Notes:
Walter Benjamin was a German philosopher and literary critic who lived from 1892 to 1940. He was a member of the Frankfurt School, a group of intellectuals who applied Marxist and Freudian theories to the study of culture and society. Benjamin’s writings focused on the role of art and media in the modern world, and the impact of technology on human experience.
One of Benjamin’s most influential theories is his concept of the “aura” of a work of art. In his 1936 essay “The Work of Art in the Age of Mechanical Reproduction,” Benjamin argues that the unique presence of a work of art, or its “aura,” is diminished when it is reproduced mechanically, such as through photography or film. Benjamin’s theory has been widely discussed and debated by subsequent generations of critics and philosophers.
Benjamin’s theories about the aura of a work of art may be relevant to the study of extended reality (XR), which encompasses technologies such as virtual reality, augmented reality, and mixed reality. These technologies allow users to experience immersive, computer-generated environments that can be highly realistic and engaging. However, some critics argue that the use of XR technologies may diminish the aura of a work of art, by allowing it to be reproduced and experienced in ways that are not possible in the physical world. This could have implications for how we understand and value art and other cultural works in the digital age.
Wikipedia:
See also:
100 Best Stelarc Head Videos | Chatbots in Art & Culture | Orlan, Stelarc & Virtual Reality | Stelarc Articulated Head | Stelarc Prosthetic Head
The digital musician
A Hugill – 2018 – taylorfrancis.com
… This third edition has been updated to reflect developments in an ever-changing musical landscape—most notably the proliferation of mobile technologies—covering topics such as collaborative composition, virtual reality, data sonification and digital scores, while encouraging …
Why art photography?
L Soutter – 2018 – content.taylorfrancis.com
… issues such as ambiguity, objectivity, fiction, authenticity, and photography’s expanding field are supplemented with new material around timely topics such as globalization, selfie culture, and photographers’ use of advanced digital technologies, including CGI and virtual reality …
The second media age
M Poster – 2018 – books.google.com
… resisting the media. III Benjamin’s Concept of Technoculture Walter Benjamin’s “The Work of Art in the Age of Mechanical Reproduction” (1936)” departs dramatically from the perspectives we have been exploring. First, Benjamin …
Interactive Narratives and Transmedia Storytelling: Creating Immersive Stories Across New Media Platforms
K McErlean – 2018 – taylorfrancis.com
… looks at the international news agencies’ development of data analytics tools to measure audience engagement, the development of augmented reality products and … Benjamin, Walter, (1999) Illuminations: The Work of Art in the Age of Mechanical Reproduction, London: Pimlico …
The Role of Art in Emotional-Moral Reflection on Risky and Controversial Technologies: the Case of BNCI
S Roeser, V Alfano, C Nevejan – Ethical Theory and Moral Practice, 2018 – Springer
… participated in the Amsterdam Hackathon, has pioneered an artistic research project called Labyrinth Psychotica that uses augmented reality systems to … Hill and Wang, New YorkGoogle Scholar. Benjamin W. (2008 [1936]), The work of art in the age of mechanical reproduction …
3D models and knowledge production
N DELL’UNTO – … and Archaeological Information in the Digital …, 2018 – taylorfrancis.com
… Benjamin, W. (1968). The work of art in the age of mechanical reproduction. In H. Arendt (Ed.) Illumination: Essay and Reflection (pp … In VAST The 11th International Sym- posium on Virtual Reality Archaeology and Cultural Heritage, 33–40. Eurographics. Caraher, W. (2016) …
Digital pilgrimage: Exploring Catholic monastic webcasts
O Golan, M Martini – The Communication Review, 2018 – Taylor & Francis
… In his 1930s essays, most notably “The Work of Art in the Age of Mechanical Reproduction” (Benjamin, 1936/2008), Benjamin discusses the capacity to recreate the … the aura have considered the experience of popular films, television programs, and of late, virtual reality and new …
Materializing digital collecting: An extended view of digital materiality
R Mardon, R Belk – Marketing Theory, 2018 – journals.sagepub.com
If digital objects are abundant and ubiquitous, why should consumers pay for, much less collect them? The qualities of digital code present numerous challenges …
Collecting and Conserving Net Art: Moving Beyond Conventional Methods
A Dekker – 2018 – taylorfrancis.com
Page 1. Page 2. Collecting and Conserving Net Art Collecting and Conserving Net Art explores the qualities and characteristics of net art and its influence on conservation practices. By addressing and answering some of the …
The virtual (reality) museum of immersive experiences
V Kuchelmeister – Proceedings of the Conference on Electronic …, 2018 – dl.acm.org
… 167. 3. Benjamin, W. (1936) The Work of Art In The Age of Mechanical Reproduction. Illuminations. Ed. H. Arendt … 16. Zizza, C., Starr A., Hudson, D., Nuguri, S., Calyam, P., and He Z. (2017) Towards a Social Virtual Reality Learning Environment in High Fidelity …
University of New South Wales Sydney, Art and Design Greens Road, Paddington, NSW, 2021 Australia kuchel@ unsw. edu. au
V Kuchelmeister – researchgate.net
… Benjamin, W. (1936) The Work of Art In The Age of Mechanical Reproduction. Illuminations … Kuchelmeister, V., Shaw, J., Del Favero, D., McGinity, M., and Harjano, A. (2009) Immersive Mixed Media Augmented Reality Applications and Technology. IEEE PCM, 2009, Bangkok …
Virtual authority and the expanding role of 3D digital artefacts
K Garstki – 2018 – repository.cam.ac.uk
… 112 Visitor’s experience: ‘A wonderful deception!’ 118 Conclusions 120 Chapter 10 Pitoti Prometheus, virtual reality 360: Valcamonica rock art between naturalism and alienation 123 Frederick Baker Digital vs virtual 123 Naturalism – recording rock art 125 …
SAR for Kids: Spatial Augmented Reality as Tool for Art Education
D Rossi – … Conference on Digital Environments for Education …, 2018 – Springer
… Ten years before Walter Benjamin’s celebrated essay “The Work of Art in the Age of Mechanical Reproduction”, Moholy-Nagy spoke of the possibility of developing an “image-transmission service via radio” that would allow for a further increase in … 2 Spatial Augmented Reality …
Photo Sprayer: A VR Application for Digital Art Creation
I Druzetic, F Büntig, C Vogel, A Treskunov… – Proceedings of the 17th …, 2018 – dl.acm.org
… 1968. The Work of Art in the Age of Mechanical Reproduction. In Illuminations … In Proceedings of 2010 IEEE International Symposium on Mixed and Augmented Reality – Arts, Media, and Humanities, IEEE, 3–10 6. Logitech: Logitech brio. 2018 …
A Work of Art in the Age of Technological Disruption: The Future of Work in the Music Industry
SD Young – MEIEA Journal, 2018 – meiea.org
… for those who seek to be profes- sional “creatives.” In 1995 Walter Benjamin’s classic “The Work of Art in the Age of Mechanical Reproduction” was revisited … Walter Benjamin and Theodor Ro- szak, Jaron Lanier (widely recognized as the father of Virtual Reality) con- sistently …
The Principles of Art Therapy in Virtual Reality
I Hacmun, D Regev, R Salomon – Frontiers in psychology, 2018 – ncbi.nlm.nih.gov
… management therapy with virtual-reality augmented exposure therapy for combat-related PTSD: a randomized controlled trial. J. Anxiety Disord. 10.1016/j.janxdis.2017.08.005 [PubMed] [CrossRef]; Benjamin W. (2010). The Work of Art in the Age of Mechanical Reproduction …
Theorizing authenticity–practising reality: the 3D replica of the Kazaphani boat
N Amico, P Ronzino, V Vassallo, N Miltiadous… – 2018 – repository.cam.ac.uk
… 112 Visitor’s experience: ‘A wonderful deception!’ 118 Conclusions 120 Chapter 10 Pitoti Prometheus, virtual reality 360: Valcamonica rock art between naturalism and alienation 123 Frederick Baker Digital vs virtual 123 Naturalism – recording rock art 125 …
DigiClay: An Interactive Installation for Virtual Pottery using Motion Sensing Technology
Z Gao, J Li, H Wang, G Feng – … Conference on Virtual Reality, 2018 – dl.acm.org
… CCS CONCEPTS • Human-centered computing ? User interface design; • Com- puting methodologies ? Virtual reality; • Software and its engineering ? Virtual worlds training simulations; … 2008. The work of art in the age of mechanical reproduction. Vol. 10. Penguin London …
Like Jacob with Esau: The 3D Printed Replica and the Future of the Museum
JA Walton – 2018 – vtechworks.lib.vt.edu
… objects of cultural heritage their authenticity, has been heavily contemplated ever since the publication of Walter Benjamin’s “The Work of Art in the Age of Mechanical Reproduction.” This thesis strives to add to this conversation and expand upon it by delving into the emergence …
Film Studies Always Need the Wider Approach of Intermediality.
Á Peth? – Acta Universitatis Sapientiae, Film and Media Studies, 2018 – degruyter.com
… How far is our whole post- postmodern life a fact of intermediality if it has become a mixture of different layers of media caused aspects of (virtual) reality … 1936. L’oeuvre d’art à l’époque de sa reproduction mécanisée [The Work of Art in the Age of Mechanical Reproduction] …
Developing a Platform for Community-curated Mixed Reality Play Spaces
JA Fisher, L Shangguan, JS Crisp – … of the 2018 Annual Symposium on …, 2018 – dl.acm.org
… Transactions of the Institute of British Geographers, 38, 3 (2013), 464-479. 8 Najib Razak Augmented Reality. PMxAR. Avantari Technologies Private Limited, Malaysia, 2017 … 13 Walter Benjamin. The Work of Art in the Age of Mechanical Reproduction. Illuminations (1935) …
Digitisation Of The National Collection: Challenges And Opportunities
S Lee – About the Culture Academy Singapore – mccy.gov.sg
… digitisation for HCC. There is much opportunity to be seized for being plugged into the new mode of information consumption and entertainment, such as augmented reality. We have to be on it and be ready. Conclusion Digitisation …
Aura: a holographic brainwave interface
O Gingrich, E Emets, A Renaud – … on Electronic Visualisation and the Arts, 2018 – dl.acm.org
… 5. Benjamin, W. (2008) The Work of Art in the Age of Mechanical Reproduction … International collaborative performance with Stelarc, the virtual reality ensemble Avatar Orchestra Metaverse, Pauline Oliveros, Martin Parker and saxophonist Franziska Schroeder; Holographic live …
Posthuman Imagination: From Modernity to Augmented Reality
G Wellner – Journal of Posthuman Studies, 2018 – JSTOR
… Posthuman ImagInatIon: From modernIty to augmented realIty Galit Wellner, tel aviv University, nB school of DesiGn … Contemporary imagination, which I term posthuman imagination, functions in layers presented over the real, similarly to augmented reality technologies …
Technologised consumer culture: The Adorno–Benjamin debate and the reverse side of politicisation
B Kurylo – Journal of Consumer Culture, 2018 – journals.sagepub.com
This article reanimates the Adorno–Benjamin debate to investigate the potential of contemporary technologised consumer culture to become a space for bottom-up p…
Realizing the Past: Charting a Course for Sustainable Instruction and Engagement with Archival Materials Using Augmented and Virtual Reality Technologies
A Pellerin, X Mi, A Valk – 2018 – jitp.commons.gc.cuny.edu
… Incorporating these records into a virtual reality environment would allow current aerospace engineers to peel back the … Benjamin’s theory regarding mass reproductions of original art works in his 1935 essay The Work of Art in the Age of Mechanical Reproduction is relevant …
Digital Invasions Within Cultural Heritage: Social Media and Crowdsourcing
F Callegati – Smart Objects and Technologies for Social Good …, 2018 – books.google.com
… Cultural Heritage 103 this theme was written by Benjamin, in his famous work ‘The Work of Art in the Age of Mechanical Reproduction’in [3 … reconstructions of three dimensional digital model, visualizations of active/passive anaglyph, immersive augmented reality, synchrony or …
Virtual Theater, Virtual Spectatorship: On Jonathan Ball’s Clockfire
JH Muse – Theater, 2018 – read.dukeupress.edu
… Mixed reality performances — which can also be considered a form of transmedia theater — use headsets, projection, or other techniques to superimpose … 15. Walter Benjamin, “The Work of Art in the Age of Mechanical Reproduction,” in Illuminations, ed. Hannah Arendt, trans …
Sandbox of Memory
P Wadhwa – 2018 – escholarship.org
… Sandbox of Memory attempts to provide an experiential sojourn and personal agency and fits into the genre of virtual reality narrative storytelling although the bulky and 19Walter Benjamin, The Work of Art in the Age of Mechanical Reproduction., 2005. Page 27. 18 …
Digital Life on Instagram: New Social Communication of Photography
E Serafinelli – 2018 – emeraldinsight.com
… Benjamin, W. (2008). The work of art in the age of mechanical reproduction. London: Penguin. Bentham, J. (1995). The panopticon writings … Turkle, S. (1994). Constructions and reconstructions of self in virtual reality: Playing in the MUDs. Mind Culture and Activity, 1, 158À167 …
Tourism to a realm of memory: the case of a Thai royal craft
R King, W Kongpradit – Journal of Tourism and Cultural Change, 2018 – Taylor & Francis
Skip to Main Content …
The Age of Lovecraft
A Enns – 2018 – MIT Press
Page 1. focus is on the United Kingdom, it is not exclusively so, as the videogames medium is a truly global one, albeit with centers of influence. The relationship between video- games and technology is a running theme throughout …
Gamble-Play as Second Life: The Case of PKR
C Albarrán-Torres – Digital Gambling, 2018 – taylorfrancis.com
… This exchange is what sets real-money online gambling apart from most spectacles con- structed through augmented or virtual reality representations: it involves the winning and losing of goods that are also valuable in real life …
A Collective Consciousness Model in a Post-Media Society
S Mayo – Enhancing Art, Culture, and Design With Technological …, 2018 – igi-global.com
Page 1. Copyright © 2018, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. Chapter 2 25 DOI: 10.4018/978-1-5225-5023-5.ch002 ABSTRACT During the twentieth …
Against Expertise: The Current Case for Breadth over Depth
J Malkowski – Cinema Journal, 2018 – muse.jhu.edu
… just media texts—have come into popular use during that period, including mobile apps, social media, streaming video, animated GIFs, and contemporary virtual reality platforms … 8. Walter Benjamin, “The Work of Art in the Age of Mechanical Reproduction,” in Illuminations, trans …
Digital heritage objects, authorship, ownership and engagement
S Jeffrey – 2018 – repository.cam.ac.uk
… 112 Visitor’s experience: ‘A wonderful deception!’ 118 Conclusions 120 Chapter 10 Pitoti Prometheus, virtual reality 360: Valcamonica rock art between naturalism and alienation 123 Frederick Baker Digital vs virtual 123 Naturalism – recording rock art 125 …
The Girls That Never End: The Infinite Seduction of Tomie and Ring
R Dumas – The Monstrous-Feminine in Contemporary Japanese …, 2018 – Springer
… This episode reflects Walter Benjamin’s contention, expressed in his well-known essay “The Work of Art in the Age of Mechanical Reproduction,” that “self-alienation … of novels and short story collections that take on technologies ranging from the iconic videotape to virtual reality …
Decoder 2017: Cutting Up the Reality Studio
M Catlett, GL Crane… – … Symposium on Arts …, 2018 – digitalcommons.conncoll.edu
… and cost-efficient aims of Big Tent. Scientific virtual reality (VR) systems are one such example, perhaps best exemplified by NASA’s HIVE environment,[5, 6], a portable VR display system. Yet the HIVE focuses on solving different …
Seasons change, so do we: heterogeneous temporalities, algorithmic frames and subjective time in geomedia
P Abend – Time for mapping, 2018 – oapen.org
… Mediality and time The assumption that new media introduce specific spatio-temporal frames for our perception of time draws on a line of thought pointing back at least to Walter Benjamin’s (1969) famous essay,’The work of art in the age of mechanical reproduction’ …
The Cyborgian Limit? Opening Sequences as Cultural Analyses
C Goh – Kome, 2018 – komejournal.com
… It can be described as a “passing” from virtual reality to actual reality, a passing, which … Walter Benjamin’s “The Work of Art in the Age of Mechanical Reproduction” espouses technological advancements because these provided changed conditions to reproduction, revolutionarily …
Institutional Critique to Hospitality: Bio Art Practice Now; Ciencia Abierta: Singularidad e Irrupción en Las Fronteras de la Práctica Artística/Open Science: Singularity …
CN Terranova – 2018 – MIT Press
Page 1. focus is on the United Kingdom, it is not exclusively so, as the videogames medium is a truly global one, albeit with centers of influence. The relationship between video- games and technology is a running theme throughout …
Between Film, Video, and the Digital: Hybrid Moving Images in the Post-Media Age
W Luers – 2018 – MIT Press
Page 1. focus is on the United Kingdom, it is not exclusively so, as the videogames medium is a truly global one, albeit with centers of influence. The relationship between video- games and technology is a running theme throughout …
Toward an Ethics of Interactive Storytelling at Dark Tourism Sites in Virtual Reality
JA Fisher, S Schoemann – International Conference on Interactive Digital …, 2018 – Springer
… Dow, S., Lee, J., Oezbek, C., MacIntyre, B., Bolter, J., Gandy, M.: Exploring spatial narratives and mixed reality experiences in Oakland Cemetery. In: Valencia (2005)Google Scholar. 32. Benjamin, W.: The Work of Art in the Age of Mechanical Reproduction …
The permeable screen: Soviet cinema and the fantasy of no limits
A Eakin Moss – Screen, 2018 – academic.oup.com
… Wearing virtual reality goggles, we can walk through a refugee camp with a young Syrian girl or we can set … 18 The verdict that Benjamin mistakenly reserved for Futurism and Fascist film, but not Communist art, in ‘The work of art in the age of mechanical reproduction’ – that they …
Screen Ecologies: Art, Media, and the Environment in the Asia-Pacific Region
M Leggett – 2018 – MIT Press
Page 1. focus is on the United Kingdom, it is not exclusively so, as the videogames medium is a truly global one, albeit with centers of influence. The relationship between video- games and technology is a running theme throughout …
Black mirrors and zombies: the antinomy of distance in participatory spectatorship of smart phones
L Raubenheimer – Image & Text: a Journal for Design, 2018 – journals.co.za
… phones really act like zombies? The release of the augmented reality game Pokémon … Niantic. 2016. The home screen for the Pokémon Go augmented reality game (Pokémon Go White Screen of Death 2016). FIGUrE No 5 Page 16 …
Political Apptivism: Constructing Israeli-Palestinian Political Experience Through App Use
O Golan, N Tirosh – International Journal of Communication, 2018 – ijoc.org
… Furthermore, while augmented reality is not a necessary feature of political apps, our application of Benjamin’s ideas demonstrate how its overt (or covert) inclusion in app design can offer a rich toolkit for conveying political … The work of art in the age of mechanical reproduction …
Caring about the Past, Present, and Future in William Gibson’s Pattern Recognition and Guerrilla Games’ Horizon: Zero Dawn
J Tobeck, D Jellerson – Arts, 2018 – mdpi.com
… construction might, for instance, recall us to elements of Walter Benjamin’s 1936 essay, “The Work of Art in the Age of Mechanical Reproduction,” in which … Pattern Recognition, Gibson updates this exploration through the concept of “locative art,” or “augmented reality.” By giving …
The Apparently Marginal Activities of Marcel Duchamp
G Costantini – 2018 – MIT Press
Page 1. focus is on the United Kingdom, it is not exclusively so, as the videogames medium is a truly global one, albeit with centers of influence. The relationship between video- games and technology is a running theme throughout …
The Interface: IBM and the Transformation of Corporate Design, 1945–1976
M Mosher – 2018 – MIT Press
Page 1. focus is on the United Kingdom, it is not exclusively so, as the videogames medium is a truly global one, albeit with centers of influence. The relationship between video- games and technology is a running theme throughout …
The City as a Museum: Reshaping the Urban Interiors of Stockholm
T Kanakopoulos, M Pannone – 2018 – diva-portal.org
… vocabulary. An application based on augmented reality has been created to work in tandem with this publication by displaying the complete references belonging to the collage on different layers suspended over the artwork …
Screens as human and non-human artefacts: Expanding the McLuhans’ tetrad
NC Grodsky, JM Hildebrand… – Explorations in Media …, 2018 – ingentaconnect.com
… on its last legs. In virtual reality (VR), the screen disappears into the vision of the subject where ‘we can say that the two spaces, the real, physical space and the virtual simu- lated space, coincide. The virtual space, previously …
“Susan Piedmont-Palladino provides wonderful insight into the various types and functions of drawings. This valuable book is both practical and inspirational and …
C Preservation – content.taylorfrancis.com
Page 1. Page 2. “Susan Piedmont-Palladino provides wonderful insight into the various types and functions of drawings. This valuable book is both practical and inspirational and should be read by architects as well as students …
Ten theses on the reality of video-chat: A phenomenological account
C Ferencz-Flatz – Communications – degruyter.com
AbstractThe following paper addresses the experience of reality in video-calls. To this extent, it first draws from Edmund Husserl’s phenomenological reflections that connect the question of reality with that of interaction and that of intersubjective communication. These reflections …
Memory in Motion: Archives, Technology and the Social
J Baetens – 2018 – MIT Press
Page 1. focus is on the United Kingdom, it is not exclusively so, as the videogames medium is a truly global one, albeit with centers of influence. The relationship between video- games and technology is a running theme throughout …
A Defense of Simulated Experience
A Elder – content.taylorfrancis.com
… Reprinted by permission of SAGE Publications. Reprinted by Permission of Springer Customer Service Centre GmbH: Springer Nature Philosophy and Technology “Against Brain-in- a-Vatism: On the Value of Virtual Reality,” by Jon Cogburn and Mark Silcox, Copyright © 2014 …
Ethical Considerations for AR Experiences at Dark Tourism Sites
JA Fisher, JD Bolter – academia.edu
… [10] W. Benjamin, “The Work of Art in the Age of Mechanical Reproduction,” in Illuminations, HA ., Ed., New York,, Schocken, 1936 … 29, no. 4, p. 1175– 1178, 2002. [13] S. Snibe, “Scott Snibbe Of Sona Research Discusses A Distinct Form Of Augmented Reality Focused On …
Abstraction and mass culture: Chaplin’s reception and the international language of film
O Levin – Early Popular Visual Culture, 2018 – Taylor & Francis
Page 1. Early PoPular Visual CulturE, 2018 https://doi.org/10.1080/17460654.2018.1443827 Abstraction and mass culture: Chaplin’s reception and the international language of film Ori Levin steve tisch school of Film and television, tel-aviv university, tel aviv, israel …
2 Multimodality, Style, and the Aesthetic
A Burn, G Kress – Multimodality and Aesthetics, 2018 – books.google.com
… Now, in the age of new media, its styles lend to and borrow from videogames, television advertising, and virtual reality, while its aesthetic judgements are newly conducted by the display and commentariat of YouTube, by … The work of art in the age of mechanical reproduction …
Making Trouble: Surrealism and the Human Sciences
J Baetens – 2018 – MIT Press
Page 1. focus is on the United Kingdom, it is not exclusively so, as the videogames medium is a truly global one, albeit with centers of influence. The relationship between video- games and technology is a running theme throughout …
Playback: A Genealogy of 1980s British Videogames
J Sweeting – 2018 – MIT Press
Page 1. focus is on the United Kingdom, it is not exclusively so, as the videogames medium is a truly global one, albeit with centers of influence. The relationship between video- games and technology is a running theme throughout …
Representation versus Reproduction, Recording versus Interpretation
F Galeazzi, F Baker, E Champion… – Current …, 2018 – journals.uchicago.edu
… Canina’s interpretation of the ancient Roman road was first re-created and reinterpreted in 3-D. It was then visualized in an immersive virtual reality system together with other visual interpretations of the same heritage: the 2-D Canina representation, the 3-D immersive …
moving painting: for Kunmanara and Kwementyaye
L Stefanoff – Visual Anthropology Review, 2018 – Wiley Online Library
… centers are intro- ducing artists to digital media storytelling and distribu- tion possibilities. Animation, social media, games, and virtual reality are within their grasp. Art aura, first imag- ined and examined in an age of mechanical …
A Glitch in the System: Religion as an Agent for Change in Science Fiction
P Cornelius – … Undergraduate Journal of Research and Creative …, 2018 – orb.binghamton.edu
… However, when capitalism produces innovation, the technology is used for nostalgia or, at best, a distancing from the world, which we see in the virtual reality room where Len’s mother spends … (1968). The Work of Art in the Age of Mechanical Reproduction. Illuminations …
Break-Ups and the Limits of Encoding Love
B Hogan – A Networked Self and Love, 2018 – taylorfrancis.com
… In White Christmas, we observe a world where the eyes serve as a sort of augmented reality, but the user does not have dominion. People can literally “block” each other … Benjamin, W. (1967). The work of art in the age of mechanical reproduction. In Illumina- tions (pp …
The Ethics of Communication Devices
A Fabris – Ethics of Information and Communication Technologies, 2018 – Springer
… reality”. Instead, they belong to a “virtual” dimension. The tendency to extend, which I have just mentioned, still does, in this case, also talk of “reality”, specifically of “virtual reality”. I will focus on this topic in the next chapter. Here …
“Life’s Redemption”: Photography and the Sacred, Part 2
PD Osborne – Photography and the Contemporary Cultural …, 2018 – taylorfrancis.com
… archive, etc. An even light illuminates everything with unnatural brilliance, but casts no shadows, as if the three-dimensional forms have neither volume nor substance. The spaces seem airless, like those of Virtual Reality. There is …
Abort, Retry, Pass, Fail
S Gouglas, M Ilovan, S Lucky, S Russell – JSTOR
… markup.72 At the University of Alberta we have developed an alternative–augmented reality gaming platform … Edmund Jephcott (Stanford: Stanford University Press, 2002), 94–136; and Walter Benjamin, The Work of Art in the Age of Mechanical Reproduction, 1936, transcribed …
The Cultural Industries Turn in Cultural Policy
D Beauregard – Cultural Policy and Industries of Identity, 2018 – Springer
… Los Angeles: University of California Press.Google Scholar. Benjamin, W. (1936 [2008]). The Work of Art in the Age of Mechanical Reproduction (JA Underwood, Trans.). Toronto: Penguin Books.Google Scholar. Bernstein, JM (1991). Introduction …
Across & Beyond: A Transmediale Reader on Post-Digital Practices, Concepts, and Institutions
G Galati – 2018 – MIT Press
Page 1. focus is on the United Kingdom, it is not exclusively so, as the videogames medium is a truly global one, albeit with centers of influence. The relationship between video- games and technology is a running theme throughout …
Modern Enchantments: Media, Fandom and Distraction Amongst Diaspora Turkish Football Supporters
J McManus – Ethnos, 2018 – Taylor & Francis
… Like fans of fantasy fiction, television shows or music groups, football fans are trained to ‘perceive one’s subjective existence as resulting from the dynamic interaction of material realities and contingent stories, a “mixed reality” combining the virtual and the real’ (Saler 2012: 19) …
Online Film Production in China Using Blockchain and Smart Contracts: The Development of Collaborative Platforms for Emerging Creative Talents
P Poujol – 2018 – books.google.com
… Technology includes computer games, electronic toys, scenery fabrication, theatrical property, costume, lighting, sound, video, music, show control, animation, animatronics, interactive environments, computer simulation, visual effects, augmented reality, and virtual reality …
Collecting and Conserving Net Art
A Dekker – content.taylorfrancis.com
Page 1. Page 2. Collecting and Conserving Net Art Collecting and Conserving Net Art explores the qualities and characteristics of net art and its influence on conservation practices. By addressing and answering some of the …
Why Architects Matter: Evidencing and Communicating the Value of Architects
F Samuel – 2018 – taylorfrancis.com
… Hawkins\Brown. 218 14.5 A lecture at the University of Reading on using photogrammetry to capture existing buildings and create virtual models in immersive virtual reality. Photo Dragana Nikolic/ University of Reading. 221 15.1 AHMM Practice Organogram (2017) …
Liminal Forms
K Iskandarsjah – 2018 – openresearch.ocadu.ca
… reality. 7 Page 14. His virtual-reality short film Blueberry Pie Under the Martian Sky (figure 2) … Anishinaabe people used to travel to Earth. Figure 2. Scott Benesiinaabandan, Blueberry Pie Under the Martian Sky (2016), virtual-reality, screenshot. 8 Page 15 …
Introduction: Ethnography for a data-saturated world
H Knox, D Nafus – Ethnography for a data-saturated world, 2018 – manchesterhive.com
… Miller 1998). As a partial sto- ryteller that strips away much of the richness of social interaction in order to render things amenable to mathematics, numbers are thus seen to form their own virtual reality (Miller 2002). Boellstorff …
Exploring theming dimensions in a tourism context
JK Åstrøm – European Journal of Tourism Research, 2018 – books.google.com
Page 7. Exploring theming dimensions in a tourism context Jonas Karlsen Åstrøm 1* Received: 07/07/2017 Accepted: 18/04/2018 1 PhD student at Centre for Innovation in Services Inland Norway University of Applied Sciences …
Digitization, Innovation, and Participation: Digital Conviviality of the Google Cultural Institute
L Stone – 2018 – search.proquest.com
Page 1. DISSERTATION DIGITIZATION, INNOVATION, AND PARTICIPATION: DIGITAL CONVIVIALITY OF THE GOOGLE CULTURAL INSTITUTE Submitted by Leah Stone Department of Journalism and Media Communication In partial fulfillment of the requirements …
The Focal Press Companion to the Constructed Image in Contemporary Photography
M Shindelman, AL Massoni – 2018 – books.google.com
Page 1. { |ne Focal Press Companion to – Consuced nose in Contempoº Fºooººooºy Edited by – – A Focal Press Book Page 2. THE FOCAL PRESS COMPANION TO THE CONSTRUCTED IMAGE IN CONTEMPORARY PHOTOGRAPHY …
Unspoken: Urban Narratives between Past and Future
A Taranu – 2018 – diva-portal.org
… depend on gravity. This suburb is filled with data that is set in motion by sensor networks, wi-fi, video surveillance, tangible interfaces, wearable computers, augmented reality, context aware computing, or intelligent buildings. In this environment, Manovich (2006) …
Observations of interaction between artwork and audiences as shared experience through individual memory perspective
J Long – 2018 – eprints.hud.ac.uk
… recent and contemporary works. As the project begun with research into the aura of artworks, Walter Benjamin (1935) The Work of Art in the Age of Mechanical Reproduction and (1928) … Benjamin (1935) The Work of Art in the Age of Mechanical Reproduction and (1928) The …
Stimulating Reflection when Using Artworks from the Collection
S Stigter – 2018 – pure.uva.nl
Page 1. UvA-DARE is a service provided by the library of the University of Amsterdam (http://dare.uva.nl) UvA-DARE (Digital Academic Repository) Stimulating Reflection when Using Artworks from the Collection Stigter, S. Link to publication …
Participation in design and changing practices of museum development
D Stuedahl – The Routledge Handbook of Museums, Media and …, 2018 – books.google.com
Page 345. III. 4 Participation in design and changing practices of museum development Dagny Stuedahl An important discussion in the field of museum studies is about how museums may shape new dialogues with audiences …
Beyond Scenography
R Hann – 2018 – taylorfrancis.com
Page 1. Page 2. Beyond Scenography Focused on the Anglophone adoption from the 1960s onwards, Beyond Scenography explores the porous state of contemporary theatre-making to argue a critical distinction between scenography …
Crises of Site: Non-Specificity in the Theater
JK Ball – 2018 – search.proquest.com
… performance creates new possibilities for aesthetic and spectatorial experiences. Media technologies like virtual reality systems, interactive gaming interfaces, and live Tweeting … Media technologies like virtual reality systems, interactive gaming interfaces, and live Tweeting …
Transhuman Artists and Their Art in William Gibson’s Sprawl Trilogy
T Letteney – 2018 – dash.harvard.edu
… marketed to by multinational corporations. In our current corporate society, Simstim would be the product of a marriage between Facebook, Virtual Reality, and Reality TV. It is Case’s shunning of this corporate tampering. his repurposing of his Ono-Sendai cyberspace deck, and …
Performance, Transparency, and the Cultures of Surveillance
JM Harding – 2018 – books.google.com
Aesthetic informational systems: towards an onthology of cumputer-generated aesthetic artfacts
R Hernández Ramírez – 2018 – repositorio.ul.pt
Page 1. UNIVERSIDADE DE LISBOA FACULDADE DE BELAS-ARTES AESTHETIC INFORMATIONAL SYSTEMS Towards an ontology of computer-generated aesthetic artefacts Rodrigo Hernández Ramírez Orientadores: Prof. Doutor Victor Manuel Guerra dos Reis Prof …
Psychoanalytic Perspectives on Virtual Intimacy and Communication in Film
A Sabbadini, I Kogan, P Golinelli – 2018 – books.google.com
… those happening in physical space. Any denial of such differences and attempts to reproduce the classic analytic setting in the kind of virtual reality where distant sessions occur are doomed to failure. On the other hand, the …
Delusions, echoes, and machines: human subjectivity and social media
SP Sokol – 2018 – sfsu-dspace.calstate.edu
Page 1. DELUSIONS, ECHOES, AND MACHINES: HUMAN SUBJECTIVITY AND SOCIAL MEDIA A Thesis submitted to the faculty of ({ $> San Francisco State University “J>(g In partial fulfillment of totS the requirements for the Degree Master of Arts In English: Literature by …
The Political Aesthetics of ISIS and Italian Futurism
T Botz-Bornstein – 2018 – books.google.com
Page 1. THE Pºlitical AESTHETICS OF ISIS AND ITALIAN FUTURISM THURSTEN BOIZ-BURNSIE – — – ?º Page 2. The Political Aesthetics of ISIS and Italian Futurism Page 3. Page 4. The Political Aesthetics of ISIS and Italian …
Authenticity in digital surrogates. Workflow development for generating an authentic digital surrogate for heritage conservation
K Markovic – 2018 – aut.researchgateway.ac.nz
… The research develops and demonstrates an effective workflow using a multi-method approach with LIDAR laser scanning and photogrammetry. The workflow includes optimisation for online and Virtual Reality (VR) use … VR – virtual reality. Page 14. 1 …
The Medium Is the Message: Digital Aesthetics and Publicity Interests in Interactive Entertainment Media
MK Park – U. Colo. L. Rev., 2018 – HeinOnline
… These recent court decisions have inadequately explained the disparate application of legal principles, raising serious free speech concerns for expressive activities with other emerging interactive media platforms such as virtual reality …
The Chameleon Effect: Architecture’s Role in Film
D Froehlich – 2018 – books.google.com
… The exploration of the temporal, the “fourth dimension” of architecture can be significantly advanced by employing film, video and virtual reality in the … The Work of Art in The Age of Mechanical Reproduction [Das Kunstwerk im Zeitalter seiner technischen Reproduzierbarkeit] …
Digitization of the World: A Phenomenology of Digitization
TC Adolphs – 2018 – digitalcommons.mtu.edu
… Jane McGonigal’s Reality Is Broken, encouraging us to invest ourselves; no, immerse ourselves in virtual reality and digital games. Reality, the world, is … such areas as gaming, augmented reality, virtual reality, artificial intelligence …
The Monstrous-Feminine in Contemporary Japanese Popular Culture
R Dumas – 2018 – Springer
Page 1. EAST ASIAN POPULAR CULTURE RAECHEL DUMAS The Monstrous-Feminine in Contemporary Japanese Popular Culture Page 2. Series Editors Yasue Kuwahara Department of Communication Northern Kentucky University Highland Heights, KY, USA …
Cultural Policy and Industries of Identity: Québec, Scotland, & Catalonia
D Beauregard – 2018 – books.google.com
Page 1. Cultural Policy and Industries of Identity Québec, Scotland, & Catalonia Devin Beauregard Page 2. Cultural Policy and Industries of Identity Page 3. Devin Beauregard Cultural Policy and Industries of Identity Québec, Scotland, & Catalonia Page 4 …
Electronic Music Hardware and Open Design Methodologies for Post-Optimal Objects
E Teboul – Making Things and Drawing Boundaries: Experiments …, 2018 – books.google.com
Page 265. Chapter 19 Electronic Music Hardware and Open Design Methodologies for Post- Optimal Objects Ezra Teboul This chapter develops a brief historical and theoretical overview of hardware hacking within the context …
Consuming Identities: Visual Culture in Nineteenth-century San Francisco
ADF Lippert – 2018 – books.google.com
… 29 2. “Ten Times Better Than a Letter”: Gold Rush Photography 83 3. “Base Falsehoods” and the Genuine Article: The Visual Economy of San Francisco 136 4. From the Cradle to the Grave: Visualizing the Life Cycle 182 5. Visual Desire: Love, Lust, and Virtual Reality 225 6 …
Routledge Studies in European Communication Research and Education
AC Sampler – crcpress.com
Page 1. www.routledge.com/media ROUTLEDGE . TAYLOR & FRANCIS Routledge Studies in European Communication Research and Education A Chapter Sampler Page 2. Contents www.routledge.com/media 1. Introduction …
From Mass Culture to Personalization
L Weinberg – 2018 – escholarship.org
Page 1. UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title From Mass Culture to Personalization Permalink https://escholarship.org/uc/item/81r877xs Author Weinberg, Lindsay Publication Date 2018-01-01 Peer reviewed|Thesis/dissertation …
Techn?/Technology
A van den Oever – core.ac.uk
Page 1. University of Groningen Techn?/Technology van den Oever, Annie IMPORTANT NOTE: You are advised to consult the publisher’s version (publisher’s PDF) if you wish to cite from it. Please check the document version below …
2.5 D Printing: Bridging the Gap Between 2D and 3D Applications
C Parraman, MVO Segovia – 2018 – books.google.com
Page 1. WILEY-IS&T SERIES IN |MAGING SCIENCE AND TECHNOLOGY W IL E Y 2.5D PRINTING Bridging the Gap Between 2D and 3D Applications Page 2. Table of Contents Cover Dedication About the Authors Series Editor’s …
Contemporary Fictions of Attention: Reading and Distraction in the Twenty-first Century
A Bennett – 2018 – books.google.com
Page 1. Alice Bennett Contemporary Fictions of Attention Reading and Distraction in the Twenty-First Century BLOOMSBURY Page 2. Contemporary Fictions of Attention Page 3. Also published by Bloomsbury: Forgetting, Francis …
Love and the Postmodern Predicament: Rediscovering the Real in Beauty, Goodness, and Truth
DC Schindler – 2018 – books.google.com
… gateways to the real. The ideal, perhaps aimed at asymptotically, is “virtual reality,” having the sensation without any contact with the real at all, and so without genuine involvement or responsibility for implications. We mediate our …
Ethnography for a Data-saturated World
H Knox, D Nafus – 2018 – books.google.com
… Miller 1998). As a partial storyteller that strips away much of the richness of social interaction in order to render things amenable to mathematics, numbers are thus seen to form their own virtual reality (Miller 2002). Boellstorff …