Description
Book SynopsisMelanie Chan completed a PhD on Representations of Virtual Reality, at Leeds Metropolitan University in 2007. She now teaches on the BA Hons Media, Communication, Cultures course at Leeds Metropolitan University, UK, and has taught on such modules as Introducing Cultural Studies, Introduction to Media Studies, Contemporary Media Studies and Mediating Politics.
Trade ReviewThis extensively researched, sober treatment of a routinely misunderstood phenomenon is sure to make a seminal contribution to media theory and contemporary cultural history. -- Dan Laughey, Senior Lecturer in Media Theory, Leeds Metropolitan University, UK
Table of ContentsAcknowledgments 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