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Book Chapter

By The Project on Vegas
Published: 07 September 2015
EISBN: 978-0-8223-7523-4
... photography in Las Vegas photography as fiction virtual experience Elvis impersonators ...
Book Chapter

By The Project on Vegas
Published: 07 September 2015
DOI: 10.1215/9780822375234-002
EISBN: 978-0-8223-7523-4
... statues, and Photoshopped souvenir images, the pictures that tourists take home are metaphorically inscribed with the reminder that “this image was taken in Las Vegas.” photography in Las Vegas photography as fiction virtual experience Elvis impersonators ...
Book Chapter

By Homay King
Published: 02 October 2015
DOI: 10.1215/9780822375159-001
EISBN: 978-0-8223-7515-9
... limitations and transcend incarnate experience. Similar desires informed the mythology of the personal computer upon its debut. Yaakov Garb, credited with inventing the term “virtual reality,” called these desires “the dreams our culture has inscribed in silicon”; he critiqued the mythology surrounding...
Book Chapter

By Lisa Messeri
Published: 02 February 2024
DOI: 10.1215/9781478059226-008
EISBN: 978-1-4780-5922-6
... Chapter 5 focuses on Embodied Labs, an LA-headquartered start-up founded in 2016 that creates VR experiences for professional caregivers who work with elderly people and their families. These VR experiences are premised on the logic, critiqued in the previous chapter, that embodying another...
Book Chapter

By Lisa Messeri
Published: 02 February 2024
DOI: 10.1215/9781478059226-006
EISBN: 978-1-4780-5922-6
..., underscoring that being another can only ever be a façade and must be approached with caution. virtual reality Nonny de la Peña University of Southern California Sundance empathy machine Chapter 5 focuses on Embodied Labs, an LA-headquartered start-up founded in 2016 that creates VR experiences...
Series: The Lewis Henry Morgan Lectures
Published: 28 February 2025
DOI: 10.1215/9781478060604-003
EISBN: 978-1-4780-6060-4
... that reconfigure agents’ biomediatized bodies by altering tastes and creating desires. Malls also foster virtual travel via spatiotemporal experiences of modernity. However, agents’ aspirations regarding global cosmopolitanism are frequently misaligned with the poor material conditions in which they live...
Published: 06 October 2023
DOI: 10.1215/9781478027317-010
EISBN: 978-1-4780-2731-7
... examine a site of khwajasara 's present/future-making. At this site, khwajasara are literally made part of another, virtual world, but find ways to disrupt or “rewire” such transformation. Third, based on divergent khwajasara experiences of temporality and distemporalization as well as a range...
Published: 02 February 2024
DOI: 10.1215/9781478059226-007
EISBN: 978-1-4780-5922-6
... and renewed Silicon Valley interest. Many of the “VR for good” experiences produced in the 2010s were designed for privileged viewers to take on the perspective of marginalized individuals. This chapter unpacks the racial dynamics at the heart of many of these empathy experiences, underscoring that being...
Published: 02 February 2024
DOI: 10.1215/9781478059226-004
EISBN: 978-1-4780-5922-6
... Chapter 2 suggests that the experience of being in LA unlocks some of VR’s more ineffable qualities. The architectural façades of the movie set and theme park extend throughout the city, offering a glimpse of other places and other times while moving through the urban landscape. Building...
Published: 05 December 2023
DOI: 10.1215/9781478023807-005
EISBN: 978-1-4780-2380-7
... in the image itself inasmuch as he conflates the topographical description with the representation of an idea of Venice as it emerges from his own lived experience. The View in its virtual spatial framework, therefore, encapsulates the transitive relationship between the artist and his habitat; it reflects...
Series: Power Play: Games, Politics, Culture
Published: 05 April 2024
DOI: 10.1215/9781478059264-014
EISBN: 978-1-4780-9396-1
... to simulate, or alternately render “unplayable,” experiences of disorientation, alienation, and marginalization, especially in regard to racial, queer, and trans elements of play. The game makers thus ask how games, in giving virtual proximity to Asia, can also allow new and critical ways of reinhabiting...
Book Chapter

By Lisa Messeri
Published: 02 February 2024
DOI: 10.1215/9781478059226-002
EISBN: 978-1-4780-5922-6
... virtual reality Chapter 2 suggests that the experience of being in LA unlocks some of VR’s more ineffable qualities. The architectural façades of the movie set and theme park extend throughout the city, offering a glimpse of other places and other times while moving through the urban landscape...
Book Chapter

By Purnima Mankekar, Akhil Gupta
Series: The Lewis Henry Morgan Lectures
Published: 28 February 2025
DOI: 10.1215/9781478060604-002
EISBN: 978-1-4780-6060-4
... depends on the immobility and emplacement of BPO agents. Their mobility is at once physical, virtual, temporal, and social. They are also emplaced and rendered immobile due to their class, race, and national location. Agents experience immobility and “stuckedness” as entrapment, stagnancy, and fading...
Published: 02 February 2024
DOI: 10.1215/9781478059226-005
EISBN: 978-1-4780-5922-6
... to color film. In 2018, a small branch of this famed company—the Technicolor Experience Center (TEC)—was trying to lead a transition in the entertainment and special effects industry to VR. Numerous frictions were brought to the surface in attempting this transition, which can be partly attributed to VR...
Book Chapter

By Natasha Myers
Series: Experimental Futures
Published: 07 August 2015
EISBN: 978-0-8223-7563-0
... experiments. This chapter argues that modelers must rely extensively on embodied knowledge because of the indirect nature vision in protein crystallography. This chapter offers an account of pedagogy and training in a protein crystallography laboratory, tracking students as they cultivate an “ethos...
Series: Power Play: Games, Politics, Culture
Published: 05 April 2024
EISBN: 978-1-4780-9396-1
... on games as opportunities to simulate, or alternately render “unplayable,” experiences of disorientation, alienation, and marginalization, especially in regard to racial, queer, and trans elements of play. The game makers thus ask how games, in giving virtual proximity to Asia, can also allow new...
Book Chapter

By Anand Pandian, Stuart McLean, Stuart McLean
Series: School for Advanced Research Advanced Seminar
Published: 05 April 2017
DOI: 10.1215/9780822373261-014
EISBN: 978-0-8223-7326-1
... “SEA” is a collage poem based on the author’s own writing and fragments of texts encountered in the course of his research on art, storytelling, and perceptions of long-term environmental change in the Orkney Islands. It seeks to evoke a time-space of virtual simultaneity and coexistence...
Book Chapter

By Anikó Imre
Series: Console-ing Passions
Published: 03 June 2016
DOI: 10.1215/9780822374466-009
EISBN: 978-0-8223-7446-6
... triggered and spread identification with consumer lifestyles across the region due to cross-border watching. Commercials helped even out the time differences that existed among countries of the region and within Europe in an experience of virtual simultaneity. Television advertising did not simply encourage...
Book Chapter

By Carlos Rojas, Ralph A. Litzinger
Published: 05 August 2016
EISBN: 978-0-8223-7402-2
... and historically coherent self, the metaphor is often employed to justify the fragmentation of experience and temporal disorientation. A case study that I use is the reconstruction and gentrification of Beijing’s Qianmen district in 2008. Buildings, billboards, and digital screens have formed together a contiguous...
Book Chapter

By Urvashi Vaid, Jyotsna Vaid, Amy Hoffman, Tony Kushner
Published: 21 March 2025
EISBN: 978-1-4780-6065-9
... This chapter makes the case against a race- or ethnicity-based model of organizing in favor of one that is based on a class-based, economic model of the experiences Asians in America have faced. It argues that identity-based organizing is important but not enough. For a truly progressive Asian...