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The Design of Virtual Reality

Body and Society 1 (3-4):65-77 (1995)

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  1. The Corporeal Body in Virtual Reality.Craig D. Murray & Judith Sixsmith - 1999 - Ethos: Journal of the Society for Psychological Anthropology 27 (3):315-343.
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  • Embodying Metaverse as artificial life: At the intersection of media and 4E cognition theories.Ivana Uspenski & Jelena Guga - 2022 - Filozofija I Društvo 33 (2):326-345.
    In the last decades of the 20th century we have seen media theories and cognitive sciences grow, mature and reach their pinnacles by analysing, each from their own disciplinary perspective, two of the same core phenomena: that of media as the environment, transmitter and creator of stimuli, and that of embodied human mind as the stimuli receiver, interpreter, experiencer, and also how both are affected by each other. Even though treating a range of very similar problems and coming to similar (...)
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  • Reality, Fiction, and Make-Believe in Kendall Walton.Emanuele Arielli - 2021 - In Krešimir Purgar (ed.), The Palgrave Handbook of Image Studies. Palgrave-Macmillan. pp. 363-377.
    Images share a common feature with all phenomena of imagination, since they make us aware of what is not present or what is fictional and not existent at all. From this perspective, the philosophical approach of Kendall Lewis Walton—born in 1939 and active since the 1960s at the University of Michigan—is perhaps one of the most notable contributions to image theory. Walton is an authoritative figure within the tradition of analytical aesthetics. His contributions have had a considerable influence on a (...)
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  • Social Policy for Cyborgs.Tony Fitzpatrick - 1999 - Body and Society 5 (1):93-116.
    Although the body has become of increasing importance throughout the social sciences, it has been neglected by the discipline of social policy. The aim of this article is to rectify that neglect. It argues that the connections which some have begun to make between social welfare and the body can be strengthened by reference to the figure of the cyborg. The article develops a model that can be used to explain the cyborgization of social identity. This process of cyborgization is (...)
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  • Identity, otherness and the virtual double.Catherine Bouko & Natasha Slater - 2011 - Technoetic Arts 9 (1):17-30.
    Interactive media arts offer us new approaches to the role of theatrical representation. Nowadays, digital technology allows us to explore self-representation in systems that cross over between installation art, theatre and performance. By confronting the subject with his or her own image, these devices question the mechanisms of identification and denegation. Both the theatrical creations and the interactive forms that are examined here invite the spectator to explore the relationship between identification and denegation. All the artistic productions that are studied (...)
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