The changing face of VR :: pushing the boundaries of experience across multiple industries /
VR occupies an interesting place in the media ecosystem. On the one hand, it is an emerging, 'cutting-edge' technology backed by billions of USD by major corporations. On the other hand, VR is older than the World Wide Web and older than social networking sites. After many years of hype an...
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Weitere Verfasser: | , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Wilmington, Delaware :
Vernon Press,
[2022]
|
Schriftenreihe: | Vernon series in sociology.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | VR occupies an interesting place in the media ecosystem. On the one hand, it is an emerging, 'cutting-edge' technology backed by billions of USD by major corporations. On the other hand, VR is older than the World Wide Web and older than social networking sites. After many years of hype and unfulfilled potential, VR is now finally on the precipice of widespread adoption and has begun to be used in novel ways throughout various industries. This edited collection brings together a diverse group of authors to analyse the current state of VR, while recognizing that these many different use-cases will likely become even more important with the increased investment in the technology.To examine the current state of VR across multiple sites and industries, we compiled a group of practitioners and academics to both examine VR practices and theorize new uses of VR. The book also focuses on an inclusive analysis and includes authors from South America, North America, Europe, Australia, and Asia, and the topics range from analyses of VR use in live events to the ethics of nature-based VR apps to the social practices involved in using public VR at museum exhibits. As we argue in the introduction, this book is one of the first to bring together authors from different backgrounds and disciplines to chart just how widely VR has already spread. And maybe most importantly, the topics covered in this book will only become more relevant as VR continues to grow, especially in the wake of the growth of the supposed Metaverse.-- |
Beschreibung: | 1 online resource (195 pages) |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781648895197 1648895190 |
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520 | |a VR occupies an interesting place in the media ecosystem. On the one hand, it is an emerging, 'cutting-edge' technology backed by billions of USD by major corporations. On the other hand, VR is older than the World Wide Web and older than social networking sites. After many years of hype and unfulfilled potential, VR is now finally on the precipice of widespread adoption and has begun to be used in novel ways throughout various industries. This edited collection brings together a diverse group of authors to analyse the current state of VR, while recognizing that these many different use-cases will likely become even more important with the increased investment in the technology.To examine the current state of VR across multiple sites and industries, we compiled a group of practitioners and academics to both examine VR practices and theorize new uses of VR. The book also focuses on an inclusive analysis and includes authors from South America, North America, Europe, Australia, and Asia, and the topics range from analyses of VR use in live events to the ethics of nature-based VR apps to the social practices involved in using public VR at museum exhibits. As we argue in the introduction, this book is one of the first to bring together authors from different backgrounds and disciplines to chart just how widely VR has already spread. And maybe most importantly, the topics covered in this book will only become more relevant as VR continues to grow, especially in the wake of the growth of the supposed Metaverse.-- |c Provided by publisher. | ||
504 | |a Includes bibliographical references and index. | ||
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700 | 1 | |a Saker, Michael, |e editor. |0 http://id.loc.gov/authorities/names/n2022047854 | |
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contents | Chapter 1 Introduction: The winding road of Virtual Reality (VR)development -- Section 1: VR and storytelling -- Chapter 2 VR storytelling for social justice and theethics of playing Black bodies -- Chapter 3 An embodied poetics: Screenwriting for immersive media -- Chapter 4 Taking stock: VR in journalism -- Chapter 5 Table for Two -- A parallel interactivenarrative in VR (PIN VR) -- Section 2: VR and nature -- Chapter 6 VR's growing role in establishing environmental empathy and its potentialto model complex climate systems -- Chapter 7 Designing with care ethics in nature-based VR -- Section 3: VR and performance -- Chapter 8 Being-there when there is not there:Live performance, social VR, and COVID-19 -- Chapter 9 The Under Presents: The potential of thereal in virtual theatre -- Section 4: VR and exhibitions -- Chapter 10 Curating for communal engagement in VR -- Chapter 11 Exploring the phenomenology of VR-based exhibits in art museums |
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dewey-search | 303.4833 006.7 |
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discipline | Informatik Soziologie |
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spelling | The changing face of VR : pushing the boundaries of experience across multiple industries / edited by Jordan Frith and Michael Saker. Wilmington, Delaware : Vernon Press, [2022] 1 online resource (195 pages) text txt rdacontent computer c rdamedia online resource cr rdacarrier Vernon Press series in Sociology Description based on online resource; title from digital title page (viewed on September 23, 2022). Chapter 1 Introduction: The winding road of Virtual Reality (VR)development -- Section 1: VR and storytelling -- Chapter 2 VR storytelling for social justice and theethics of playing Black bodies -- Chapter 3 An embodied poetics: Screenwriting for immersive media -- Chapter 4 Taking stock: VR in journalism -- Chapter 5 Table for Two -- A parallel interactivenarrative in VR (PIN VR) -- Section 2: VR and nature -- Chapter 6 VR's growing role in establishing environmental empathy and its potentialto model complex climate systems -- Chapter 7 Designing with care ethics in nature-based VR -- Section 3: VR and performance -- Chapter 8 Being-there when there is not there:Live performance, social VR, and COVID-19 -- Chapter 9 The Under Presents: The potential of thereal in virtual theatre -- Section 4: VR and exhibitions -- Chapter 10 Curating for communal engagement in VR -- Chapter 11 Exploring the phenomenology of VR-based exhibits in art museums VR occupies an interesting place in the media ecosystem. On the one hand, it is an emerging, 'cutting-edge' technology backed by billions of USD by major corporations. On the other hand, VR is older than the World Wide Web and older than social networking sites. After many years of hype and unfulfilled potential, VR is now finally on the precipice of widespread adoption and has begun to be used in novel ways throughout various industries. This edited collection brings together a diverse group of authors to analyse the current state of VR, while recognizing that these many different use-cases will likely become even more important with the increased investment in the technology.To examine the current state of VR across multiple sites and industries, we compiled a group of practitioners and academics to both examine VR practices and theorize new uses of VR. The book also focuses on an inclusive analysis and includes authors from South America, North America, Europe, Australia, and Asia, and the topics range from analyses of VR use in live events to the ethics of nature-based VR apps to the social practices involved in using public VR at museum exhibits. As we argue in the introduction, this book is one of the first to bring together authors from different backgrounds and disciplines to chart just how widely VR has already spread. And maybe most importantly, the topics covered in this book will only become more relevant as VR continues to grow, especially in the wake of the growth of the supposed Metaverse.-- Provided by publisher. Includes bibliographical references and index. Virtual reality Social aspects. Réalité virtuelle Aspect social. Virtual reality Social aspects fast Frith, Jordan, editor. http://id.loc.gov/authorities/names/n2011074794 Saker, Michael, editor. http://id.loc.gov/authorities/names/n2022047854 Print version: Frith, Jordan. Changing face of VR: Pushing the boundaries of experience across multiple industries [PDF]. Wilmington, DE : Vernon Art and Science Inc., ©2022 9781648894749 Vernon series in sociology. http://id.loc.gov/authorities/names/n2018186300 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=3333806 Volltext |
spellingShingle | The changing face of VR : pushing the boundaries of experience across multiple industries / Vernon series in sociology. Chapter 1 Introduction: The winding road of Virtual Reality (VR)development -- Section 1: VR and storytelling -- Chapter 2 VR storytelling for social justice and theethics of playing Black bodies -- Chapter 3 An embodied poetics: Screenwriting for immersive media -- Chapter 4 Taking stock: VR in journalism -- Chapter 5 Table for Two -- A parallel interactivenarrative in VR (PIN VR) -- Section 2: VR and nature -- Chapter 6 VR's growing role in establishing environmental empathy and its potentialto model complex climate systems -- Chapter 7 Designing with care ethics in nature-based VR -- Section 3: VR and performance -- Chapter 8 Being-there when there is not there:Live performance, social VR, and COVID-19 -- Chapter 9 The Under Presents: The potential of thereal in virtual theatre -- Section 4: VR and exhibitions -- Chapter 10 Curating for communal engagement in VR -- Chapter 11 Exploring the phenomenology of VR-based exhibits in art museums Virtual reality Social aspects. Réalité virtuelle Aspect social. Virtual reality Social aspects fast |
title | The changing face of VR : pushing the boundaries of experience across multiple industries / |
title_auth | The changing face of VR : pushing the boundaries of experience across multiple industries / |
title_exact_search | The changing face of VR : pushing the boundaries of experience across multiple industries / |
title_full | The changing face of VR : pushing the boundaries of experience across multiple industries / edited by Jordan Frith and Michael Saker. |
title_fullStr | The changing face of VR : pushing the boundaries of experience across multiple industries / edited by Jordan Frith and Michael Saker. |
title_full_unstemmed | The changing face of VR : pushing the boundaries of experience across multiple industries / edited by Jordan Frith and Michael Saker. |
title_short | The changing face of VR : |
title_sort | changing face of vr pushing the boundaries of experience across multiple industries |
title_sub | pushing the boundaries of experience across multiple industries / |
topic | Virtual reality Social aspects. Réalité virtuelle Aspect social. Virtual reality Social aspects fast |
topic_facet | Virtual reality Social aspects. Réalité virtuelle Aspect social. Virtual reality Social aspects |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=3333806 |
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