By Frank Biocca, Mark R. Levy
This quantity addresses digital truth (VR) -- a tantalizing verbal exchange medium whose essence demanding situations our so much deeply held notions of what conversation is or will be. The editors have accrued a professional crew of engineers, social scientists, and cultural theorists for the 1st large therapy of human verbal exchange during this intriguing medium. the 1st half introduces the reader to VR's cutting-edge in addition to destiny traits. within the subsequent part, top examine scientists speak about how wisdom of verbal exchange can be utilized to construct more beneficial and fascinating communique purposes of digital fact. having a look forward, the authors discover pioneering methods to VR narratives, interpersonal verbal exchange, using 3D sound, and the construction of VR leisure complexes. within the ultimate part, the authors zoom out to view the massive photo -- the mental, social, and cultural implications of digital truth. Thought-provoking discussions give some thought to vital conversation concerns corresponding to: * How will digital fact impact notion of fact? * What are the criminal matters defining conversation in digital truth? * what sort of cultural developments will this know-how motivate?
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Additional resources for Communication in the Age of Virtual Reality (Routledge Communication Series)
McLuhan, E. (1988). Laws of media, the new science. Toronto: University of Toronto Press. Ornstein, R. (1991). The evolution of consciousness. New York: Simon & Schuster. 2010 01:12:42 page_31 Panos, G. ). (1993). Virtual reality sourcebook. Lakewood, CA: SophisTech Research. Peirce, C. S. (1991). Peirce on signs: Writings on semiotics (18391914). Chapel Hill, NC: University of North Carolina Press. , & Eccles, J. C. (1977). The self and its brain: An argument for interactionism. Boston: Routledge & Kegan Paul.
Examining the technological apparatus alone does not seem adequate for this purpose. A third and related problem is the lack of theoretical dimensions across which virtual reality can vary. All systems meeting the basic hardware requirements are VR, and all others are not-VR. However, once this initial classification has been made, such a dichotomous definition offers no suggestion of how systems classified as not-VR may resemble those that are VR, nor how different virtual reality systems can be compared.
Virtual reality sourcebook. Lakewood, CA: SophisTech Research. Peirce, C. S. (1991). Peirce on signs: Writings on semiotics (18391914). Chapel Hill, NC: University of North Carolina Press. , & Eccles, J. C. (1977). The self and its brain: An argument for interactionism. Boston: Routledge & Kegan Paul. Rheingold, H. (1991). Virtual reality. New York: Summit. , & Williams, R. S. (1991). Touching atoms: Micro-teleoperation at atomic scale (Grant proposal National Science Foundation). Chapel Hill: University of North Carolina.
Communication in the Age of Virtual Reality (Routledge Communication Series) by Frank Biocca, Mark R. Levy