Virtual reality : representations in contemporary media /
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Author / Creator: | Chan, Melanie, author. |
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Imprint: | New York, NY : Bloomsbury Academic, 2014. |
Description: | vi, 204 pages ; 24 cm |
Language: | English |
Subject: | |
Format: | Print Book |
URL for this record: | http://pi.lib.uchicago.edu/1001/cat/bib/9861292 |
Table of Contents:
- 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 in Strange Days
- Estrangement
- Testimonial Verisimilitude
- Thrilling Experiences
- Lifeworld
- 4. Virtual Identities and Material Bodies
- On-line Identities and Virtual Selves
- Avatars
- Surrogates
- Social Networks
- Catfish
- Gamer
- Mediated Lives
- 5. Virtual Reality, Transcendence and Flights from Embodiment in Source Code
- Cartesian Dualism
- Neuroscience
- Cybernetics
- Technological Transcendence
- Brain Machine Interface
- 6. Technology, Embodiment and Being-In-The-World
- Osmose
- Avatar
- The Cinematic Spectacle
- Saving Pandora - Saving the World
- 7. Virtuality and Simulation in William Gibson's Zero History
- Cyberspace and Cyberpunk
- Signifying Systems
- Branding
- Visual Culture
- Rootlessness and Liquidity
- Simulacra
- Vintage
- Incompleteness
- 8. Conclusion
- References
- Filmography
- Index