Epilogue

2019 ◽  
pp. 215-224
Author(s):  
Adam Charles Hart

The epilogue takes stock of the current genre by continuing the look at Get Out and The Shape of Water and fellow 2017 horror film blockbuster It. Focusing on the emblematic images of each film’s marketing campaign, the epilogue analyses the different valences and emphases of each: on the visceral provocations of the sensational address (It), on the depiction and exploration of fear and abjection (Get Out), and on the appeal of monsters and monstrosity (The Shape of Water). This allows for the epilogue to chart out the primary forms of horror in a contemporary genre that has been shaped in equal parts by film, television, and video games, with increasing contributions from new media and internet-based forms. The book has focused on convergence of the genre across mediums, and it closes with a suggestion that the future of the genre lies in a convergence of these forms. that, although the marketing for each of these films suggests an emphasis on sensation or a specific aspect of narrative, the films themselves suggest an increasing comfort with balance these different approaches that had once been thought of as mutually exclusive. In the digital era, new mediums increasingly balance direct, often sensational, aims with narrative depth, and so a medium like virtual reality may find horror to be an ideal model.

2020 ◽  
Vol 10 (11) ◽  
pp. 4031 ◽  
Author(s):  
Maria Shehade ◽  
Theopisti Stylianou-Lambert

The past few years have seen an increase in the use of virtual reality (VR) in museum environments in an attempt for museums to embrace technological innovations and adapt to the challenges of the digital era. While there are studies that examine the advantages of VR in museums and visitors’ experiences with it, there are no studies examining the experiences of museum professionals who are responsible for a museum’s objects and narratives. The aim of this paper is to explore the practices, experiences, and perceptions of museum professionals on the use of VR technology in museums, their perceived advantages and challenges of such technologies, and their vision for the future of technology in museums. The paper provides an in-depth analysis of interviews with museum professionals from a number of countries around the world who worked with particular VR projects in their own institutions. The ultimate aim is to offer a more critical and holistic examination and assessment of the use of VR in museums and provide suggestions for designing and developing VR projects in the future.


2021 ◽  
pp. 375-386
Author(s):  
Karolina Kolenda

This text explores the uses of water metaphors in the discourse of digital media on the example of Leonardo’s Submarine, a three-channel AI-generated video work by the artist and writer Hito Steyerl, presented at the Venice Biennale in 2019, as well as its subsequent installation in a purposefully built virtual reality underwater gallery in winter 2020/2021. The two venues for staging the work are discussed in the context of Steyerl’s writings on the change of the European geographical imagination from the Renaissance up to the present day and the role played in this change by digital technologies. Steyerl’s ideas about the shift from the horizontal to vertical perspective and the present condition of groundlessness are “submerged” in a watery context of the ocean to test how verticality and groundlessness behave in an underwater environment. Drawing on selected concepts developed in the field of blue humanities, this text seeks to investigate Steyerl’s practice as an artist and new media theorist to show how it employs water metaphors to challenge rather than perpetuate our habitual thinking about the ocean and the media used to represent it.


Remediation is the process whereby the new media (animation, virtual reality, video games, and the internet) define themselves by borrowing from and refashioning traditional media (print, film, video, and photography). This chapter explores how the remediation that is successfully deployed in forming new media contents and adds dynamics to media production can be applied to the understanding of academic fascism as a new field of research in contemporary social theory. Traditional fascism as the movement based on historic fascism (i.e., German, Italian, and Spanish) refashions academic fascism as a new manifestation of contemporary fascism; likewise, the academic fascism impacts the fascism as-we-know-it and contributes to many new devices and procedures that demand the attention of critical theory of society. The researcher as scapegoat Other, academic cleansing, privatization of knowledge, and smart technology (on the place of blood and soil) are the key concepts addressed and analyzed in this chapter.


2017 ◽  
Vol 3 (1) ◽  
pp. 352
Author(s):  
Sheila Borges de Oliveira ◽  
Diego Gouveia Moreira

RESUMO Este artigo pretende contribuir para o debate em torno do futuro do jornalismo em tempos de convergência tecnológica: como se reconfigurar para continuar a ser reconhecido como o campo de construção do real, dando sentido ao emaranhado de informações que circulam no mundo virtual? Este trabalho considera que uma das respostas pode estar no uso da realidade virtual, que não se restringe mais ao mundo dos jogos eletrônicos. As reportagens produzidas com realidade virtual levam a audiência a ter experiências imersivas. Com a realidade virtual, o jornalismo convida o cidadão para uma nova experiência: estar no local do acontecimento. Por fim, a pesquisa constata que a cultura imersiva pode levar o jornalismo para uma revisão de suas fases históricas.   PALAVRAS-CHAVE: Jornalismo; notícia; convergência; cultura participativa; imersão.     ABSTRACT This article aims to contribute to the debate on the future of journalism in times of technological convergence: how to reconfigure to continue to be recognized as the actual construction field, giving meaning to the tangle of information circulating in the virtual world? This paper considers that one of the answers may be in the use of virtual reality, which is no longer restricted to the world of video games. The reports produced with virtual reality lead the audience to have immersive experiences. With virtual reality, journalism invites citizens to a new experience: being in the event site. Finally, the research finds that the immersive culture can bring journalism to a review of its historical phases.   KEYWORDS: Journalism; news; convergence; participatory culture; immersion.     RESUMEN Este artículo tiene como objetivo contribuir al debate sobre el futuro del periodismo en tiempos de convergencia tecnológica: cómo adaptar para continuar a ser reconocido como el campo de la construcción actual, dando sentido a la maraña de información que circula en el mundo virtual? En este trabajo se considera que una de las respuestas pueden estar en el uso de la realidad virtual, que ya no se limita al mundo de los videojuegos. Los informes producidos con la realidad virtual de llevar al público a tener experiencias de inmersión. Con la realidad virtual, el periodismo invita a los ciudadanos a una nueva experiencia: estar en el lugar del evento. Por último, la investigación concluye que la cultura de inmersión puede traer el periodismo a una revisión de sus fases históricas.   PALABRAS CLAVE: Periodismo; noticias; convergencia; cultura participativa; inmersión.


Author(s):  
Beat Suter

This chapter shows the attempt to use narrative projections of the unconscious in video games (and film) for transgressing into a virtual world. It demonstrates the conceptual development from C.G. Jung's theories via Joseph Campbell and Hollywood's screenwriters to Video Game mythologies. It shows that a visual approach by game artists often leads to stereotypical implementation of archetypes and archeplot in video games that illustrates a lack of reflection and flexibility of mind and creativity. It further shows that a conscious implementation of individual patterns and archetypes as seen in Adventure Games and recent Indie Games may obtain narrative depth for a game and contribute to exploring the collective unconscious in new media. Gaming is rapidly changing and aims towards the ideal of a Holodeck. New Virtual Reality experiments and gadgets prepare the ground for new ways to engage in imagined (conscious and unconscious) realities. The chapter concludes with an example of an attempt to build a virtual dream world with the project Birdly (2014) and Oculus Rift.


2012 ◽  
Vol 1 ◽  
pp. 123-141 ◽  
Author(s):  
Minako O'Hagan

Aimed at promoting a broader interdisciplinary discussion, this paper explores translation and entertainment in the context of current and emerging technological trends from a perspective beyond strictly Translation Studies concerns. Taking the case of video games as a rapidly growing modern digital entertainment genre, the article examines the concept of adaptation and how transmedia and remediation might further impact translation practices. It hints at a new development of translation itself as a form of entertainment, which may tie in with the concept of gamification to stimulate further thinking into the future of translation and entertainment.


2020 ◽  
Vol 237 (10) ◽  
pp. 1172-1176
Author(s):  
Charlotte Schramm ◽  
Yaroslava Wenner

AbstractThe digital media becomes more and more common in our everyday lives. So it is not surprising that technical progress is also leaving its mark on amblyopia therapy. New media and technologies can be used both in the actual amblyopia therapy or therapy monitoring. In particular in this review shutter glasses, therapy monitoring and analysis using microsensors and newer video programs for amblyopia therapy are presented and critically discussed. Currently, these cannot yet replace classic amblyopia therapy. They represent interesting options that will occupy us even more in the future.


Author(s):  
Matylda Szewczyk

The article presents a reflection on the experience of prenatal ultrasound and on the nature of cultural beings, it creates. It exploits chosen ethnographic and cultural descriptions of prenatal ultrasounds in different cultures, as well as documentary and artistic reflections on medical imagery and new media technologies. It discusses different ways of defining the role of ultrasound in prenatal care and the cultural contexts build around it. Although the prenatal ultrasounds often function in the space of enormous tensions (although they are also supposed to give pleasure), it seems they will accompany us further in the future. It is worthwhile to find some new ways of describing them and to invent new cultural practices to deal with them.


Author(s):  
Jonathan Weinel

This chapter explores altered states of consciousness in interactive video games and virtual reality applications. First, a brief overview of advances in the sound and graphics of video games is provided, which has led to ever-more immersive capabilities within the medium. Following this, a variety of games that represent states of intoxication, drug use, and hallucinations are discussed, in order to reveal how these states are portrayed with the aid of sound and music, and for what purpose. An alternative trajectory in games is also explored, as various synaesthetic titles are reviewed, which provide high-adrenaline experiences for ravers, and simulate dreams, meditation, or psychedelic states. Through the analysis of these, and building upon the previous chapters of Inner Sound, this chapter presents a conceptual model for ‘Altered States of Consciousness Simulations’: interactive audio-visual systems that represent altered states with regards to the sensory components of the experience.


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