Showing posts with label digital literacy; virtual worlds. Show all posts
Showing posts with label digital literacy; virtual worlds. Show all posts

Sunday, October 26, 2014

Fictions

In writing about virtual worlds and video games recently, I found myself reaching deep into 'the canon'  to illustrate the enduring appeal of imaginary worlds. Using the Tempest I rehearsed the idea that dramatic performance, and the imaginary world that is conjured up by it, is an 'insubstantial pageant', with a cast of characters involved in a sequence of events that we temporarily believe in. Following this I argued that a play could be seen as a prototypical virtual world - as an event-space that is real enough, and takes place in real time with all the material supports of a theatre or similar venue. Members of the audience are embodied and present, but yet the world they are transported into is constructed in their individual imaginations, and filtered through their own particular lived experiences. Of course video games are different in all sorts of ways- ways which I won't go into here, but my intention was to argue for the familiarity (and cultural history) of what you might call imagined worlds. Attending the launch of the Reading Digital Fiction exhibition on Thursday evening, I was struck by how a different discipline works its way into the same territory. In her succinct opening remarks Astrid Ensslin reminded us how digital fiction sits somewhere between literary fiction and video gaming, as well as how print fiction lives on whilst digitally-born narrative continues to evolve.  The common thread of how new and old narratives work to engage our imaginations emerges again, along with the idea that digital technology often end up troubling existing categories such as the distinctions between games and stories, art and life, the real and the imagined. It was a successful thought-provoking event, and underscores the fact that digital fiction is now old enough to have a history.

Monday, August 29, 2011

Virtual realities



Yes, why not go for the plural - we are so accustomed to thinking of VR as a singular thing which it most clearly is not. Heim, who I referred to here, has a list of seven kinds of virtual reality, or seven realities if you would rather. Some of them seem to overlap, but I'll try to be faithful to the source (Heim, 1993: 109 ff). Here we go: 1. Simulation. I think he means high definition graphic environments; audio/graphic realism; precision rendering; and all the other ingredients for producing lifelike dataworlds. 2. Interaction. Here he seems to want to include everything from desktop environments with their folders, files and wastebins to virtual classrooms. (Does he mean places you can navigate within as if they were actual spaces?) 3. Artificiality. Here he really goes off on one, exploring the philosophical position that reality, as-we-know-it, is a human construct and that as a result more or less everything could be seen as being virtual. This threatens the entire VR edifice, so Heim abandons it as being too broad to be of use. 4. Immersion. This is mostly about a total sensory experience - the sort of thing associated with HMDs. At this point, Heim isn't concerned with the psychological dimension of 'being there'. The sort of immersion that Schroeder has written about. 5. Telepresence. Here he's talking about robotic presence. Controlling materials at a distance. 6. Full-body immersion. No, this isn't about body suits or flotation tanks, it's about 'becoming' a represented body/thing in a virtual environment. For this I read Second Life avatar. 7. Networked communities. Here, users 'stipulate and shape objects and activities' and 'share imaginary things and events' (116). Dubbed 'post-symbolic communication' this may move beyond words and real world references. All told a rather complicated list, but there are some ideas that are definitely worth developing here. Watch this space!