Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement abo
Reality Media: Augmented and Virtual Reality
β Scribed by Jay David Bolter, Maria Engberg, Blair MacIntyre
- Publisher
- The MIT Press
- Year
- 2021
- Tongue
- English
- Leaves
- 248
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television.
T
This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as mediaβthe latest in a series of what they term βreality media,β taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media.
The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in eighteenth-century panoramas and the Broadway lights of the 1930s. A digital version ofΒ Reality Media, available through the bookβs website, invites readers to visit a series of virtual rooms featuring interactivity, 3-D models, videos, images, and texts that explore the themes of the book.
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<span>This book gathers the recent advances in Augmented Reality (AR) and Virtual Reality (VR). It includes topics on classification of computer assisted environments, field-of-views on visuospatial memory in complex virtual environment, free-roam VR for gaming, simulation of physical processes in a
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<p><span>This edited book introduces readers to the area of βEveryday Virtual and Augmented Realityβ. With Virtual and Augmented Reality technologies, becoming more pervasive in our homes and workplaces, new use cases and scenarios emerge together with new challenges that need to be addressed. These
This edited book introduces readers to the area of βEveryday Virtual and Augmented Realityβ. With Virtual and Augmented Reality technologies, becoming more pervasive in our homes and workplaces, new use cases and scenarios emerge together with new challenges that need to be addressed. These challeng
"Virtual Reality & Augmented Reality in Industry" collects the proceedings of the 2nd Sino-German Workshop on the same topic held in Shanghai on April 16-17, 2009. The papers focus on the latest Virtual Reality (VR) / Augmented Reality (AR) technology and its application in industrial processes and