On the Spot: The Double Immersion of Virtual Reality

Research output: Contributions to collected editions/worksChapterpeer-review

Standard

On the Spot: The Double Immersion of Virtual Reality. / Warnke, Martin.
Immersion in the Visual Arts and Media. ed. / Fabienne Liptay. Leiden: Rodopi, 2015. p. 204 - 213 ( Studies in Intermediality; Vol. 9).

Research output: Contributions to collected editions/worksChapterpeer-review

Harvard

Warnke, M 2015, On the Spot: The Double Immersion of Virtual Reality. in F Liptay (ed.), Immersion in the Visual Arts and Media. Studies in Intermediality, vol. 9, Rodopi, Leiden, pp. 204 - 213. https://doi.org/10.1163/9789004308237_010

APA

Warnke, M. (2015). On the Spot: The Double Immersion of Virtual Reality. In F. Liptay (Ed.), Immersion in the Visual Arts and Media (pp. 204 - 213). ( Studies in Intermediality; Vol. 9). Rodopi. https://doi.org/10.1163/9789004308237_010

Vancouver

Warnke M. On the Spot: The Double Immersion of Virtual Reality. In Liptay F, editor, Immersion in the Visual Arts and Media. Leiden: Rodopi. 2015. p. 204 - 213. ( Studies in Intermediality). doi: 10.1163/9789004308237_010

Bibtex

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title = "On the Spot: The Double Immersion of Virtual Reality",
abstract = "Since its invention, virtual reality has promised strictly localized and simultaneously boundless mobility: It gives the user the impression of being in a whole new world while remaining in the same place and time. This paradox strips distant and simulated locations of their sense of danger and their exclusiveness, while eliminating the user's need to actually travel to reach them. You can practice flying a fighter jet or driving a tank without putting passengers and equipment at risk; you can engage in combat without actually risking your life; You can relax in a tropical paradise without having to fly to get there; You can fly through buildings without running the risk of falling-and all this while staying put. The cybernauts chase their phantasms from within a cube with an edge length of one meter, as if they were figures in a painting by Francis Bacon. Vir-tual reality is the only technologically possible method of immersing into com-puter worlds that remains thoroughly paradoxical. How this is possible and where this leads are the focus of this essay.",
keywords = "Digital media",
author = "Martin Warnke",
year = "2015",
month = oct,
day = "30",
doi = "10.1163/9789004308237_010",
language = "English",
isbn = "978-90-04-30819-0",
series = " Studies in Intermediality",
publisher = "Rodopi",
pages = "204 -- 213",
editor = "Liptay, {Fabienne }",
booktitle = "Immersion in the Visual Arts and Media",
address = "Netherlands",

}

RIS

TY - CHAP

T1 - On the Spot

T2 - The Double Immersion of Virtual Reality

AU - Warnke, Martin

PY - 2015/10/30

Y1 - 2015/10/30

N2 - Since its invention, virtual reality has promised strictly localized and simultaneously boundless mobility: It gives the user the impression of being in a whole new world while remaining in the same place and time. This paradox strips distant and simulated locations of their sense of danger and their exclusiveness, while eliminating the user's need to actually travel to reach them. You can practice flying a fighter jet or driving a tank without putting passengers and equipment at risk; you can engage in combat without actually risking your life; You can relax in a tropical paradise without having to fly to get there; You can fly through buildings without running the risk of falling-and all this while staying put. The cybernauts chase their phantasms from within a cube with an edge length of one meter, as if they were figures in a painting by Francis Bacon. Vir-tual reality is the only technologically possible method of immersing into com-puter worlds that remains thoroughly paradoxical. How this is possible and where this leads are the focus of this essay.

AB - Since its invention, virtual reality has promised strictly localized and simultaneously boundless mobility: It gives the user the impression of being in a whole new world while remaining in the same place and time. This paradox strips distant and simulated locations of their sense of danger and their exclusiveness, while eliminating the user's need to actually travel to reach them. You can practice flying a fighter jet or driving a tank without putting passengers and equipment at risk; you can engage in combat without actually risking your life; You can relax in a tropical paradise without having to fly to get there; You can fly through buildings without running the risk of falling-and all this while staying put. The cybernauts chase their phantasms from within a cube with an edge length of one meter, as if they were figures in a painting by Francis Bacon. Vir-tual reality is the only technologically possible method of immersing into com-puter worlds that remains thoroughly paradoxical. How this is possible and where this leads are the focus of this essay.

KW - Digital media

UR - http://www.brill.com/products/book/immersion-visual-arts-and-media

UR - http://www.scopus.com/inward/record.url?scp=84981364150&partnerID=8YFLogxK

U2 - 10.1163/9789004308237_010

DO - 10.1163/9789004308237_010

M3 - Chapter

SN - 978-90-04-30819-0

T3 - Studies in Intermediality

SP - 204

EP - 213

BT - Immersion in the Visual Arts and Media

A2 - Liptay, Fabienne

PB - Rodopi

CY - Leiden

ER -