Lemma, Alesssandra. (2015). ‘Psychoanalysis in times of technoculture: some reflections on the fate of the body in virtual space’. International Journal of Psychoanalysis, 96, 3, 569-82.

2016 ◽  
Vol 61 (4) ◽  
pp. 537-539
Author(s):  
Madeleine Morrissey
Keyword(s):  
The Body ◽  
Author(s):  
Zena Bibler

In this essay, I contemplate the role of video gamer as flâneur in Lost Angeles, a three-hour video work by Lee Tusman that captures the wanderings of gamer Derm McGuigan within the virtual world of Los Santos. With the help of Lena Hammergren’s “The re-turn of the flâneuse” I will consider how the video, originally conceived of as a project of “virtual flânerie,” might fall more accurately under the domain of the flâneuse, who uses the kinesthetic as a way to enter previously inaccessible spaces. As McGuigan moves his avatar through Los Santos, he integrates stimuli from the game with his own physical memories, indexing a series of other places and times as he goes. Lost Angeles also complicates the concept of the flâneuse through the presence of the avatar, who serves as the primary mode of navigation, but also offers kinesthetic information to the player. These relationships become more intricately entangled with the entrance of an additional set of spectators that watch McGuigan and his avatar via a live stream. Through this aggregation of wanderers, the flâneuse becomes unstable and multiplies, producing numerous other embodied relationships with the city of Los Santos and the body of the avatar [Which begs the question: Who and where is the flâneuse?] In this essay, I hope to demonstrate how, the proposal of Lost Angeles (to broadcast the wanderings of an expert gamer in a virtual space) collides with the structure of Grand Theft Auto (which invites the player into an ambiguous inside-and-outside location within Los Santos) and produces not one flâneur, but numerous flâneuses who traverse the virtual city via kinesthetic association with the avatar’s movements.


Janus Head ◽  
2011 ◽  
Vol 12 (2) ◽  
pp. 35-48
Author(s):  
Natalie Alvarez ◽  

The struggle to “adapt” to the presence of the corpse serves as the central turning point for this investigation into the theatrical encounters with the corpse in the early modern anatomy theatre. Beginning with novelist W.G. Sebald’s claim, in The Rings of Saturn, that the art of anatomy was a way of “making the reprobate body invisible,” Alvarez queries how the corpse as the central “gure of this theatrical space challenges conventional modes of theatrical looking and how the particular viewing procedures invited by the anatomy theatre, as a theatrical space, effectively make the body “unseen.” Using Restoration diarist Samuel Pepys’ documented encounter with a corpse and the early phenomenologist Aurel Kolnai’s writings On Disgust, Alvarez attempts to account for the “perceptual and interpretive black hole” that the corpse presents in this schema. The corpse’s “radical actuality” and, paradoxically, its “surplus of life” act as a cipher that cuts through the virtual space constructed by the anatomical demonstration, undermining the gravitas of the scientific gaze that has acquired its weight in contradistinction to the theatricality of the event. But the corpse’s “radical actuality” and its “surplus of life” introduces a danse macabre of theatrical looking that moves between absorption and repulsion, reversing the otherwise consumptive gaze of the onlooker.


2021 ◽  
Vol 2 (1) ◽  
Author(s):  
Galit Ariel

One of the most intriguing aspects of our augmented futures is how we will experience new social paradigms attached to bodily representation and identification. Digital and virtual space provide infinite possibilities for developing alternative manifestations and tools to express personal and social selves, but how we imagine these opportunities versus what we actually create are often two different things. There are two roadblocks to achieving such a transcendental experience. The first relates to existing gender-role cultures and biases, while the second is whether we will be able to let go of the intrepid role the body plays as an identity-defining-space.


2017 ◽  
Vol 1 (1) ◽  
pp. 504-513 ◽  
Author(s):  
Karen Wood ◽  
Rosemary E. Cisneros ◽  
Sarah Whatley

Abstract The paper explores the activities conducted as part of WhoLoDancE: Whole Body Interaction Learning for Dance Education which is an EU-funded Horizon 2020 project. In particular, we discuss the motion capture sessions that took place at Motek, Amsterdam as well as the dancers’ experience of being captured and watching themselves or others as varying visual representations through the HoloLens. HoloLens is Microsoft’s first holographic computer that you wear as you would a pair of glasses. The study embraced four dance genres: Ballet, Contemporary, Flamenco and Greek Folk dance. We are specifically interested in the kinesthetic and emotional engagement with the moving body and what new corporeal awareness may be experienced. Positioning the moving, dancing body as fundamental to technological advancements, we discuss the importance of considering the dancer’s experience in the real and virtual space. Some of the artists involved in the project have offered their experiences, which are included, and they form the basis of the discussion. In addition, we discuss the affect of immersive environments, how these environments expand reality and what effect (emotionally and otherwise) that has on the body. The research reveals insights into relationships between emotion, movement and technology and what new sensorial knowledge this evokes for the dancer.


Author(s):  
Katarzyna Borawska-Kalbarczyk

The article presents selected aspects of the process of cognitive functioning of the users of contemporary technologies and the Internet, with special consideration of the negative effects of being immersed in the digital culture. The introduction synthetically characterizes the digital world, focusing on the most active users of the virtual space. In the body of the text, the author analyzes the negative effects of an individual’s functioning in the Internet space, especially those related to the change in the way of information acquisition and processing. The conclusions refer to implementing educational postulates connected with helping students develop the culture of behavior in the virtual space, involving as major elements the ability to distance oneself from digital media, to engage in deep reflection, and to organize and sort the acquired information. These skills are treated as crucial, ensuring the rational use of digital technologies. Focusing educational activities on the formation of youths’ media competence offers them an opportunity of fuller intellectual development, the sense of security in the context of expansion of the media, and active participation in the information society by structuring the available information and the knowledge constructed on its basis.


2006 ◽  
Vol 2 (2) ◽  
Author(s):  
Carina Henriksson

This paper examines the question: what is the experience of meeting online and how does it differ from ordinary classroom situations? Drawing from personal experience, the author explores possible experiences of existing in virtual space and time. How do people meet, get to know each other and, interact in a pedagogical situation? Her experience as an online student made her to seriously reflect on the experiential nature of the computer-mediated encounter. But, it was not until she happened to participate in a workshop offered by the same teacher that the contrasts began to take shape for her. If there is a difference between online and offline meetings, what is it that makes the difference? Online communication could, just as face-to-face meetings, create feelings of closeness, and friendship; from the other-as-a-text on the screen, we subjectively create the other-as-an-idea, an idea that might be perceived as the real other. But is it? What reality is for real? What is the nature of the relationship established between body-less persons on line, and what difference does the body make in a face-to-face meeting?


2021 ◽  
Author(s):  
◽  
Jessie Rogers

<p>The thesis explores the ideas and mechanics of reimagining inhabitation within a speculative and architectural immersive environment via research through design studies. This demonstrates the generation of architectural spatial design elements in direct relation to the user. Details within the body of work experiment with the laws and bounds of the virtual space through design and research within a real-time virtual engine. Here reimagining the way one inhabits space, compared to current norms of real-world inhabitation, is possible with creativity and applied knowledge. M.C. Escher's lithograph Relativity is the driving concept explored within the thesis, his work transformed concepts into creating gravitational pulls in multiple directions within the immersive virtual reality environment to accommodate various sources of gravity. The result of this research demonstrates the generation of new virtual relativity laws, reimagining how the virtual space is inhabited, within an omnidirectional environment.  The thesis presents the trilogy of virtual classifications; the virtual inhabitant; the speculative environment; and the virtual built-form, these coalesce, generating a new realm of design within immersive architectural space. The components within the trilogy are all designed relative to each other following the Interconnective Design Methodology Ecosystem framework, this allowed a high level of complexity and richness to shine through the research and design work. The vital components within the trilogy of virtual classifications virtual inhabitant, speculative environment and virtual built-form are the; Architectural designer’s role; Interactivity; Global time; Diachronic time; Environment boundaries; Virtual body; Spatial locomotion; Audio experience; User population; Aesthetic materiality and filters; Geometry; Spatial orientation; Local-scale; Atmospheric filters; Orthogonal; Polygonal; Curved rotational fractals; Minimal surface; and Reveal sequencing.</p>


Author(s):  
John White

This chapter considers the way in which The Revenant (2015) allows the spectator to confront themselves with extreme bodily experiences within a safe, virtual space. In the expression of ‘body spectacle’ the film presents episodes that might be described as either ‘gross’ or ‘excessive’. In the abuse of human bodies that is displayed the film becomes, on one level, a Western offered as a festival of gore. This is ‘pain porn’ packed with relevance to the post-9/11 American experience. Brutality against the body can be seen, for example, in relation to battlefield trauma. Here the story of a legendary frontiersman is being re-packaged within the context of the early 21st century in such a way as to express American exceptionalism for a contemporary audience. However, for the audience the physicality of the images means the primary experience is one of bodily ‘affect’.


2020 ◽  
pp. 42-43
Author(s):  
Rodrigo Ayabe

The human experience is a multisensory process, which shifts according to changesin perception and individual experiences. Experiencing an architectural environment involves these nuances derived from living with a place. This concept of immersion in the environment to promote multisensory stimuli receives from Jon Charles Coe (2012) the name of “Immersive Design”, a term derived from architecture, but applied also to Virtual Reality(VR), Augmented Reality, Mixed Reality, Extended Reality, as well as structuringlanguages for object-oriented design and Human-Computer-Interaction. Since the Renaissance technology has become an essential element in the perception of the gaze thanks to the development of optical devices and techniques for representing the perspective. The result can be seen in the paintings, with detailed depictions of depth and textures, as well as in the architecture of cathedrals and other buildings, enabling higher and wider indoor spaces. Contemporaneously, based on our own experiences that of other professors, we have identified major problems in teaching perspective and spatial reasoning in drawing classes, either due to the previous deficiency in geometry, or due to the majority use of two-dimensional technologies - such as screens, displays and paper. This scenario can restrict the drawing classes experience, the realization of projects, and even discourage the teaching-learning process. The research “Immersive Design, through technological devices of Virtual Reality”, has worked on different methodologies mediated by the use of VR devices for teaching perspective in drawing classes. Among “digital natives” students the use of VR has stimulated new forms of perception and sensitivity thanks to the three- dimensional experience in immersive environments. In the virtual space the student can experience in an empirical way the perspective involved in the construction of spatial elements. This happens, for example, with the possibility of drawing directly in three-dimensional space and “walking” along the trace - even controlling the time of the action. Therefore, it becomes possible to unveil the image from various angles by displacing the observer, unlike “static” techniques structurally limited to flat and two dimensional supports. Mediated by VR apparatuses the body immerses itself in the digital, creating a synergy between the gestural and the conceptual in three-dimensional virtual environments, that can function simultaneously as a space for representation and embodiment. According to Philippe Quéau (1996), the image becomes an exploitable place that extrapolates its representational condition. The image is no longer a substrate within the experience would be written. This place is itself an image - a kind of symptom of the symbolic model that is at its origin. It is the very experience of that space that allows us to return to the source of its intelligibility, that is, to the model. This is the experience that epigenetically constitutes it as “space”. The synthetic image modifies our relationship with the immediate reality, structuring it as a “drawable” instrument. The analysis of the results validates the research hypotheses and has allowed to rescue didactic and perceptual principles related to the perspective. In addition, it indicates new perspectives and potentialities for the use of VR in education, especially, but not limited to, drawing classes.


2021 ◽  
Author(s):  
Liam Sheehan

<p><b>The dominance of vision within the human sensory system, particularly in fields such as Architecture, has created an ocular-centric paradigm prevalent in Western architectural culture. “Experience” is an architectural design thesis that uses Virtual Reality (VR) design techniques to explore how we, as designers, can affect spatial presence by integrating other bodily senses within virtual environments. “Experience” integrates four senses, Vision, Audition, Kinaesthesia and Thermoception, as combined for exploration.</b></p> <p>The relationship between the human senses, in particular thermoception, and the spaces we experience is the particular focus of this thesis. Juhani Pallasmaa’s theories of sensory fragmentation have been applied as an important critical theoretical approach. This study aims to determine the extent to which our less commonly simulated sensory functions can be used within VR design to experience virtual spatial qualities. Specifically, it introduces a physical thermal atmosphere around the VR user to alter spatial and sensory perceptions and create virtual atmospheres. The development of a real ‘spatialised’ heating environment allows the thermal qualities of virtual space to be perceived by the user.</p> <p>In this context, space is defined as the experiential medium that situates itself within the bounds of a room. It is not of a fixed size, nor does it have fixed qualities. Instead, this research applies Henry Lefebvre’s ideas that the body creates space due to the relationship between the body’s deployment in space and its occupation of space.</p> <p>Through theoretical reviews and James Turrell and Olafur Eliasson’s artwork analysis’, ‘Experience’ generates an understanding of spatial perceptions, human sensory experience and space. These understandings were then applied to the virtual environment through a range of computational design means. </p> <p>The ideas of sensory fragmentation were then applied to a series of design experiments. Each sense was treated as its own sensory system fragment, which allowed a series of conceptual, and developed spatial, interventions to be created. Each spatial intervention provided unique insights into the independent sensory fragments, which eventuated in the design of the final holistic sensory experience.</p> <p>The final sensory design, titled Sensationalising VR, results showed how sensory balancing must be achieved before implementing new sensory experiences. Thermoception, the body’s ability to detect magnitude and direction of temperature changes, proved to be a fragile sensory fragment that requires careful balancing when being engaged with other sensory stimuli in a VR setting.</p> <p>The conclusions resulting from “Experience” suggests that the human sensory system’s visual bias can be usefully augmented; it can be shifted, altered and even removed by designers. The introduction of a spatial thermal atmosphere around VR users is shown to affect the perception of presence in that space.</p>


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