Results for 'immersive installations'

282 found
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  1.  73
    Immersive Urban Narratives: Public Urban Exhibit and Mapping Socio-Environmental Justice.Asma Mehan & Sina Mostafavi - 2023 - European Journal of Creative Practices in Cities and Landscapes 6 (2):117–138.
    This research project and exhibit, delves into the complex relationship between public exhibition, urban spaces, and socio-political norms in shaping urban thresholds within the two American and European metropolitan cities of Houston and Amsterdam. This study also investigates the transformative power of new media and emerging technologies in the production, circulation, and consumption of design, offering fresh perspectives on the influence of these technologies on urban design studies and digitally augmented physical spaces. By merging interdisciplinary research areas, including Design Computation (...)
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  2. Turning queries into questions: For a plurality of perspectives in the age of AI and other frameworks with limited (mind)sets.Claudia Westermann & Tanu Gupta - 2023 - Technoetic Arts 21 (1):3-13.
    The editorial introduces issue 21.1 of Technoetic Arts via a critical reflection on the artificial intelligence hype (AI hype) that emerged in 2022. Tracing the history of the critique of Large Language Models, the editorial underscores that there are substantial ethical challenges related to bias in the training data, copyright issues, as well as ecological challenges which the technology industry has consistently downplayed over the years. -/- The editorial highlights the distinction between the current AI technology’s reliance on extensive pre-existing (...)
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  3. Interactive art as reflective experience: Imagineers and ultra-technologists as interaction designers.Marianna Charitonidou - 2020 - Visual Resources 36 (4):382-396.
    The article investigates how the use of extended reality technologies and interactive digital interfaces have affected the design of exhibition spaces. Its main objective is to shed light on how these technologies have influenced the ways in which immersive art installations are conceived and experienced. Particular emphasis is placed on the impact of interactive technologies on how visitors experience exhibition spaces. The article examines an ensemble of immersive art cases, paying special attention to the distinction between immersion (...)
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  4. FabriCity-XR: A Phygital Lattice Structure Mapping Spatial Justice – Integrated Design to AR-Enabled Assembly Workflow.Sina Mostafavi, Asma Mehan, Cole Howell, Edgar Montejano & Jessica Stuckemeyer - 2024 - In Germane Barnes & Blair Satterfield (eds.), 112th ACSA Annual Meeting Proceedings, Disruptors on the Edge. Vancouver, Canada: ACSA Press. pp. 180-187.
    The research discussed in this paper centers around the convergence of extended reality (XR) platforms, computational design, digital fabrication, and critical urban study practices. Its aim is to cultivate interdisciplinary and multiscalar approaches within these domains. The research endeavor represents a collaborative effort between two primary disciplines: critical urban studies, which prioritize socio-environmental justice, and integrated digital design to production, which emphasize the realization of volumetric or voxel-based structural systems. Moreover, the exploration encompasses augmented reality to assess its utilization in (...)
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  5. Emerging technologies in urban design pedagogy: augmented reality applications.Asma Mehan & Sina Mostafavi - 2024 - Architectural Intelligence 3 (1):1-14.
    In the contemporary era of urban design, the advent of big data and digital technologies has ushered in innovative approaches to exploring urban spaces. This study focuses on the application of Augmented Reality (AR) and Extended Reality (XR) technologies in the metropolitan areas of Houston and Amsterdam. These technologies create immersive 'Phygital Installations' that blend physical and digital elements, effectively capturing people's perceptions and enhancing urban design proposals. By fostering human-centered planning, AR and XR technologies make urban design (...)
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  6. Imaginative immersion, regulation, and doxastic mediation.Alon Chasid - 2021 - Synthese 199 (3-4): 1-43.
    This paper puts forward an account of imaginative immersion. Elaborating on Kendall Walton’s thesis that imagining aims at the fictional truth, it first argues that imaginings are inherently rule- or norm-governed: they are ‘regulated’ by that which is presented as fictionally true. It then shows that an imaginer can follow the rule or norm mandating her to imagine the propositions presented as fictional truths either by acquiring explicit beliefs about how the rule (norm) is to be followed, or directly, without (...)
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  7. Immersion is Attention / Becoming Immersed.Shen-yi Liao - manuscript
    Children sometimes lose themselves in make-believe games. Actors sometimes lose themselves in their roles. Readers sometimes lose themselves in their books. From people's introspective self-reports and phenomenological experiences, these immersive experiences appear to differ from ordinary experiences of simply playing a game, simply acting out a role, and simply reading a book. What explains the difference? My answer: attention. -/- [Unpublishable 2007-2017. This paper was referenced in Liao and Doggett (2014).].
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  8. Immersing oneself into one’s past: Subjective presence can be part of the experience of episodic remembering.Denis Perrin & Michael Barkasi - 2024 - Philosophy and the Mind Sciences 5.
    A common view about the phenomenology of episodic remembering has it that when we remember a perceptual experience, we can relive or re-experience many of its features, but not its characteristic presence. In this paper, we challenge this common view. We first say that presence in perception divides into temporal and locative presence, with locative having two sides, an objective and a subjective one. While we agree with the common view that temporal and objective locative presence cannot be relived in (...)
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  9. On Experiencing Installation Art.Elisa Caldarola - 2020 - Journal of Aesthetics and Art Criticism 78 (3):339-343.
    This paper contrasts the experience of works of installation art with sculptural and architectural experience and argues that installation art is an interactive art form.
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  10. Spatial justice through immersive art: an interdisciplinary approach.Asma Mehan & Sina Mostafavi - 2024 - In C. Gray, E. Ciliotta Chehade, P. Hekkert, L. Forlano, P. Ciuccarelli & P. Lloyd (eds.), DRS2024: Boston. Boston, USA: DRS2024: Boston. pp. 1-15.
    This paper explores spatial justice in urban environments through immersive art and design, focusing on Amsterdam and Houston. It presents a case study from the Venice Biennale 2023, showcasing art's potential in fostering inclusive urban spaces. The study delves into the socio-political complexities of urban areas, highlighting often-ignored liminal spaces and their tensions and possibilities. Immersive art emerges as a transformative medium, capable of challenging and reshaping perceptions of space, and addressing systemic socio-economic disparities. Adopting a transdisciplinary approach, (...)
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  11. Immersive Sonic Elements from Greek and Roman Ritual through Contemporary Christian Worship: A Closer Walk with Thee.Jeff Hawley - manuscript
    As the lyrics to the traditional nineteenth century gospel hymn state, one of the goals of many magical and religious practices is to experience ‘a closer walk with Thee,’ coming into the presence of the holy in both figurative and arguably literal terms. One of the many ways to improve this likelihood of achieving the deep and immersive presence of the holy—described by the scholar of comparative religion Rudolf Otto as the “gentle tide, [the] pervading [of] the mind with (...)
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  12. Immersive ideals / critical distances : study of the affinity between artistic ideologies in virtual Reality and previous immersive idioms.Joseph Nechvatal (ed.) - 2010 - Berlin: LAP Lambert Academic Publishing AG & Co KG.
    My research into Virtual Reality technology and its central property of immersion has indicated that immersion in Virtual Reality (VR) electronic systems is a significant key to the understanding of contemporary culture as well as considerable aspects of previous culture as detected in the histories of philosophy and the visual arts. The fundamental change in aesthetic perception engendered by immersion, a perception which is connected to the ideal of total-immersion in virtual space, identifies certain shifts in ontology which are relevant (...)
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  13. Immersion Into Noise.Joseph Nechvatal (ed.) - 2011 - Open Humanities Press in conjunction with the University of Michigan Library's Scholarly Publishing Office.
    The noise factor is the ratio of signal to noise of an input signal to that of the output signal. Noise can block or interfere with the meaning of a message in both human and electronic communication. But in Information Theory, noise is still considered to be information. By refining the definition of noise as that which addresses us outside of our preferred comfort zone, Joseph Nechvatal's Immersion Into Noise investigates multiple aspects of cultural noise by applying the audio understanding (...)
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  14. “Improvisation and Installation Art”.Elisa Caldarola - 2021 - In Alessandro Bertinetto & Marcello Ruta (eds.), The Routledge Handbook of Philosophy and Improvisation in the Arts. Routledge.
    This chapter illustrates through the analysis of some examples how philosophical research can illuminate the improvisational aspects of installation art. There is little philosophical research on improvisation in the visual arts. Similarly, there is little philosophical research on installation art – in section 2, I mention some key claims that have been put forward. Not surprisingly, then, philosophers have not yet focussed – at least to my knowledge – on improvisation in installation art. The issue, though, is timely. Not only (...)
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  15. Justice: A Role-Immersion Game for Teaching Political Philosophy.Noel Martin, Matthew Draper & Andy Lamey - 2020 - Teaching Philosophy 43 (3):281-308.
    We created Justice: The Game, an educational, role-immersion game designed to be used in philosophy courses. We seek to describe Justice in sufficent detail so that it is understandable to readers not already familiar with role-immersion pedagogy. We hope some instructors will be sufficiently interested in using the game. In addition to describing the game we also evaluate it, thereby highlighting the pedagogical potential of role-immersion games designed to teach political philosophy. We analyze the game by drawing on our observations (...)
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  16. Belief and Desire in Imagination and Immersion.Susanna Schellenberg - 2013 - Journal of Philosophy 110 (9):497-517.
    I argue that any account of imagination should satisfy the following three desiderata. First, imaginations induce actions only in conjunction with beliefs about the environment of the imagining subject. Second, there is a continuum between imaginations and beliefs. Recognizing this continuum is crucial to explain the phenomenon of imaginative immersion. Third, the mental states that relate to imaginations in the way that desires relate to beliefs are a special kind of desire, namely desires to make true in fiction. These desires (...)
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  17. Daydreaming as spontaneous immersive imagination: A phenomenological analysis.Emily Lawson & Evan Thompson - 2024 - Philosophy and the Mind Sciences 5 (1):1-34.
    Research on the specific features of daydreaming compared with mind-wandering and night dreaming is a neglected topic in the philosophy of mind and the cognitive neuroscience of spontaneous thought. The extant research either conflates daydreaming with mind-wandering (whether understood as task-unrelated thought, unguided attention, or disunified thought), characterizes daydreaming as opposed to mind-wandering (Dorsch, 2015), or takes daydreaming to encompass any and all “imagined events” (Newby-Clark & Thavendran, 2018). These dueling definitions obstruct future research on spontaneous thought, and are insufficiently (...)
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  18. INTERTWINED IMMERSION: THE DEVELOPMENT OF CHINESE BUDDHIST MASTER COSTUMES AS AN EXAMPLE.Fung Kei Cheng - 2020 - Religious Studies: An International Journal 8 (1):23-44.
    Cultural pluralism and diversity give rise to debates on conflicts and inclusiveness. Scholars largely investigate how people manage their culture of origin within their host culture, and how the host culture helps them adapt to the changes they experience within their new environment. However, both cultures can merge peacefully and the involved cultures can flourish as a result. The evolvement of jiasha, the attire of Chinese Buddhist masters, illustrates intertwined immersion, in which traditional Chinese (domestic) and Buddhist (imported) cultures show (...)
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  19. Non-Perceptual Representational Immersion in Video Games: A Response to David Chalmers' 'Reality+'.James Cartlidge - 2024 - Philosophy and Technology 37 (85):1-27.
    This article criticises David Chalmers’ ‘Reality+’ by interrogating its distinction of virtual reality (VR) from 2D, non-VR video games, a distinction made on the grounds that VR is immersive and these types of video games are not because immersion is a distinct characteristic of 3D perceptually represented VR. Building on the Balcerak Jacksons’ account of ‘representational immersion’, which they acknowledge has ‘perceptual’ and ‘non-perceptual’ elements, I develop an account of ‘non-perceptual representational immersion’ and use it to critique Chalmers’ treatment (...)
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  20. Consuming Fictions Part III: Immersion, Emotion, and the Paradox of Fiction.Peter Langland-Hassan - 2020 - In Explaining Imagination. Oxford: Oxford University Press. pp. 234-261.
    The chapter considers the “paradox of fiction,” understood as the claim that it is in some sense irrational or inappropriate to respond emotionally to mere fictions. Several theorists have held that special features of imagination, or other “arational” mental reflexes, play a role in its resolution. I argue, to the contrary, that imagination need not enter into the solution, and that the paradox can be resolved in a way that shows our responses to fictions to be reasonable and warranted, even (...)
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  21. Remodel[l]ing Reality. Wittgenstein's übersichtliche Darstellung & the phenomenon of Installation in visual art.Tine Wilde - 2008 - Dissertation, University of Amsterdam
    Remodel[l]ing Reality is an inquiry into Wittgenstein's notion of übersichtliche Darstellung and the phenomenon of installation in visual art. In a sense, both provide a perspicuous overview of a particular part of our complex world, but the nature of the overview differs. Although both generate knowledge, philosophy via the übersichtliche Darstellung gives us a view of how things stand for us, while the installation shows an unexpected, exiting point of view. The obvious we tend to forget and the ambiguity of (...)
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  22. Teaching Philosophy through a Role-Immersion Game.Kathryn E. Joyce, Andy Lamey & Noel Martin - 2018 - Teaching Philosophy 41 (2):175-98.
    A growing body of research suggests that students achieve learning outcomes at higher rates when instructors use active-learning methods rather than standard modes of instruction. To investigate how one such method might be used to teach philosophy, we observed two classes that employed Reacting to the Past, an educational role-immersion game. We chose to investigate Reacting because role-immersion games are considered a particularly effective active-learning strategy. Professors who have used Reacting to teach history, interdisciplinary humanities, and political theory agree that (...)
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  23. The Potential of AI to Simulate Real-Time Historical What-If Scenarios for Immersive Educational Experiences.Mezbah Uddin Rafi - 2024 - SSRN 1 (13 September 2024):16.
    This paper examines the innovative application of Artificial Intelligence (AI) to simulate real-time historical what-if scenarios, exploring its potential for creating immersive and engaging educational experiences. AI-driven simulations could revolutionize the way history is taught, allowing users to engage directly with alternative historical outcomes. By exploring possible scenarios—such as different outcomes for major events like World War II or the Cuban Missile Crisis—students and educators can gain deeper insights into historical processes. This paper discusses the methodologies behind AI-driven historical (...)
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  24. Allegories of Immersion.Filippo Fimiani - 2023 - An-Icon: Studies in Environmental Images 1 (2):14.
    Fish Night, an episode of LOVE DEATH + ROBOTS (S01E12, 2019) based on a 1982 short story by Joe R. Lansdale, can be interpreted as an allegory of the impossibility of immersive experience: if real, it is deadly, because the images are no longer such or ghosts but living beings present in a shared environmental habitat, acting with but also against the subject, in turn no longer a spectator. Comparing the story and film, and ancient ekphrastic literature, I discuss, (...)
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  25.  55
    BMF CP84: Gender, age, income, immersiveness, and space tourism intention.A. I. S. D. L. Team - 2024 - Sm3D Portal.
    The current study is conducted to examine the following research questions: 1) How are gender, age, and income associated with trying space tourism? 2) How are gender, age, and income associated with the intention to try space tourism when conditional on the level of immersiveness in information on social media?
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  26.  97
    Connecting College Town Communities through Immersive Technology and Direct Interaction of Students and Local.Sadaf Alikhani, Seyed Alireza Seyedi & Asma Mehan - 2024 - In Outreach & Engagement Texas Tech University (ed.), The 6th Annual Engaged Scholarship Symposium, Texas Tech University. Lubbock, Texas, USA: Texas Tech University. pp. 4-5.
    College towns contain mixtures of students and locals, tied to the intitution’s urban life. Due to students’ health, community engagement must be prioritized in these towns. However, technology is often blamed for distancing people. A paradoxical use of it, specifically immersive technology, a youth favorite, can be the solution by focusing on the technological narratives of the institute-related materials to improve community cohesion. This strategy shaped connections between students and locals and among past, present, and future. In this presentation, (...)
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  27. Philosophy for Living: Exploring Diversity and Immersive Assignments in a PWOL Approach.Sharon Mason & Benjamin Rider - 2021 - American Association of Philosophy Teachers Studies in Pedagogy 6:104-122.
    In this article, we reflect on our experiences teaching a PWOL course called Philosophy for Living. The course uses modules focused on different historical philosophical ways of life (Epicureanism, Stoicism, Confucianism, Existentialism, etc.) to engage students in exploring how philosophy can be a way of life and how its methods, virtues, and ideas can improve their own lives. We describe and compare our experiences with two central aspects of our approach: engagement with diversity and the use of immersive experiences (...)
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  28.  45
    BMF CP82: Space tourism, information trustworthiness, usefulness, and immersiveness.A. I. S. D. L. Team - 2024 - Sm3D Portal.
    The current study is conducted to examine the following research questions: 1) How are information trustworthiness, usefulness, and immersiveness associated with the general intention to try space tourism? 2) Does the uncertainty of information (proxied by information trustworthiness) moderate the associations between information usefulness, immersiveness, and the general intention to try space tourism?
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  29. Instrumental or Immersed Experience: Pleasure, Pain and Object Perception in Locke.Lisa Shapiro - 2010 - In Charles T. Wolfe & Ofer Gal (eds.), The Body as Object and Instrument of Knowledge: Embodied Empiricism in Early Modern Science. Springer. pp. 265--285.
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  30. Nie ganz bei den Sachen. Zur Phänomenologie der Immersion.Tom Poljanšek - 2022 - In Oliver Ruf & Lars C. Grabbe (eds.), Technik-Ästhetik. Zur Theorie techno-ästhetischer Realität. Bielefeld: Transcript. pp. 183-202.
    Menschen sind häufig nicht ganz bei der Sache. Oft finden wir sie abwesend, nicht ganz da, sich in Tagträume verlierend, in Gedanken schon bei der nächsten Sache; finden sie irgendwie nicht ganz hinein in die Situationen, mit denen sie sich gerade konfrontiert finden. Der Beitrag entwickelt die These, dass die Rede von der "Immersivität" von Erfahrung nicht erst bei technologisch oder ästhetisch mediierten Erlebnissen des Versetztseins in künstliche oder virtuelle "Welten" und Umgebungen am Platz, gewöhnliche menschliche Erfahrung vielmehr ganz grundsätzlich (...)
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  31. Preferred identity as phoenix epiphanies for people immersed in their illness experiences. A qualitative study on autobiographies.Natascia Bobbo - 2021 - ENCYCLOPAIDEIA 25 (59):43-55.
    The illness immersion condition prevents patients from enjoying everything worth living life for. In any case, according to Frank, this condition could represent one of the most insightful experiences towards understanding the meaning of life. Using the metaphor of phoenix taken from May, Frank identified four kinds of embodiments through which the phoenix can reveal itself in a patient after an illness immersion experience: the phoenix that could ever be and the phoenix that might have been; the recurrent and cumulative (...)
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  32. Chaos Theory: A Quick Immersion.Robert Bischop - 2023 - New York: Tibidabo Publishing.
    Since the 1980s chaos has been the subject of great interest both in scientific research and in public consciousness. Chaos as played roles in books and movies such as Jurassic Park and Bellwether and has been the subject of numerous popularizations. But what is chaos—better characterized as chaotic dynamics—really? How much of an impact does it have on everyday life? This book explores these questions and more, introducing you to the basics of chaos as mathematicians and scientists study it and (...)
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  33.  30
    VOLUME-IMAGE: The Future as Memory in Thierry Kuntzel's Video Installation.Anaïs Nony - 2019 - Intermediality: History and Theory of the Arts, Literature and Technologies 33:1-22.
    Video-objects are often discussed in terms of their ability to reflect upon the speed of our narcissistic culture, but less acknowledged is video’s agency to perform electronic events outside of human experience. This article engages in scholarship interested in the space of video operations where lived and imagined, real and virtual phenomena are experienced at the threshold of perception. Bringing into this conversation a discussion of The Waves (2003), an interactive installation by video pioneer and media critic Thierry Kuntzel, the (...)
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  34.  70
    The Role of Sound in the Immersive Experience.Volha Saroka - 2023 - Avant: Trends in Interdisciplinary Studies 3.
    To create an immersive experience, it is not important to have a plethora of stimuli for different sensors, but to have their coherence, or in other words, multisensory integration. This coherence becomes the necessary basis for immersing oneself in a story, a game, a movie, or any other experience. Sound plays a key role in creating such an experience, both by accompanying the action and emphasizing the narrative flow, and as an independent actor that takes a central role and (...)
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  35. Reading trouble? On a rejected alternative to Kathleen Stock’s immersion-in-a-fiction explanation.Terence Rajivan Edward - manuscript
    This paper responds to Kathleen Stock’s attempt to explain a puzzling fact, at least from her standpoint: widespread assertions that some people who are biologically male are women and some people who are biologically female are men. She regards these assertions as made while immersed in a fiction. Stock rejects an alternative explanation – that a lot of these people have read Judith Butler or 1970s feminism. Clarifying that explanation reveals it to be not so easy to dismiss.
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  36. "Hegelian Buddhist Hypertextual Media Inhabitation, or, Criticism in the Age of Electronic Immersion".David Kolb - 2002 - Bucknell Review 46 (2):90--108.
    What can it mean to criticize when you are inside the work itself? In a immersive electronic or digital environment critic is not distanced on a platform based on firm principles. Yet criticism self-awareness and commentary remain possible. This essay examines various techniques for dealing with immersive environments critically.
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  37. Confusions about Race: A New Installment.Neven Sesardic - 2013 - Studies in History and Philosophy of Science Part C: Studies in History and Philosophy of Biological and Biomedical Sciences 44 (3):287-293.
    In his criticism of my paper on the concept of race (Sesardic, 2010), Adam Hochman raises many issues that deserve further clarification. First, I will comment on Hochman’s claim that I attack a straw man version of racial constructionism. Second, I will try to correct what I see as a distorted historical picture of the debate between racial naturalists and racial constructionists. Third, I will point out the main weaknesses in Hochman’s own defense of constructionism about race. And fourth, I (...)
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  38. I, avatar: Towards an extended theory of selfhood in immersive VR (4th edition).Anda Zahiu - 2019 - Információs Társadalom: Társadalomtudományi Folyóirat 19 (4):7-28.
    In this paper, I argue that virtual manifestations of selfhood in VR environments have a transformative effect on the users, which in turn has spillover effects in the physical world. I will argue in favor of extending our notion of personal identity as to include VR avatars as negotiable bodies that constitute a genuine part of who we are. Recent research in VR shows that users can experience the Proteus Effect and other lasting psychological changes after being immersed in VR. (...)
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  39. Otávio Bueno* and Steven French.**Applying Mathematics: Immersion, Inference, Interpretation. [REVIEW]Anthony F. Peressini - 2020 - Philosophia Mathematica 28 (1):116-127.
    Otávio Bueno* * and Steven French.** ** Applying Mathematics: Immersion, Inference, Interpretation. Oxford University Press, 2018. ISBN: 978-0-19-881504-4 978-0-19-185286-2. doi:10.1093/oso/9780198815044. 001.0001. Pp. xvii + 257.
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  40. BMF CP67: Anthropocentrism, virtual world behaviors, and game-playing immersiveness.A. I. S. D. L. Team - 2024 - Sm3D Portal.
    “Are humans in a toxic, abusive relationship with nature? Love is strange.” -/- —In “Glands of Love”; Meandering Sobriety.
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  41. Lichte Nacht der Iris. Zur Installation des Wiener Künstlers Ingo Nussbaumer im neueröffneten Deutschen Romantik-Museum.Olaf L. Müller - 2022 - Neue Zeitung Für Einsiedler. Magazin der Internationalen Arnim-Gesellschaft 16:260-269.
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  42. Suspending the Habit Body through Immersive Resonance:Hesitation and Constitutive Duet in Jen Reimer and Max Stein’s Site-Specific Improvisation.Rachel Elliott - 2018 - Critical Studies in Improvisation/ Études Critiques En Improvisation 12 (2):1 - 11.
    There is increasing appreciation for the role that location plays in the experience of a musical event. This paper seeks to understand this role in terms of our habitual relationships to place, asking whether and how being musical somewhere can expand and transform our habituated comportment there, and with what consequences. This inquiry is anchored in a series of site-specific improvised performances by Jen Reimer and Max Stein, and the theory and practice of the late experimental music pioneer Pauline Oliveros. (...)
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  43. BMF CP66: Exceptionalism, virtual world behaviors, and game-playing immersiveness.A. I. S. D. L. Team - 2024 - Sm3D Portal.
    “[…] To alleviate the boredom, after catching a fish, Kingfisher would press all three buttons before swallowing the fish. Pressing the buttons has gradually become somewhat of a new technological ritual.” -/- —In “Innovation”; The Kingfisher Story Collection.
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  44. The Imagination Box.Shen-yi Liao & Tyler Doggett - 2014 - Journal of Philosophy 111 (5):259-275.
    Imaginative immersion refers to a phenomenon in which one loses oneself in make-believe. Susanna Schellenberg says that the best explanation of imaginative immersion involves a radical revision to cognitive architecture. Instead of there being an attitude of belief and a distinct attitude of imagination, there should only be one attitude that represents a continuum between belief and imagination. -/- We argue otherwise. Although imaginative immersion is a crucial data point for theorizing about the imagination, positing a continuum between belief and (...)
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  45. Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology.Michael Madary & Thomas Metzinger - 2016 - Frontiers in Robotics and AI 3:1-23.
    The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section “Plasticity in the Human Mind,” we cover some of the main results suggesting that (...)
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  46. Adorno on Mimetic Rationality: Three Puzzles.Noppen Pierre-Francois - 2017 - Adorno Studies 1 (1):79-100.
    In this paper, I examine Adorno’s controversial claim that human rationality is inherently mimetic. To do so, I break this claim down into three puzzles (the natural historical puzzle, the metaphysical puzzle, and the epistemic puzzle) and consider each in turn. The first puzzle originates in Adorno’s assertion that in the course of human history the mimetic moment of human thought “is melted together with the rational moment”. So whereas, on his narrative, mimesis has become an intrinsic component of human (...)
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  47. Bill Viola’s 'Nantes Triptych': Unearthing the sources of its condensed temporality.Carlos Vara Sánchez - 2014 - Aniki: Portuguese Journal of the Moving Image 2 (1):35-48.
    In this text we intend to analyze Bill Viola’s video installation Nantes Triptych (1992) as an example of the richness which lies in the liminal spaces between arts. We defend the thesis that the utilization of the traditional pictorial structure of the triptych in this particular work, along with the powerful audiovisual material, renders a kairological event available to the viewer. This temporal experience makes possible an existential experience when in front of this video installation. To discuss this assumption we (...)
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  48.  99
    (1 other version)DRS2024: Boston.C. Gray, E. Ciliotta Chehade, P. Hekkert, L. Forlano, P. Ciuccarelli & P. Lloyd (eds.) - 2024 - Boston, USA: Design Research Society.
    This paper explores spatial justice in urban environments through immersive art and design, focusing on Amsterdam and Houston. It presents a case study from the Venice Biennale 2023, showcasing art's potential in fostering inclusive urban spaces. The study delves into the socio-political complexities of urban areas, highlighting often-ignored liminal spaces and their tensions and possibilities. Immersive art emerges as a transformative medium, capable of challenging and reshaping perceptions of space, and addressing systemic socio-economic disparities. Adopting a transdisciplinary approach, (...)
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  49. Immigration subsaharienne et espace: représentation et stratégies de production (Cas de la région de Beni Mellal-Khénifra).Brahim Elarabi - 2022 - Journal Index of Exploratory Studies 2 (4): 298-317.
    La représentation de la région de Beni Mellal-Khénifra, par les deux groupes des migrants subsahariens qui y sont visibles, participe au processus de la production de leurs espaces vécus et à la différenciation des stratégies de cette production. Les migrants mancheurs produisent ces espaces à partir de leur conception de la région comme une nouvelle étape imprévue dans leurs parcours migratoires en adoptant une stratégie basée sur la déambulation et la mobilité. Tandis que le groupe des migrants commerçants recourent à (...)
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  50. History of Computer Art, Second Edition.Thomas Dreher - 2020 - Morrisville, USA: Lulu Press.
    The development of the use of computers and software in art from the Fifties to the present is explained. As general aspects of the history of computer art an interface model and three dominant modes to use computational processes (generative, modular, hypertextual) are presented. The "History of Computer Art" features examples of early developments in media like cybernetic sculptures, computer graphics and animation (including music videos and demos), video and computer games, reactive installations, virtual reality, evolutionary art and net (...)
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