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OverviewA timely examination of the use of emerging technologies in the arts in recent decades, from the first wave of Virtual Reality through to the current use of Mixed, Augmented and Extended Realities. It highlights the necessity of understanding technological experiences through the assumption that all experience is embodied. An explosion of digital culture and experience has most certainly given artists and creative practitioners new ways of exploring a hybridisation of creative practices with access to technological tools only previously dreamt of. Further, there are a number of threads around digital embodiment and its centrality to the digital experience. The book is divided into 3: Section 1 explores the whole notion of embodied experience through a study of space and virtuality, imagination, and technology. Section 2 lays the ground for a more explicit understanding of the role the body has in our engagement with the digital technologies focussing on three distinct bodies: the gravitational body, the virtual body, and finally the hybrid body. Section 3 is split into three chronological chapters in terms of technological developments, that of VR, Virtual Worlds, and Augmented, Mixed, and Extended Realities. While individual aspects and themes covered here can be found in some recent books, there is little that places digital embodiment within the arts in the way this book does. A unique synthesis. Full Product DetailsAuthor: Denise Doyle (University of Wolverhampton)Publisher: Intellect Imprint: Intellect Books ISBN: 9781835951125ISBN 10: 1835951120 Pages: 230 Publication Date: 16 September 2024 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: In Print ![]() This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsList of Figures Acknowledgements Foreword Introduction SECTION I: EMBODIMENT AND SPACE 1. Digital Embodiment and the Arts Introduction Digital embodiment Privileging the body over the eye The art and science of embodiment Consciousness, cognition, and embodiment Hybridity as concept: Towards post-hybrid approach A post-hybrid approach to embodied cognition Embodiment systems and The Machine to be Another (TMTBA) Conclusion 2. Imagination, Space, and Immersive Technologies Introduction On the virtual and time On the imaginary and space Conclusion SECTION II: BODY 3. Gravity Body Introduction Outer space and virtual space Art practices at the frontiers of space Zero-gravity flight Embodiment and zero gravity: Tipping points, liminal states Consciousness, gravity, and embodiment Susan Kozel and Gravity and its Sisters Louise K. Wilson and Aerial Stories Conclusion 4. Virtual Body Introduction Immersion, telepresence, and the body of the avatar Being in (an) other body: Joseph DeLappe and MGandhi The virtual body experience of Wanderingfictions Story Performativity and the virtual body The Meta-Dreamer project Living between worlds Ontologies of virtual bodies and spaces Conclusion 5. Hybrid Body Introduction Hybridity: The cyborg body Stelarc and the cyborg/hybrid body Inhabiting the robot body Identity and the hybrid body The bio-cultural body The post-gendered body Micha Cardenas’s Becoming Dragon Catarina de Sousa’s Delicatessen project Lynne Heller’s The Adventures of Nar Duell Conclusion SECTION III: TECHNOLOGY 6. Two Waves of Virtual Reality Introduction A brief history of the development of VR First wave of artists engaged in VR Extending the senses: Touch and smell and the sense of ‘being there' Second wave of artistic practices in VR Early adopters of the second wave The Lumen Prize for VR Empathy and affect in VR Conclusion 7. Artistic Practice in Virtual Worlds Introduction Art and virtual space The early history of arts practice in virtual worlds Pioneering work in the early days of Second Life The Kritical Works in SL I and II virtual exhibitions Kritical Works in SL II Translating art in virtual worlds Virtual worlds artworks since 2010 Conclusion 8. Augmented, Mixed, and Extended Realities Introduction ‘Different’ realities: Augmented, mixed, virtual, extended Augmented reality (AR) MR: Mixed reality Mixed reality and performance XR: Extended reality (Un)Balance (2020) Aerobanquets RMX (2017) We Live in an Ocean of Air (2018–21) The Cosmos Within Us (2020) Carne y Arena (virtually present, physically invisible) (2017) Robotic encounters in extended reality Conclusion Conclusion IndexReviewsAuthor InformationWith over 20 years of experience in arts and new technologies Dr Denise Doyle continues to research the impact of emerging technologies on practices across a diverse range of creative fields. As a practitioner and and a theorist her research interests focus on virtual worlds, embodied experience, virtual reality, phenomenology, digital narratives, and gravity, outer space and artistic practice. She is Principal Editor of the Journal of Virtual Creativity published by Intellect and Visiting Professor at Ontario College of Art and Design University, Canada. Tab Content 6Author Website:Countries AvailableAll regions |