Virtual Reality

Author(s):  
Miriam Ross

The early 20th century saw the coalescence of several representation technologies: moving-image photography, audio recording, stereoscopy, and color imaging. Many technologists, particularly filmmakers, imagined these technologies would one day provide an exact replica of the world as we experience it. This possibility was articulated in Henry Weinbaum’s 1932 short story Pygmalion’s Spectacles that accurately predicted later virtual reality (VR) headsets through his description of goggles that transport the user to another world. A few decades later, in the 1960s, Ivan Sutherland and Morton Heilig produced working head-mounted displays that immersed users in, albeit primitive, computer-generated environments. Experiments in the following decades provided numerous industrial applications from medical imaging and military training to flight simulation and automobile design. At the same time, this technology became more widely known in the public imagination through cyberpunk novels such as Neuromancer (1980) and feature films such as The Lawnmower Man (1992). Although VR was most closely associated with immersive headsets, other hardware such as CAVE displays produced VR environments. In 1987 John Larnier popularized the term “virtual reality” to best describe both the emerging hardware and wider assumptions around virtual world building. Widespread press and academic publications appeared throughout the late 1980s and 1990s as interest in this area grew. However, the 1980s/1990s VR boom never reached full public acceptance and experiments with this technology remained peripheral throughout the first decade and a half of the 21st century. This changed in 2016 when a range of consumer-ready headsets came to market, and new applications for VR as well as industrial and consumer markets sprung up. For the first time, 360-degree film and video became commonly available for consumer headsets and were categorized as a VR application. Since then, there has been renewed academic attention, leading to a range of publications that address current VR systems as well as their past manifestations and future possibilities. VR has such far-reaching applications that it is difficult to condense the wide variety of scholarship connected to this technology. Indeed, the study and application of VR systems crosses many subject disciplines, with VR emerging as a subdiscipline in numerous subjects such as computer engineering, creative and performing arts, architecture, cultural studies, and design. Nonetheless, certain themes have been repeated such as VR’s ability to transport users to different worlds and its interaction with other media formats. The focus here is not on the numerous technical articles and papers related to the particularities of VR hardware and software but rather the books, chapters, and articles that describe and interrogate the holistic function of VR, how VR has shifted over recent decades, and the social-cultural and philosophical debates that surround this technology.

Author(s):  
Elizabeth Ursic

Christian theology is the study of God and religious belief based on the Christian Bible and tradition. For over 2,000 years, Christian theologians have been primarily men writing from men’s perspectives and experiences. In the 1960s, women began to study to become theologians when the women’s rights movement opened doors to higher education for women. Beginning in the 1970s and 1980s, female theologians developed Christian feminist theology with a focus on women’s perspectives and experiences. Christian feminist theology seeks to empower women through their Christian faith and supports the equality of women and men based on Christian scripture. “There is no longer Jew or Greek, there is no longer slave or free, there is no longer male and female; for all of you are one in Christ Jesus” (Galatians 3:28). The arts have an important role in Christian feminist theology because a significant way Christians learn about their faith is through the arts, and Christians engage the arts in the practice of their faith. Christian feminist theology in the visual arts can be found in paintings, sculptures, icons, and liturgical items such as processional crosses. Themes in visual expression include female and feminine imagery of God from the Bible as well as female leaders in the scriptures. Christian feminist theology in performing arts can be found in hymns, prayers, music, liturgies, and rituals. Performative expressions include inclusive language for humanity and God as well as expressions that celebrate Christian women and address women’s life experiences. The field of Christian feminist theology and the arts is vast in terms of types of arts represented and the variety of ways Christianity is practiced around the world. Representing Christian feminist theology with art serves to communicate both visually and performatively that all are one in Christ.


Author(s):  
Miguel Pérez-Ramírez ◽  
Benjamin Eddie Zayas-Pérez ◽  
José Alberto Hernández-Aguilar ◽  
Norma Josefina Ontiveros-Hernández

2010 ◽  
Vol 4 (1) ◽  
pp. 18
Author(s):  
Dudy Syafruddin

Literature is a product of culture keeping abreast of human mind. Literary works is a means for the authors to express the social phenomenon in his life. The discourses about postmodernism in the second half of twentieth century, as a part of the story of human mind, was a profound interest for the Authors. In Indonesia, the postmodern discourse has come up in the 1960s. This paper involves the elements of Postmodernism in the short story “Abacadabra” written by Danarto. The dominant elements in this short story are parody, fragmentary, and historiographic metafiction.


2021 ◽  
Vol 11 (1-2) ◽  
pp. 91-109
Author(s):  
Paul Fagan

This article explores paradoxical silence as a strategy of contemporary feminist short story writing in Joanna Walsh’s ‘Worlds from the Word’s End’ (2017). To draw out the story’s engagements with writing women’s agency beyond the binaries of embodiment and disembodiment, passivity and activity, inner and outer life, it reads Walsh’s text at the nexus of three interrelated traditions. First, it situates the story within a genealogy of women’s ‘non-writing’, which develops new aesthetic strategies through the short story form for both writing and reading the silences of women. Secondly, it explores the significance of women’s speech loss in Ovid’s The Metamorphoses to the transformative drive of Walsh’s poetics of silence, with a specific focus on the figure of Echo. Thirdly, it places Walsh’s epistolary short story into conversation with philosophical debates about the distinct silences of plenitude and vacuum, transcendence and immanence, the human and the nonhuman, by reading it comparatively with Hugo von Hofmannsthal’s ‘Ein Brief’. In conclusion, it is argued that ‘Worlds from the Word’s End’ ironizes the Ovidian topos of the silent figure who nevertheless speaks her desires in order to trouble the binaries that regulate strategies of voluntary silence in the feminist short story.


Author(s):  
Irina Tribusean

After games, education, health, and military training, virtual reality (VR) conquered journalism, too. During the last several years, more and more journalists decide to experiment with the new technology, while some media organizations, like BBC, have dedicated departments for its development. Still, like any innovation, VR brought many opportunities, but also as many challenges (or maybe even more). Besides putting the audience in the middle of the event and increasing credibility, the use of VR for journalistic production also means new skills, new responsibilities towards the audience, and issues related to distribution of the products. This chapter starts with necessary definitions and background research, and then presents three opportunities and three challenges of the use of VR in journalism, finishing with further research suggestions as a conclusion.


Sign in / Sign up

Export Citation Format

Share Document