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Whole world within reach: Google Earth VR 整个世界触手可及:谷歌地球VR
IF 1.4 4区 社会学 0 ART Pub Date : 2020-04-01 DOI: 10.1177/1470412920909990
Brooke Belisle
Google Earth VR (GEVR), released in 2017, claims to put the whole world within reach using virtual reality (VR). Relying on sensors that track a user’s position and gestures in actual space, GEVR suggests that users can experience its virtual Earth in the same way that they experience the real one: as a world they actively embody rather than a representation they examine from the outside. While GEVR conjures a dematerialized world, it also interrogates how what counts as a material world may always be suspended between embodied, technical, and aesthetic mediations. If ‘the whole world’ – which exceeds individual perception – can only be conceived through aesthetic logics, what do the particular aesthetics of GEVR tell us about the way our world is imaged and imagined today? What are the implications of the way it stages ‘worlding’ as a provisional, dimensional coordination? What does the disorienting experience it offers suggest about contemporary entanglements of perception and representation, body and world, the individual here-and-now and a global everywhere-at-once?
谷歌Earth VR (GEVR)于2017年发布,声称使用虚拟现实(VR)将整个世界置于触手可及的范围内。GEVR依靠传感器来跟踪用户在实际空间中的位置和手势,用户可以以体验真实地球的方式来体验虚拟地球:作为一个他们积极体现的世界,而不是他们从外部观察的表象。虽然GEVR创造了一个非物质化的世界,但它也质疑了物质世界是如何在具体的、技术的和审美的中介之间悬浮的。如果超越个人感知的“整个世界”只能通过美学逻辑来构想,那么GEVR的特殊美学告诉我们,我们今天的世界是如何被想象和想象的?它把“世界化”作为一种临时的、维度的协调的方式意味着什么?它所提供的这种迷失方向的体验,对于当代感知与表征、身体与世界、此时此地的个人与当下无处不在的全球的纠缠,暗示了什么?
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引用次数: 2
Review: Brian Massumi, Architectures of the Unforeseen: Essays on the Occurrent Arts 评论:Brian Massumi,《不可预见的建筑:当代艺术随笔》
IF 1.4 4区 社会学 0 ART Pub Date : 2020-04-01 DOI: 10.1177/1470412920904642
Sean Anderson
Perhaps it is best to dispense with a few necessary admissions. Selfimplicating, yes; a desire for the reader to temper their expectations, maybe. ‘Why is he writing this?’, you might ask (see one response below) deploying a concatenation of language(s) that are both inside and outside at the same time. Indeed. So much has yet to be written on the enmeshment of interiorities to be formulated within architecture. Yet within this call and response to an elegant densification of meanings in and around a collection of essays, of perambulations among spaces close and proscriptive, virtual and haptic, we find one who started thinking about this volume from the back to the front, a kind of delinquent recto–verso that has since become one intriguing mode by which to regard Brian Massumi’s challenging collection of essays, Architectures of the Unforeseen.
也许最好省去一些必要的录取。自私,是的;也许是希望读者能缓和自己的期望他为什么要写这个,您可能会要求(参见下面的一个响应)同时部署内部和外部语言的串联。的确关于建筑内部的相互关系,还有很多东西要写。然而,在这一呼吁和回应中,我们发现有人开始从后面到前面思考这本书,这是对一本散文集及其周围意义的优雅密集,对封闭和禁止、虚拟和触觉空间之间的探索,从那以后,布莱恩·马苏米(Brian Massumi)富有挑战性的散文集《不可预见的建筑》(Architectures of the Unpreseen)就成了一种有趣的模式。
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引用次数: 1
Feeling good about feeling bad: virtuous virtual reality and the automation of racial empathy 对糟糕的感觉感觉良好:良性的虚拟现实和种族同理心的自动化
IF 1.4 4区 社会学 0 ART Pub Date : 2020-04-01 DOI: 10.1177/1470412920906259
Lisa Nakamura
Virtual reality (VR)’s newly virtuous identity as the ‘ultimate empathy machine’ arrives during an overtly xenophobic, racist, misogynist, and Islamophobic moment in the US and abroad. Its rise also overlaps with the digital industries’ attempts to defend themselves against increasingly vocal critique. VR’s new identity as an anti-racist and anti-sexist technology that engineers the right kind of feeling has emerged to counter and manage the image of the digital industries as unfeeling and rapacious. In this article, the author engages with VR titles created by white and European producers that represent the lives of black and Middle Eastern women and girls in Lebanon, Nairobi, and Paris. She argues that the invasion of personal and private space that documentary VR titles ‘for good’ create is a spurious or ‘toxic empathy’ that enables white viewers to feel that they have experienced authentic empathy for these others, and this digitally mediated compassion is problematically represented in multiple media texts as itself a form of political activism.
虚拟现实(VR)作为“终极移情机器”的新美德身份出现在美国和国外公开排外、种族主义、厌女症和伊斯兰恐惧症的时刻。它的崛起也与数字产业试图保护自己免受越来越多的批评相重合。虚拟现实的新身份是一种反种族主义和反性别歧视的技术,它设计了一种正确的感觉,以对抗和管理数字产业无情和贪婪的形象。在本文中,作者参与了白人和欧洲制作人创作的VR游戏,这些游戏代表了黎巴嫩,内罗毕和巴黎的黑人和中东妇女和女孩的生活。她认为,纪录片VR标题“永远”创造的对个人和私人空间的侵犯是一种虚假的或“有毒的同理心”,它使白人观众觉得他们对这些人有过真正的同理心,而这种数字媒介的同情在多种媒体文本中作为一种政治激进主义的形式表现出来,这是有问题的。
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引用次数: 49
Guest Editors’ Introduction: Virtual reality: immersion and empathy 客座编辑介绍:虚拟现实:沉浸感和同理心
IF 1.4 4区 社会学 0 ART Pub Date : 2020-04-01 DOI: 10.1177/1470412920906258
Brooke Belisle, Paul Roquet
Many of us are ‘over’ virtual reality (VR), even if it has yet to happen in the way we imagine it. Always about to arrive, VR has exhausted any sane sense of anticipation. To sustain itself, the enthusiasm that it sparks about what could be over the next technological horizon sometimes rebounds, instead, toward the past to rediscover historical precursors. Witness, for example, the unlikely resuscitation of the Viewmaster in 2015, using a smartphone as a very expensive, moving-image stereoscope.1 As popular interest waxes and wanes, VR seems to have always been around and to be always emerging, but never to have completely arrived.
我们中的许多人都对虚拟现实(VR)“着迷”了,即使它还没有以我们想象的方式发生。VR总是即将到来,但它已经耗尽了所有理智的期待。为了维持自身,它所激发的对未来技术前景的热情有时会反弹到过去,重新发现历史的先驱者。例如,2015年Viewmaster(可视大师)出人意料地复活了,它将智能手机用作非常昂贵的移动图像立体镜随着大众兴趣的兴衰,虚拟现实似乎一直存在,也一直在兴起,但从未完全到来。
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引用次数: 5
Empathy and nausea: virtual reality and Jordan Wolfson’s Real Violence 同情与恶心:虚拟现实与乔丹·沃尔夫森的真实暴力
IF 1.4 4区 社会学 0 ART Pub Date : 2020-04-01 DOI: 10.1177/1470412920906261
G. Bollmer, K. Guinness
Jordan Wolfson’s Real Violence (2017) is a brief virtual reality (VR) piece that depicts the artist beating a man to death with a baseball bat. Wolfson uses the haptic possibilities of VR to rapidly induce nausea in the viewer, an act that both relies on empathetic aspects of VR simulation – ‘empathy’ here linked with its history in German aesthetic psychology as Einfühlung – and is a confrontational distancing that questions the politics of ‘empathetic’ immersion. Real Violence demonstrates how contemporary judgments of VR and empathy repeat debates from the late 19th and early 20th centuries, reinventing and emptying particular political/aesthetic strategies that have long characterized a strain of modernist art that uses the formal possibilities (and limits) of media in order to critique the very same possibilities (and limits). This article, through its discussion of Wolfson’s work, seeks to identify and inhabit the complex contradictions present in any discussion of empathy, transgressive confrontation, and the social function of art and VR today. It examines the limitations of immersion and emotional projection, along with the limitations of interpreting this work (and VR in general) as a means for enacting ‘progressive’ social and ideological change through the immersive, empathetic capacities of media. The article concludes by arguing that judgments of Real Violence (and the politics of ‘transgressive’ art more broadly) require assuming the will or intent of an artist who uses confrontation and transgression to ‘correct’ the experience of the viewer, which is something that cannot be assumed for either Wolfson or Real Violence, and rather his work is exemplary of emptying out the possibilities represented by both VR and critical aesthetic intervention.
乔丹·沃尔夫森的《真实的暴力》(2017年)是一件虚拟现实(VR)的短篇作品,描绘了他用棒球棒殴打一名男子致死的场景。沃尔夫森利用VR的触觉能力迅速引起观众的恶心,这种行为既依赖于VR模拟的移情方面——“移情”在这里与德国美学心理学中的历史einfhlung联系在一起——也是一种对抗性的距离,质疑“移情”沉浸的政治。《真实暴力》展示了当代对虚拟现实和移情的判断是如何重复19世纪末和20世纪初的辩论的,重塑和清空了长期以来以现代主义艺术为特征的特定政治/美学策略,这些策略利用媒体的形式可能性(和局限性)来批判同样的可能性(和局限性)。这篇文章,通过对沃尔夫森作品的讨论,试图识别和解决当今关于移情、越界对抗以及艺术和VR的社会功能的任何讨论中存在的复杂矛盾。它考察了沉浸和情感投射的局限性,以及将这项工作(以及一般的VR)解释为通过沉浸式媒体的移情能力来实现“进步”社会和意识形态变化的手段的局限性。文章的结论是,对《真实暴力》(以及更广泛的“越界”艺术的政治)的判断需要假设艺术家的意志或意图,他使用对抗和越界来“纠正”观众的体验,这是Wolfson或《真实暴力》无法假设的,相反,他的作品是排除VR和批判性美学干预所代表的可能性的典范。
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引用次数: 8
Review: Elisabeth von Samsonow, Anti-Electra: The Radical Totem of the Girl 回顾:伊丽莎白·冯·萨姆斯诺,《反伊莱克特拉:女孩的激进图腾》
IF 1.4 4区 社会学 0 ART Pub Date : 2020-04-01 DOI: 10.1177/1470412920904654
L. McBride
Self-released on cassette and distributed through underground punk DIY networks in 1991, Bikini Kill’s Revolution Girl Style Now ignited the countercultural Riot Grrrl movement in the United States by giving voice to the anger and resentment felt by young, working-class, disenfranchised women in the late 1980s and early 1990s. The power of the movement was situated in the figure of the youthful girl positioned as the site of protest and revolution against patriarchal structures of oppression. It coalesced in the enunciation of ‘Girl Power’ – before its reductive appropriation by the Spice Girls – as a slogan and formulation of feminist identity. In the intervening decades, the figure of the girl and her accompanying ‘girlhood’ has become part of the symbolic order of feminist discourse. She operates at moments as a temporal disrupter of current states of being (Freeman, 2000), as a cynical figure through which to critique notions of empire, capitalism and gender (Tiqqun, 2012), or as a recapitulation toward heteronormative structures through the co-opting of ‘Girl Power’ in popular culture in the late 1990s (McRobbie, 2009). In the social sciences, the proliferation of ‘girlhood studies’ since the early 2000s emphasizes the psychological and social development of girls across varying cultural, religious and geographic backgrounds. The figure of the girl in these discourses becomes either a literalization of the lived experience of young women or an empty signifier to be used. Thus the ‘girl’ is never fully realized or theorized as more than a symbolic tool; or rather, as an empty vessel to be filled with meaning from the outside. She is always becoming something else, even within the social sciences, where the emphasis is on her growth or change. It is this notion of the girl as becoming-woman (via Gilles Deleuze and Félix Guattari) that opens Elisabeth von Samsonow’s discussions of the figure of the girl in Anti-Electra: The Radical Totem of the Girl as a fully theorized being, whose symbolic capital is not predicated on her ability to stand in as a signifier, but rather as a figure whose full realization is crystallized through the formulation of ‘Anti-Electra’ as an ‘outline of a future world’ through her relationship with the pre-Oedipal, the animal, and the technological (p. xvi).
1991年,比基尼杀手(Bikini Kill)的《Revolution Girl Style Now》以卡带形式发行,并通过地下朋克DIY网络发行。这首歌表达了20世纪80年代末和90年代初被剥夺公民权的年轻工薪阶层女性的愤怒和怨恨,点燃了美国反主流文化的Riot Grrrl运动。这场运动的力量体现在年轻女孩的形象上,她被定位为反抗父权压迫结构的抗议和革命场所。在辣妹组合(Spice Girls)将“女孩力量”(Girl Power)作为口号和女权主义身份的表述之前,这一口号与“女孩力量”(Girl Power)结合在一起。在其间的几十年里,女孩的形象和伴随而来的“少女时代”已经成为女权主义话语的象征秩序的一部分。她时而作为当下存在状态的暂时破坏者(Freeman, 2000),时而作为批判帝国、资本主义和性别概念的愤世嫉俗的人物(Tiqqun, 2012),时而通过在20世纪90年代末的流行文化中选择“女孩力量”(McRobbie, 2009),对异性恋规范结构进行重述。在社会科学领域,自21世纪初以来,“少女时代研究”的激增强调了不同文化、宗教和地理背景下女孩的心理和社会发展。在这些话语中,女孩的形象要么成为年轻女性生活经验的字面化,要么成为一个空洞的能指。因此,“女孩”从来没有被充分认识或理论化,只是作为一个象征性的工具;或者更确切地说,就像一个空的容器,需要从外部注入意义。即使在强调她的成长或变化的社会科学领域,她也总是在变成别的东西。正是这种女孩正在成为女人的观念(通过吉尔·德勒兹和fsamlix Guattari)开启了伊丽莎白·冯·萨姆索在《反伊勒克特拉》中对女孩形象的讨论:女孩的激进图腾作为一个完全理论化的存在,她的象征资本不是基于她作为一个能指的能力,而是作为一个人物,她的充分实现是通过“反伊莱克特拉”的构想,通过她与前俄狄浦斯、动物和技术的关系,作为“未来世界的轮廓”而具体化的(第16页)。
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引用次数: 0
Empathy for the game master: how virtual reality creates empathy for those seen to be creating VR 对游戏大师的同理心:虚拟现实如何为那些被视为创造VR的人创造同理心
IF 1.4 4区 社会学 0 ART Pub Date : 2020-04-01 DOI: 10.1177/1470412920906260
Paul Roquet
This article rethinks the notion of virtual reality (VR) as an ‘empathy machine’ by examining how VR directs emotional identification not toward the subjects of particular VR titles, but toward VR developers themselves. Tracing how both positive and negative empathy circulates around characters in one of the most influential VR fictions of the 2010s, the light novel series-turned-anime series Sword Art Online (2009–), as well as the real-life figure of Palmer Luckey, creator of the Oculus Rift headset that launched the most recent VR revival, the author shows how empathetic identification ultimately tends to target the VR game master, the head architect of the VR world. These figures often already inhabit a socially privileged position. A better understanding of how VR channels empathy towards VR creators points to the need to ensure a broader range of people have opportunities to take up the role of VR game master for themselves.
本文通过研究虚拟现实如何将情感识别导向虚拟现实开发者本身,而不是特定虚拟现实标题的主题,重新思考了虚拟现实作为“移情机器”的概念。追踪积极和消极的同理心是如何在2010年代最具影响力的VR小说之一,轻小说系列转变为动漫系列《剑术在线》(2009–)中的人物周围循环的,以及推出最新VR复兴的Oculus Rift耳机的创作者Palmer Luckey的真实形象,作者展示了移情识别最终是如何针对VR游戏大师,即VR世界的首席架构师的。这些人物往往已经处于社会特权地位。更好地理解VR如何向VR创作者传递同理心,就需要确保更广泛的人有机会扮演VR游戏大师的角色。
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引用次数: 4
Erratum 勘误
IF 1.4 4区 社会学 0 ART Pub Date : 2020-04-01 DOI: 10.1177/1470412920903578
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引用次数: 0
The aesthetics of reality media 现实媒体的美学
IF 1.4 4区 社会学 0 ART Pub Date : 2020-04-01 DOI: 10.1177/1470412920906264
M. Engberg, J. Bolter
In this article, the authors examine the aesthetics of immersion in two emerging media forms: 360° video and 3D VR. Their goal is to move beyond addressing technical affordances, to consider the techniques and choices that producers of 360° video and 3D VR are making to exploit these affordances, and what resulting effects those viewing experiences have. They discuss the tension between transparency and reflectivity in two contrasting examples, in particular: the Danish company Makropol’s Anthropia (2017) and Arora and Unseld’s The Day the World Changed (2018). The authors argue that technical affordances are part of a complex process of mediation that includes both experimentation with the technology at hand and a reliance on earlier media forms. It is critical, they argue, to understand the creative tension between established forms and new ones that underscore new aesthetic and narrative experiences in VR and 360° formats.
在本文中,作者研究了两种新兴媒体形式的沉浸美学:360°视频和3D VR。他们的目标是超越解决技术启示,考虑360°视频和3D VR制作者正在利用这些启示的技术和选择,以及这些观看体验所产生的影响。他们在两个对比鲜明的例子中讨论了透明度和反射率之间的紧张关系,特别是丹麦公司Makropol的Anthropia(2017)和Arora和Unseld的the Day the World Changed(2018)。作者认为,技术支持是一个复杂的中介过程的一部分,这个过程既包括对手头技术的实验,也包括对早期媒体形式的依赖。他们认为,理解现有形式和新形式之间的创造性张力是至关重要的,这些形式强调了VR和360°格式中的新美学和叙事体验。
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引用次数: 25
Developing the ‘best practices’ of virtual reality design: industry standards at the frontier of emerging media 开发虚拟现实设计的“最佳实践”:新兴媒体前沿的行业标准
IF 1.4 4区 社会学 0 ART Pub Date : 2020-04-01 DOI: 10.1177/1470412920906255
M. Larocco
In this article, the author analyzes the ways in which the practices of virtual reality design are being standardized, focusing specifically on the Oculus Best Practices Guide (OBPG). Instructional writings like the OBPG are fruitful documents from which theories of practice can be extracted and, for companies like Oculus, they serve as alternative mission statements, articulating what Oculus wants and needs the standards and practices of its nascent product-medium to be. The author argues that the OBPG serves to create standards and practices that emphasize and maintain virtual reality (VR) user immersion in order to mitigate the weaknesses in the technology and better conform with VR’s idealized, hypothetical presentation in fiction and marketing rhetoric. The Guide plays a key role in Oculus’s larger attempts to mitigate market risk through the standardization of content across its distribution platforms in order to shape an inchoate technological object into a stable and lucrative entertainment medium. More broadly, the OBPG serves as an example of the specific ways in which market forces act on the development of new media practices, turning ‘standards’ into ‘industry standards’.
在本文中,作者分析了虚拟现实设计实践标准化的方式,特别关注Oculus最佳实践指南(OBPG)。像OBPG这样的指导性文章是富有成效的文件,可以从中提取实践理论,对于像Oculus这样的公司来说,它们可以作为另一种使命宣言,阐明Oculus想要什么,需要什么,以及它的新兴产品媒体的标准和实践。作者认为,OBPG旨在创建强调和维护虚拟现实(VR)用户沉浸感的标准和实践,以减轻技术上的弱点,更好地符合VR在小说和营销修辞中的理想化、假设性呈现。Oculus试图通过在其分销平台上标准化内容来降低市场风险,从而将一个不成熟的技术对象塑造成一个稳定且有利可图的娱乐媒体,而《指南》在其中发挥了关键作用。更广泛地说,OBPG是市场力量作用于新媒体实践发展的具体方式的一个例子,将“标准”转变为“行业标准”。
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引用次数: 9
期刊
Journal of Visual Culture
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