scholarly journals Immersive Technology: Towards a Kineikonic Dialogism in Challenging the Myth of the Frame

Plaridel ◽  
2019 ◽  
Vol 16 (1) ◽  
pp. 25-38
Author(s):  
Gregg Lloren

This paper contributes to the introductory study on the sociocultural impact of immersive technology or ImT, in the form of 360 video capture and virtual reality projection. A young technology in the field of visual language, ImT challenges the supremacy of the frame in cinematic mediums—TV, video, film—and, in effect, introduces new notions in visual grammar of the multimodality of moving images, aka the kineikonic mode of media theorist Andrew Burn (2013). Using the dialogic system of Mikhail Bakhtin, this paper situates the place of immersive technology in the historiography of visual language, from the proscenium of the classical theater to cinema, and to virtual reality. In doing so, this study is able to demonstrate how immersive technology becomes the newest expression of mankind’s linguistic resolve to transcend its physical limitations in the field of communication, information production and consumption, knowledge transfer, and dissemination of cultures.

2017 ◽  
Author(s):  
Nicholas Gmeiner

This project aims to provide students with disabilities the same in class learning experience through virtual reality technology, 360-degree video capture, and the use of Arduino units. These technologies will be combined to facilitate communication between teachers in physical classrooms with students in virtual classrooms. The goal is to provide a person who is affected by a disability (which makes it hard to be in a traditional classroom) the same benefits of a safe and interactive learning environment.


2019 ◽  
Vol 2 (02) ◽  
pp. 31-42
Author(s):  
Citra Kemala Putri

Visual Language is a knowledge that can be used to interpret various images those presented without text. Primadi Tabrani divides this Visual Language into 2 systems, the visual language system called NPM (Naturalist-Perspective-Momenopname) and another visual language system is STP (Space-Time-Plane). At this time which the technological progress has been developing very rapidly, we met many types of images, not just still images, but also moving images such as animated films, one of them is Death Of The Firstborn Egyptians directed by Nina Paley. This research uses qualitative method and uses the Visual Language Theory in analyzing the various visual towards the visuals of this film. The results of a visual study of this film revealed that there was a slice between Modern ‘Tata Ungkap Dalam’ and Traditional ‘Tata Ungkap Dalam’. Meanwhile,  the researh found that Modern ‘Tata Ungkap Luar’ is dominantly use on the film. Thus it can be concluded that the RWD visual language system is not used to produce traditional images only, but also can be combined with NPM visual language system, those could enrich the result of finishing visual.


Leonardo ◽  
1999 ◽  
Vol 32 (4) ◽  
pp. 261-268 ◽  
Author(s):  
Matthew Kirschenbaum

This paper documents an interactive graphics installation entitled Lucid Mapping and Codex Transformissions in the Z-Buffer. Lucid Mapping uses the Virtual Reality Modeling Language to explore textual and narrative possibilities within three-dimensional (3D) electronic environments. The author describes the creative rationale and technical design of the work and places it within the context of other applications of 3D text and typography in the digital arts and the scientific visualization communities. The author also considers the implications of 3D textual environments on visual language and communication, and discriminates among a range of different visual/ rhetorical strategies that such environments can sustain.


2020 ◽  
Vol 1 (1) ◽  
pp. 70-80
Author(s):  
Ekerin Oluseye Michael ◽  
Heidi Tan Yeen-Ju ◽  
Neo Tse Kian

Over the years educators have adopted a variety of technologies in a bid to improve student engagement, interest and understanding of abstract topics taught in the classroom. There has been an increasing interest in immersive technology such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). The ability of VR to bring ideas to life in three dimensional spaces in a way that is easy for students to understand the subject matter makes it one of the important tools available today for education. A key feature of VR is the ability to provide multi-sensory visuals and virtual interaction to students wearing a Head Mounted Display thus providing students better learning experience and connection to the subject matter. Virtual Reality has been used for training purposes in the health sector, military, workplace training, gamification and exploration of sites and countless others. With the potential benefits of virtual technology in visualizing abstract concepts in a realistic virtual world, this paper presents a plan to study the use of situated cognition theory as a learning framework to develop an immersive VR application that would be used to train and prepare students studying Telecommunications Engineering for the workplace. This paper presents a review of literature in the area of Virtual Reality in education, offers insight into the motivation behind this research and the planned methodology in carrying out the research.


2011 ◽  
Vol 33 (17-18) ◽  
pp. 1579-1586 ◽  
Author(s):  
Orit Bart ◽  
Tami Agam ◽  
Patrice L. Weiss ◽  
Rachel Kizony

Leonardo ◽  
2020 ◽  
Vol 53 (4) ◽  
pp. 394-400
Author(s):  
John Desnoyers-Stewart ◽  
Ekaterina R. Stepanova ◽  
Bernhard E. Riecke ◽  
Patrick Pennefather

Body RemiXer is a mixed reality installation that connects immersants across the virtual/actual divide through emergent tactility and abstract embodiment. Using a virtual reality headset, Kinect and projections, the installation explores the potential of immersive technology to create copresent experiences that foster intercorporeal relationships between immersants wearing a headset and those using the projections. Immersants’ bodies are at the center of the installation, activated as a site for social exchange. Body RemiXer has been exhibited at an art festival and at several smaller events. The authors’ observations during these exhibits reveal Body RemiXer's capacity to disrupt social norms and stimulate new connections.


2022 ◽  
Author(s):  
Daniel Martin ◽  
Sandra Malpica ◽  
Diego Gutierrez ◽  
Belen Masia ◽  
Ana Serrano

Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this survey, we review the body of work addressing multimodality in VR, and its role and benefits in user experience, together with different applications that leverage multimodality in many disciplines. These works thus encompass several fields of research, and demonstrate that multimodality plays a fundamental role in VR; enhancing the experience, improving overall performance, and yielding unprecedented abilities in skill and knowledge transfer.


2008 ◽  
pp. 630-643
Author(s):  
Malcolm Cooper ◽  
Neil MacNeil

This chapter provides a brief overview of the available technologies and opportunities for the use of virtual reality in tourism marketing. It acknowledges that in almost all formulations of the tourism marketing model to date however, much has been made of the notion that tourism is unique because production and consumption occur not only at the same time but in the same place, and therefore that location or proximity is often a critical determinant of the take-up of tourism opportunities. The chapter then goes on to posit the question: what if the place variable could be removed from this equation through the further development of virtual reality techniques? The impacts of this might include: less requirement for travel per se (perhaps); better and more real information about the physical actuality of a destination for the potential consumer (likely); price and service quality information very much simplified and improved (definitely), and changed tourism promotion strategies would change (undoubtedly). At the barest minimum, the uncertainties involved in relying on unverified initial information for tourism travel decision-making could be considerably reduced.


2009 ◽  
Vol 14 (5) ◽  
pp. 307-321 ◽  
Author(s):  
Patrice L. Weiss ◽  
Heidi Sveistrup ◽  
Debbie Rand ◽  
Rachel Kizony

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