Fly Me to the Moon: A Survey of American Historical and Contemporary Simulation Entertainments1

IF 0.7 4区 计算机科学 Q4 COMPUTER SCIENCE, CYBERNETICS
J. Maloney
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引用次数: 9

Abstract

Simulation experiences captivate the imagination of today's entertainment-seeking public. Once located exclusively at a few venues, these simulations are increasingly prevalent in a variety of locales including malls and casinos. While today's public may view these entertainments as novel, these forms of simulation have rich historical antecedents that can be traced to entertainment and technological innovations of the nineteenth century. Focusing on American examples from the time period of 1820 to the present, this paper examines a wide variety of immersive entertainments that attempted to simulate an experience, environment, or event so realistically that viewers accepted the imitation as authentic and realistic. This paper examines cycloramas, panoramas, historic recreations, and a selection of mechanical rides from amusement parks and world's fair midways that provided group experiences. An examination of the social functions of these precursors strengthens our understanding of the significance of contemporary simulation entertainments in the United States.
《带我飞向月球:美国历史与当代模拟娱乐概览
模拟体验吸引了当今寻求娱乐的公众的想象力。这些模拟曾经只在少数几个场所进行,现在在包括商场和赌场在内的各种场所越来越普遍。虽然今天的公众可能认为这些娱乐是新颖的,但这些形式的模拟有丰富的历史渊源,可以追溯到19世纪的娱乐和技术创新。本文以1820年至今的美国为例,研究了各种各样的沉浸式娱乐,这些娱乐试图逼真地模拟一种体验、环境或事件,以至于观众认为模仿是真实和现实的。本文考察了环景、全景、历史娱乐,以及从游乐园和世界博览会提供团体体验的机械游乐设施的选择。对这些前体的社会功能的检查加强了我们对美国当代模拟娱乐意义的理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
2.20
自引率
0.00%
发文量
8
审稿时长
>12 weeks
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