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Narrative as Virtual Reality 2 Revisiting Immersion and Interactivity in Literature and Electronic Media

demonstrates in Narrative as Virtual Reality 2, the questions raised by the new interactive technologies have their precursors and echoes in pre;

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Narrative as Virtual Reality

interactivity. Approaching the idea of virtual reality as a metaphor for total art, Narrative as Virtual Reality applies the concepts of immersion and;

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Avatars of Story: Volume 17

author of, most recently, Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media.;

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Reality Media

How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television.

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Virtual Realism C

" of immersion, interactivity, and information intensity--and introduces readers to such virtual reality technologies as head mounted displays; SIMNET, a;

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Mixed Realism

culture is a mixed reality, conducted as exchanges between virtual and material contexts. We make balance transfers at an ATM, update Facebook;

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Mixed Realism

culture is a mixed reality, conducted as exchanges between virtual and material contexts. We make balance transfers at an ATM, update Facebook;

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Digital Media

environments; virtual reality; telepresence; human-computer interface design; interactivity; avatars; and the Internet. Both researchers and;

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Image Art and Virtuality

in the sense or feeling of immersion experienced by the user; and the body, perceived as other , takes upon itself the sense of its reality;

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Image Art and Virtuality

in the sense or feeling of immersion experienced by the user; and the body, perceived as other , takes upon itself the sense of its reality;

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Digital Storytelling 4e

and the use of interactivity - and the more advanced topics, such as AI (Artificial Intelligence), narratives using AR and VR, and Social;

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Digital Storytelling 4e

and the use of interactivity - and the more advanced topics, such as AI (Artificial Intelligence), narratives using AR and VR, and Social;

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The Aesthetics of Virtual Reality

This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy;

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Virtual Reality Headsets - A Theoretical and Pragmatic Approach

approach to virtual reality through our Immersion and Interaction methodology also known as 3I(2) model''. Then, a chapter about human senses;

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Virtual Reality Headsets - A Theoretical and Pragmatic Approach

theoretical approach to virtual reality through our Immersion and Interaction methodology also known as 3I(2) model''. Then, a chapter about human;

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Virtual Interaction

of interaction as something going on among agents and agents and objects, and of interactivity as a property of media supporting interaction. Similarly;

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Virtual Reality, Empathy and Ethics

-cost gaming headsets, or augmented reality apps on phones, but from simulated deep fake images and videos on social media. This book subjects;

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Virtual Art

An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art;

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Communication Theory

between cyberspace and virtual reality. The book serves both as an upper level textbook for New Media courses and a good general guide;

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The Routledge Research Companion to Digital Medieval Literature

, the new essays in this companion also focus on more than twenty-five keywords, such as access, code, virtual, interactivity and;

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The Aesthetics of Virtual Reality

of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality;

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Third Person

designers, and others-investigate such issues as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media;

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Third Person

designers, and others-investigate such issues as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media;

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Immersive Journalism as Storytelling

reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews, alongside;

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Journalism in the Age of Virtual Reality

With the advent of the internet and handheld or wearable media systems that plunge the user into 360 video, augmented-or virtual reality;

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Journalism in the Age of Virtual Reality

With the advent of the internet and handheld or wearable media systems that plunge the user into 360 video, augmented-or virtual reality;

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Bodies in Code

biological reality when talking about virtual reality, and Mark B. N. Hansen's book shows what they've been missing. Cyberspace is anchored in the;

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Einde inhoud

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