Virtual Reality

IF 0.2 0 FILM, RADIO, TELEVISION
Miriam Ross
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引用次数: 0

Abstract

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.
虚拟现实
20世纪初见证了几种表现技术的融合:动态影像摄影、录音、立体成像和彩色成像。许多技术专家,尤其是电影制作人,想象有一天这些技术会提供一个与我们所经历的世界一模一样的复制品。这种可能性在亨利·温鲍姆1932年的短篇小说《皮格马利翁的眼镜》(Pygmalion’s Spectacles)中得到了明确阐述,他通过描述将用户带到另一个世界的护目镜,准确地预测了后来的虚拟现实(VR)头盔。几十年后,在20世纪60年代,伊万·萨瑟兰和莫顿·海利格制作了可工作的头戴式显示器,让用户沉浸在计算机生成的环境中,尽管是原始的。在接下来的几十年里,实验提供了许多工业应用,从医学成像和军事训练到飞行模拟和汽车设计。与此同时,通过赛博朋克小说《神经漫游者》(1980)和故事片《割草机人》(1992),这项技术在公众的想象中变得更加广为人知。虽然VR与沉浸式头显联系最紧密,但CAVE显示器等其他硬件也产生了VR环境。1987年,John Larnier推广了“虚拟现实”一词,以最好地描述新兴的硬件和围绕虚拟世界构建的更广泛的假设。随着对这一领域兴趣的增长,在整个80年代末和90年代出现了广泛的新闻和学术出版物。然而,20世纪80年代和90年代的VR热潮从未得到公众的全面接受,在21世纪的前15年里,这项技术的实验一直处于外围状态。这种情况在2016年发生了变化,当时一系列面向消费者的头显上市,VR的新应用以及工业和消费者市场如雨后春笋般涌现。360度电影和视频第一次在消费者头戴设备上普遍可用,并被归类为VR应用。从那时起,学术界重新开始关注VR,并发表了一系列关于当前VR系统及其过去表现和未来可能性的出版物。VR有着如此深远的应用,以至于很难浓缩与这项技术相关的各种各样的学术研究。事实上,虚拟现实系统的研究和应用跨越了许多学科,虚拟现实在计算机工程、创意和表演艺术、建筑、文化研究和设计等众多学科中都是一个分支学科。尽管如此,某些主题已经被重复,比如VR将用户带到不同世界的能力,以及它与其他媒体格式的互动。这里的重点不是与VR硬件和软件的特殊性相关的大量技术文章和论文,而是描述和询问VR的整体功能的书籍,章节和文章,VR在最近几十年是如何转变的,以及围绕这项技术的社会文化和哲学辩论。
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来源期刊
CiteScore
0.40
自引率
50.00%
发文量
53
期刊介绍: Journal of Italian Cinema & Media Studies is an English-language forum for theoretical, methodological and critical debate on Italian film and media production, reception and consumption. It provides a platform for dialogue between academics, filmmakers, cinema and media professionals. This peer-reviewed journal invites submissions of scholarly articles relating to the artistic features, cultural themes, international influence and history of Italian film and media. Furthermore, the journal intends to revive a critical discussion on the auteurs, revisit the historiography of Italian cinema and celebrate the dynamic role played by new directors. The journal includes a book and film review section as well as notes on Italian film festivals abroad and international conference reports. The profound transformation undergone by the rapidly expanding media environment under the impact of digital technology, has lead scholars in the field of media studies to elaborate new theoretical paradigms and methodological approaches to account for the complexities of a changing landscape of convergence and hybridization. The boundaries between cinema and media as art forms and fields of inquiry are increasingly hybridized too. Taking into account this evolving scenario, the JICMS provides an international arena for critical engagement with a wider range of issues related to the current media environment. The journal welcomes in particular contributions that discuss any aspects of Italian media production, distribution and consumption within national and transnational, social, political, economic and historical contexts.
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