Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse

KJL Nevelsteen - Computer animation and virtual worlds, 2018 - Wiley Online Library
There is no generally accepted definition for a virtual world, with many complimentary terms
and acronyms having emerged implying a virtual world. Advances in networking techniques …

Coextensive space: virtual reality and the developing relationship between the body, the digital and physical space

M Saker, J Frith - Media, Culture & Society, 2020 - journals.sagepub.com
Virtual Reality (VR) has traditionally required external sensors placed around a designated
play space. In contrast, more recent wired and wireless systems, such as the Oculus Rift S …

Faraway, so close! Proximity and distance in ethnography online

S Bengtsson - Media, Culture & Society, 2014 - journals.sagepub.com
This article argues for a revised importance of distance, besides the much emphasized
closeness, in the debate on and use of ethnographic methods in online environments. When …

Virtuality and landscape

D Fontaine - Modern approaches to the visualization of landscapes, 2020 - Springer
The 21st century is marked by an increasing number of brilliant technological inventions,
simulation in the context of virtuality being one of them. Nowadays, the entering of virtual …

[图书][B] An open source approach to cultural heritage: Nu. ME project and the virtual reconstruction of Bologna

N Lercari - 2010 - escholarship.org
Nu. ME (New Electronic Museum of the city of Bologna) is a multidisciplinary project
involving historiography, museum studies, and computer science. Since the late 1990's it …

Modelling virtual environments for geovisualization: a focus on representation

L Bodum - Exploring geovisualization, 2005 - Elsevier
Publisher Summary This chapter addresses both philosophical and technical issues
regarding the modeling of virtual environments. It focuses on the different representational …

Virtual reality as an emerging art medium and its immersive affordances

G Raz - The Palgrave Handbook of the Philosophy of Film and …, 2019 - Springer
Today's virtual reality (VR) technology is more immersive, reachable, and widespread than
ever before. It is increasingly adopted by diverse artists and attains growing recognition at …

[PDF][PDF] A case for iconic icons

J Ferreira, J Noble, R Biddle - … of the 7th …, 2006 - crpit.scem.westernsydney.edu.au
User interface designers still have to rely on personal creativity and skill when designing
computer icons for program functions that have no existing conventional representation …

Pour une esthétique du cinéma transludique: Figures du jeu vidéo et de l'animation dans le cinéma d'effets visuels du tournant du XXIe siècle

M Picard - 2010 - papyrus.bib.umontreal.ca
Cette thèse propose une analyse croisée du cinéma et du jeu vidéo sous un angle
interdisciplinaire afin de montrer la réappropriation et le remédiatisation des structures …

[HTML][HTML] “There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity.

M Dalgleish - G| A| M| E Games as Art, Media, Entertainment, 2018 - gamejournal.it
Many people with a disability play games despite difficulties in relation to access or quality of
experience. Better access is needed, but there has been limited industry interest. For players …