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A book with participation of: Lucia Santaella (Forewords) Ana Tereza Brandão Carlos Augusto M. da Nóbrega Carlos Henrique Paulino Carlos Henrique Rezende Falci Casey Reas Cátia Rodrigues Barbosa Celina Figueiredo Lage Débora Aita... more
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    •   39  
      New MediaPerforming ArtsMuseum StudiesVirtual Reality (Computer Graphics)
O livro parte das teorias e práticas em torno das imagens técnicas, tais como a fotografia, o cinema e o vídeo, para discutir a cultura visual e os regimes de imagem que surgem com a inserção as tecnologias digitais nos aparatos de... more
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    •   26  
      Media StudiesNew MediaMedia and Cultural StudiesExperimental Media Arts
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    •   38  
      Classical ArchaeologyClassical ArchaeologyDesignDigital Humanities
My research into Virtual Reality technology and its central property of immersion has indicated that immersion in Virtual Reality (VR) electronic systems is a significant key to the understanding of contemporary culture as well as... more
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    •   12  
      Critical TheoryArtArt TheoryPainting
"Our visual relationships with architectural propositions are highly mediated by representations, and the image-technologies used to construct them. The context in which these propositions are explored and tested is conceptually framed by... more
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    •   16  
      Art HistoryArchitectureVirtual Reality (Computer Graphics)History of Perspective in Painting
Within education, concepts such as distance learning, and open universities, are now becoming more widely used for teaching and learning. However, due to the nature of the subject domain, the teaching of Science, Technology, and... more
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    •   67  
      EngineeringRoboticsComputer ScienceTeaching and Learning
In recent time, the reports that each year nearly five thousand pedestrians die in motor vehicle-related accidents. This technology has planned in study in different condition how human being will react at the time accident. It is based... more
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      Computer ScienceInformation TechnologyTechnologyComputer Engineering
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    •   10  
      Digital HumanitiesArt TheoryDigital MediaAugmented Reality
Understanding the implications of radically new experiences
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    •   18  
      SociologyCultural StudiesPhilosophy of TechnologyMedia Studies
A major claim about virtual reality (VR) is that it can foster empathy through digital simulations. This article argues, however, that technologies intended to foster empathy merely presume to acknowledge the experience of another, but... more
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    •   3  
      Digital MediaVirtual Art & Virtual RealityEmpathy
In the recent decades, artists and researchers have shown an increased interest in applying new technologies to traditional arts in Japan, especially in the field of calligraphy art, painting, and the Zen culture. In one hand, modern... more
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      Interactive ArtsVirtual Art & Virtual Reality3D documentationJapanese painting and calligraphy
This paper examines questions arising in the interface between ethics, aesthetics, nature and technology: in regard to our knowledge of reality and nature; the valuation of nature; the ontological status of virtual worlds vis a vis... more
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    •   27  
      PhilosophyMetaphysicsOntologyPhilosophy Of Language
Virtual Reality (VR) research is accelerating the development of inexpensive real-time Brain Computer Interface (BCI). Hardware improvements that increase the capability of Virtual Reality displays and Brain Computer wearable sensors have... more
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      Virtual Reality (Computer Graphics)Brain-computer interfacesBrain Computer InterfaceVirtual Art & Virtual Reality
Analysis of virtual reality as fantasy and as a historical symptom. Enthusiasm conjuration, a concept developed by Derrida, is applied to technology to understand our ambivalent relationship to the concept of the Real. This text develops... more
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    •   15  
      MetaphysicsOntologyVirtual Reality (Computer Graphics)Ghosts
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    •   9  
      Classical ArchaeologyDigital HumanitiesVirtual Reality (Computer Graphics)Virtual Environments
In immersive virtual environments (IVEs), users may observe negative consequences of a risky health behavior in a personally involving way via digital simulations. In the context of an ongoing health promotion campaign, IVEs coupled with... more
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    •   11  
      Health CommunicationVirtual Reality (Computer Graphics)Virtual Art & Virtual RealityChildhood Obesity
The use and creation of 'Virtual Reality' (VR) models in the field of Egyptology has increased in recent years, as lower-cost digital modeling software comes within reach of more archaeological projects. The use of VR models for the... more
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    •   9  
      Egyptian Art and ArchaeologyVirtual Art & Virtual Reality3D visualisationDigital Heritage
Wearable technologies are being used to monitor performance real time, big data is helping coaches analyze athletes so that they can be improved further and hypobaric chambers that simulate high altitude environment are being used by... more
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    •   10  
      Information TechnologyTechnologyVirtual Reality (Computer Graphics)Virtual Art & Virtual Reality
This paper presents the development of an Augmented Reality (AR) and Virtual Reality (VR) pillar, a novel approach for showing AR and VR content in a public setting. A pillar in a public exhibition venue was converted to a four-sided AR... more
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    •   14  
      Human Computer InteractionMuseum StudiesVirtualizationAugmented Reality
This diploma thesis introduces the production of cylindrical and spherical panoramas and explains how to link individual panoramas to make a virtual tour. The designing process of the virtual tour of the Dresden University of Technology... more
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    •   6  
      PhotogrammetryPhotographyPanoramasVirtual Art & Virtual Reality
This study wishes to describe some of the key components of an art educational domain entitled ground<c>, which is being developed specifically for three dimensional online builder’s worlds, also called the metaverse. This undertaking... more
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    •   17  
      E-learningVirtual EnvironmentsLifelong LearningDigital Media
(Originally published as a critical essay for The Real-Fake 2.0 exhibition, debuting at the Bronx Artspace, Dec. 2016)
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    •   8  
      PhilosophyArt TheoryVideo GamesVirtual Art & Virtual Reality
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    •   15  
      Cognitive PsychologyComputer GraphicsVirtual Reality (Computer Graphics)Digital Media
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    •   371  
      Critical TheorySemioticsCultural StudiesPsychoanalysis
The paper discusses the potential of Virtual Reality (VR) and the issues related with its application in the cultural sector, particularly its support of learning and social interaction. It examines the lessons learned from the evaluation... more
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      Augmented RealityMeasurement and EvaluationDigital CultureVirtual Art & Virtual Reality
Even though Córdoba is one of the most important historical cities in Europe, it has usually limited its heritage offer to the Cathedral-Mosque, and its immediate surroundings. To try to resolve this deficiency we have proposed the... more
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      Museum StudiesDigital MuseumVirtual Reality (Computer Graphics)Museum Education
The diversity of the artists' attitudes and actions as well as the multiplicity of the tools they were using triggered a steady and internally diversified process of changing the character of newly created installations. As a result, the... more
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      Installation ArtMultimediaMedia ArtsVideo Art
The paper accommodates Espen Aarseth’s concept of 'virtuality' and Samuel Taylor Coleridge’s concept of 'suspension of disbelief' to the context of modern story forms. The primary focus will be on the videogame. The premise is that... more
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    •   40  
      Human Computer InteractionHumanities Computing (Digital Humanities)New MediaDigital Humanities
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    •   4  
      Michel FoucaultVirtual Art & Virtual RealityVisual Artsjordan wolfson
"As Georges Méliès discovered to his astonished glee in the late nineteenth century, moving pictures do more than just record reality—they create one. Through stop-trick substitutions, multiple exposures, and splices, celluloid becomes a... more
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    •   32  
      Latin American StudiesWorld LiteraturesFilm StudiesTechnoculture
This analysis paper provides a brief survey of the sector of computer game, application domains, technological demand and presently accessible resolution. It additionally presents the background and motivation of virtual surroundings... more
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    •   5  
      Virtual Reality (Computer Graphics)Virtual Art & Virtual RealityVirtual Reality3D, 3D Movies, computer games, simulation, virtual reality, web 2
This thesis presents a detailed case study analysis of three VR projects ‘Modigliani VR: The Ochre Atelier’ at the Tate Modern, ‘Jupiter Hall’ at the Hermitage Museum, and 'DigiMuse programme’ at the National Museum of Singapore in the... more
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    •   7  
      Educational TechnologyVirtual Art & Virtual RealityMuseums and Exhibition DesignInnovation and Creativity (Business)
This chapter examines digital virtual environments as a site for art and proposes a formal aesthetics for art in digital virtual environments. The study arises from the author's decades-long practice producing art in virtual environments... more
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      AestheticsVirtual Reality (Computer Graphics)Virtual EnvironmentsVirtual Art & Virtual Reality
This paper considers the experience of embodiment in current and (possible) future virtual reality applications. A phenomenological perspective is adopted to explore user embodiment in those virtual reality applications that both do and... more
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      AnthropologyEmbodimentVirtual Art & Virtual RealityVirtual Reality
JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and... more
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      SemioticsNew MediaFilm TheoryVirtual Environments
Today, virtual reality is becoming ubiquitous and tremendous trends. Ubiquitous virtual reality (uVR) realizes virtual reality on ubiquitous smart space. In this platform, u-Content has been introduced as a new kind of realism that will... more
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      Information SystemsComputer ScienceInformation TechnologyTechnology
La imagen-espejo posmoderna es una forma de representación autorreferencial que encuentra su origen remoto en el pop art y el arte conceptual, y cuyo influjo es esencial en el cine de fin de siglo: intertextualidad, apropiacionismo,... more
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      GlobalizationDigital MediaDigital CinemaFilm History
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    •   8  
      Digital MediaInteractive and Digital MediaVirtual Art & Virtual RealityDigital Arts
Violent offending behaviours remain an important issue in particular when associated with mental illness. To prevent recidivism and protect society, investments are required to develop new tools that would provide decision makers with a... more
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      Mental HealthForensic psychiatryVirtual Art & Virtual RealitySelf-regulation
Post-conceptual art is that contemporary art that builds upon the legacy of Conceptual Art, where the concept(s) or idea(s) involved in the work take precedence over traditional aesthetic and material concerns. Post-conceptual art has... more
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      PhilosophyAestheticsVisual StudiesArt History
This paper examines the sense of presence, attitude change, perspective-taking, and usability of a split-sphere, first-person perspective 360° video about gender inequality, in which people can choose to watch the narrative from the male... more
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      Human Computer InteractionComputer Supported Cooperative Work (CSCW)Virtual Reality (Computer Graphics)Digital Media
The will to experiment architectural design processes on a virtual space is the main feature of this project; in this case the typology of museums has been adopted to investigate the potential of virtual reality on architectural... more
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    •   5  
      ArchitectureVirtual Reality (Computer Graphics)Virtual Art & Virtual RealityVirtual Learning
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    •   229  
      BusinessMarketingBusiness AdministrationBusiness Ethics
‘Seventh Ray’ is a Mixed Reality (MR) platform inspired by Mystery School initiation techniques of the ancient world. The platform employs the latest in perceptual and sensory augmentation technologies to explore the meaning and modern... more
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      Health PsychologyVirtual EnvironmentsVirtual CommunitiesVirtualization
In this text I wish to delve into the creation of textual content as well as its visualization through typographic design mechanisms inside three dimensional virtual worlds, which are known as the metaverse. I am particularly focused upon... more
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      Virtual EnvironmentsDigital MediaDeconstructionDigital Culture
Since the late nineteenth century, the introduction and use of cameras in anthropological research has been a real revolution. Thanks to these tools, it was possible to record interviews, traditions, rituals and customs belonging to... more
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    •   5  
      HistoryFolkloreVirtual EnvironmentsVirtual Art & Virtual Reality
Course Description: This course investigates the use of three-dimensional virtual media in museum, gallery, and online exhibition contexts, with an emphasis on Virtual Reality (VR). This course prepares students both practically and... more
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      Museum StudiesDigital HolographyAugmented RealityVirtual Art & Virtual Reality
In this article I propose an approach to a new model of audiovisual representation call virtual playful (MRVL). For this, I rely in part on modeling that focuses on Hollywood cinema, proposed by Jesús González Requena. But, because the... more
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    •   32  
      Game TheoryGame studiesVirtual Reality (Computer Graphics)Virtual Environments
With a £5 Google Cardboard and a cell phone, everyone can live a 360° immersive experience. Youtube provides a huge amount of content, professional or private. Blockbusters like Starwars, groups like Gorillaz post their... more
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    •   6  
      Art HistoryVirtual Reality (Computer Graphics)History of ScienceVirtual Art & Virtual Reality
Since the early years of the twenty-first century, the performing arts have been party to an increasing number of digital media projects that bring renewed attention to questions about, on one hand, new working processes involving capture... more
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      Virtual Reality (Computer Graphics)Performance StudiesDigital CultureSamuel Beckett