnography, the dissertation details a moment in the diffusion of an innovation and how publicity, social forces and industry influence adoption. This includes studying the media ecosystem which promotes and sustains VR, the role of New York City in framing opportunities and barriers for new users, and a description of meetups as important communities where devotees congregate. With Game Studies as a backdrop for analysis, the dissertation posits that the blurry relationship between labor and play held by most enthusiasts sustains the process of VR adoption. -
The Ethical Aspects of Techno-Science, Dromology, and Hyperreality the Ethical Aspects of Techno-Science, Dromology, and Hyperre
COMMUNICATIONS Livia Sebikova* THE ETHICAL ASPECTS OF TECHNO-SCIENCE, DROMOLOGY, AND HYPERREALITY The contemporary societies are characterized by several attributes. We can talk about a postmodern, scientific-technical, information, fast, hyperreal or consumer society. In fact, these attributes do not appear in isolation, but in relation to each other. The author inspired by postmodernists such as Lyotard, Virilio, and Baudrillard, focuses on identifying the ethical aspects of these phenomena and deals with the con- temporary image of man and societies in this context. Science, technology, information and communication technologies permeate all spheres of human being and change the nature of knowledge. Information, time and speed are important factors and manipulation with them is a key way of ordering societies and shaping the image of man. We may call this an ability to transform reality and create hyperreality. Hyperreality may also be referred to as the paradigm of the current cultural situation of consumerism. Keywords: postmodern age, techno-science, dromology, hyperreality, technologies, knowledge, image of a man 1. Introduction and communication technologies have the ability to transform and change reality and create the so-called hyperreality. This fact For the last decades, the whole world or, as McLuhan makes it impossible for the media users to make a critical and would say, the whole “global village” faces dynamic changes in objective evaluation of reality. Consequently, we can also consider social, economic, cultural and moral spheres. [1, p. 31]. These hyperreality as a paradigm explaining the current cultural state for changes are, of course, accompanied by new phenomena and new which consumerism is typical. -
Virtual Reality As Plot Device: Cyberspace to Metaverse
194 VIRTUAL GEOGRAPHIES ½¾ potential of virtual reality emerges when it is used as a plot device, as part of a stage setting, or as a virtual dream state. Cyberspace as plot device enables role-switching (Cadigan) and slipping into other characters’ points of view (Gibson). Stephenson is most explicit about the metafictional aspects of cyberspace, which sets Snow Crash at a remove from genre roots in science fiction but in closer proximity to the mainstream. Cyberpunk will undoubtedly be remembered as an important moment within the development of science fiction, as well as an im- portant step in the evolution of the postmodern. Cyberpunk shows close connections with postmodern issues through its punk attitude, which imported a new self-consciousness into science fiction. Its postmodern features can be traced to its innovations in plot device, which promise to provide a source of cross-fertilization between many other genres and media in years to come. Last but not least, cyberpunk shares semantic fields, images, and models with recent scientific theories as well as postmodern think- ing. They coincide around the notion of non-linear, dynamic, and complex structures which emerge as a metanarrative of the post- modern, no matter how fervently Lyotard may try to deny the exis- tence of such a common denominator. The notion is embedded in different discourses, contexts, and disciplines, pointing to the value of complexity and new concepts of order arising out of chaos and disorder. Non-linear complexity is part of a different conceptual- ization of our environment, its interdependencies, and the more humble role we humans must learn to play within it. -
Telepresence and Sexualilty
An Interdisciplinary Journal on Humans in ICT Environments ISSN: 1795-6889 www.humantechnology.jyu.fi Volume 9(1), May 2013, 22–55 TELEPRESENCE AND SEXUALITY: A REVIEW AND A CALL TO SCHOLARS Matthew Lombard Matthew T. Jones Media Studies and Production English and Philosophy Temple University, County College of Morris, Philadelphia, PA Randolph, NJ USA USA Abstract: Scholars have examined the phenomenon of telepresence, a perceptual illusion of nonmediation experienced by media users, in a wide variety of contexts. This paper explores telepresence theory and research in the rarely examined but important context of sexually arousing media content. After defining key concepts, the paper presents reasons scholars should study telepresence in the context of sexuality, reviews the evolution of relevant media technologies and the nature of relevant telepresence responses, and considers potential theoretical contributions and avenues for future research in interpersonal communication, media studies, and presence scholarship. Keywords: telepresence, sexuality, human-technology, media, parasocial, social richness, realism, immersion. INTRODUCTION Telepresence, hereafter shortened to presence, is an interdisciplinary topic of increasing interest to both scholars and the business community. Most often defined as the sense of “being there” with real or fictional people and objects via communication technology, scholars have explored the role of presence and presence technologies in a wide range of settings and contexts, including business (Lombard & Snyder-Duch, 2001; Mollen & Wilson, 2010; Suh & Chang, 2006), entertainment (Bracken & Skalski, 2009), health and medicine (Latifi et al., 2007; Riva, 2004), space and undersea exploration (Ballard, 2008; Terrile & Noraky, 2012), art (Barbatsis, 1999; Saltz, 2001), and many others (see Lombard & M.