scholarly journals Queering Cultural Memory Through Technology: Transitional Spaces in AR and VR

2021 ◽  
Author(s):  
Maud Ceuterick

While cinema boasts of a long history that has placed the representation and aesthetics of memory at its center, virtual reality (VR) and augmented reality (AR) are only starting to shape their own aesthetic and narrative engagement with memory. Through the analysis of Chez Moi (Caitlin Fisher and Tony Vieira, 2014), Queerskins: Ark (Illja Szilak, 2020), and Homestay (Paisley Smith, 2018), this essay shows how cinematic AR and VR involve the viewers’ movement to produce and transform collective memory and spatial habitation. Feminist digital geographies, film and media theory, and the concept of orientation developed by Sara Ahmed in Queer Phenomenology give sense to how sound, images and viewers’ movement participate in rewriting collective memory and cultural symbols. As these artworks present personal memories of struggles to find a home within present spaces, they queer hegemonic orientations of the subject, and invite viewers to realign body and space within ever-changing virtual and digital spaces.

2021 ◽  
Author(s):  
Maud Ceuterick

While cinema boasts of a long history that has placed the representation and aesthetics of memory at its center, virtual reality (VR) and augmented reality (AR) are only starting to shape their own aesthetic and narrative engagement with memory. Through the analysis of Chez Moi (Caitlin Fisher and Tony Vieira, 2014), Queerskins: Ark (Illja Szilak, 2020), and Homestay (Paisley Smith, 2018), this essay shows how cinematic AR and VR involve the viewers’ movement to produce and transform collective memory and spatial habitation. Feminist digital geographies, film and media theory, and the concept of orientation developed by Sara Ahmed in Queer Phenomenology give sense to how sound, images and viewers’ movement participate in rewriting collective memory and cultural symbols. As these artworks present personal memories of struggles to find a home within present spaces, they queer hegemonic orientations of the subject, and invite viewers to realign body and space within ever-changing virtual and digital spaces.


Author(s):  
Maud Ceuterick

While cinema boasts of a long history that has placed the representation and aesthetics of memory at its centre, virtual reality (VR) and augmented reality (AR) are only starting to shape their own aesthetic and narrative engagement with memory. Through the analysis of Chez Moi (Caitlin Fisher and Tony Vieira, 2014), Queerskins: Ark (Illja Szilak, 2020), and Homestay (Paisley Smith, 2018), this essay shows how cinematic AR and VR involve the viewers’ movement to produce and transform collective memory and spatial habitation. Feminist digital geographies, film and media theory, and the concept of orientation developed by Sara Ahmed in Queer Phenomenology (2006) give sense to how sound, images and viewers’ movement participate to rewrite collective memory and cultural symbols. As these artworks present personal memories of struggles to find a home within present spaces, they queer hegemonic orientations of the subject, and invite viewers to re-align body and space within ever-changing virtual and digital spaces.


Author(s):  
Fernando Elemar Vicente dos Anjos ◽  
Luiz Alberto Oliveira Rocha ◽  
Débora Oliveira da Silva ◽  
Rodrigo Pacheco ◽  
Divina Márcia Borges Pinheiro

Cognitive approaches to teaching generate learning through the interaction between the subject and object of study. One of the strategies to create this interaction is related to the application of virtual and augmented reality in the teaching-learning processes. Through a systematic literature review, this work aims to describe the approaches used to measure the impacts on student learning who used virtual reality (VR) and augmented reality (AR) in the teaching-learning processes of engineering courses, the impacts on learning, and student satisfaction. The surveys showed that 70% of research analyzed, students who used virtual reality or augmented reality learned more, and 90% of the research described that students who used virtual or augmented reality were more satisfied with the new approach than the traditional teaching approach. The conclusion is that there are positive impacts, in the vast majority of cases, on learning and the satisfaction of students who use virtual or augmented reality in the teaching-learning processes applied in engineering courses.


Author(s):  
Raajan N. R. ◽  
Nandhini Kesavan

Augmented Reality (AR) plays a vital role in the field of visual computing. AR is actually different but often confused to be the same is Virtual Reality (VR). While VR creates a whole new world, AR aims at designing an environment in real time with virtual components that are overlaid on the real components. Due to this reason, AR comes under the category of 'mixed reality'. AR could be viewed on any smart electronic gadgets like mobile, laptop, projector, tablet etc., AR could be broadly classified as Marker-based and Markerless. If it is marker-based, a pattern is used whereas in markerless system there is no need of it. In case of marker, if we show the pattern to a webcam it will get details about it and impose the object on the marker. We are incorporating a new efficient solution for integrating a virtual object on to a real world which can be very much handful for tourism and advertisement for showcasing objects or things. The ultimate goal is to augmenting the 3D video onto a real world on which it will increase the person's conceptual understanding of the subject.


2019 ◽  
Vol 33 (3) ◽  
pp. 53-69
Author(s):  
Anna Szymczak

Summary A contemporary consumer is a challenge for marketing specialists. The analysis of the conducted research shows that only a well-constructed marketing message, using new technologies will be a key element of effective marketing communication. There is a growing interest in the use of virtual and augmented reality on the market. The aim of the work is to analyze the possibilities of using innovative tools, based on virtual and augmented reality in marketing communication. The source basis of the study is available literature on the subject, secondary sources, own analyzes and research and studies carried out by foreign research institutes. The paper presents the results of authorial research carried out in 2018 using the CAPI method, as well as self-audit of marketing activities using VR and AR based on the SERVQUAL model. The results of the study indicate limited use of VR and AR. It should also be emphasized that these results are not representative, but point to a relationship that is worth exploring on a larger research group.


2020 ◽  
Vol 16 (1) ◽  
pp. 121-127
Author(s):  
Максим Горелов ◽  
Рустэм Жемалетдинов

In legal disciplines teaching, the development of methods continues, aimed at increasing the efficiency of students' assimilation of theoretical material, and forming skills of action in real judicial processes. Interactive game forms for conducting lessons simulating typical practical situations have historically proven to be effective. In the new conditions of e-justice, the introduction of video conferencing, high-quality computer video graphics, education should not lag behind new technological advances. The article discusses examples of the application of virtual reality technologies (VR - Virtual Reality) and augmented reality (AR - Augmented Reality) in legal education. The thesis of the positive importance of these technologies for the formation of a developed legal awareness of future professionals and the further evolution of the rule-of- law state is substantiated.


2018 ◽  
pp. 1819-1845
Author(s):  
Raajan N. R. ◽  
Nandhini Kesavan

Augmented Reality (AR) plays a vital role in the field of visual computing. AR is actually different but often confused to be the same is Virtual Reality (VR). While VR creates a whole new world, AR aims at designing an environment in real time with virtual components that are overlaid on the real components. Due to this reason, AR comes under the category of 'mixed reality'. AR could be viewed on any smart electronic gadgets like mobile, laptop, projector, tablet etc., AR could be broadly classified as Marker-based and Markerless. If it is marker-based, a pattern is used whereas in markerless system there is no need of it. In case of marker, if we show the pattern to a webcam it will get details about it and impose the object on the marker. We are incorporating a new efficient solution for integrating a virtual object on to a real world which can be very much handful for tourism and advertisement for showcasing objects or things. The ultimate goal is to augmenting the 3D video onto a real world on which it will increase the person's conceptual understanding of the subject.


Author(s):  
Mathias Bannwart ◽  
Robert Riener

Virtual reality (VR) is a powerful tool to motivate its participants to active participation, while providing augmented feedback to instruct the subject and improve task performance. This chapter presents the technical prerequisites of different recording, display, and rendering technologies. VR does not replace the real environment, but is a tool for setting up automatic training schedules. VR can be a good solution to train dangerous or difficult tasks. VR is being applied in physiotherapy, occupational therapy to recover limb functionality after disease or accident, and to enhance cognitive learning. VR technologies can also be applied to provide feedback as assistance during activities of daily living—this is then typically called augmented reality (AR). Despite the many technological achievements and positive results in many therapeutic and assistive applications, the field of VR rehabilitation is still in an early phase. VR technologies will continue to grow, gain further mainstream acceptance and, eventually, have a significant positive effect on therapeutic outcome.


Scene ◽  
2020 ◽  
Vol 8 (1-2) ◽  
pp. 175-193
Author(s):  
Victoria Allen ◽  
Joe Duffy ◽  
Garret Scally

This article examines the ‘Cilliní’ project’s interdisciplinary approach of research and filmmaking practice to explore the phenomena of cilliní. The project has created artwork that investigates and visualizes landscapes and provides a spatial narrative on the subject of cilliní, which were historic sites in Ireland used for the burial of ‘unfortunates’, principally stillborn and unbaptized infants. The article draws on the material created and experiences involved in making the short film The Lament and creating a virtual reality installation, Cilliní Tales, which, respectively, employ the technologies and approaches of drone and 360° camera filmmaking. As the article combines the perspectives of digital storytelling, cultural memory and a consideration of the ethics of undertaking such a project, it is written in the form of a triptych. This article addresses how the (re)visitings and difficult enquiries of arts-based research in the ‘Cilliní’ project contribute to an ongoing social, political and ethical reappraisal of cilliní and the implications of (re)addressing the past in the present.


Author(s):  
C. Morganti ◽  
C. Bartolomei

This article deepens the subject of photo-modelling applied to architecture, on a medium and large scale and it shows all the possibilities to apply the last technologies of augmented reality and virtual reality to the historical and architectural contest of Havana City in Cuba. The context was quite unsuitable to our project because of different and complex reasons. The need to minimize the size of the tools, their weight and cost. Minimize the time of survey and photographic shot on site. To face the difficulties given by the continuing presence of a chaotic influx of people disturbing the work. Not least the difficulty of having a limited number of daily hours available to carry out photographic shots that requires special lighting conditions. This article describes the necessary steps to obtain a 3D dimensional textured model from reality through a photographic set.


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