The barriers between TV, movies, music, videogames and the Internet are crumbling.
Audiences are fetting new creative options. Here is what entertainment could become if the technological and legal hurdles can be cleared ...
Moreover, it was observed that:
Additionally, the authors of the introduction to the theme issue
speculate that
democracy
However, given the aesthetic ignorance of the average individual
making video movies, it seems doubtful that this will
hold true for entertainment in general.
evolution of digital entertainment from Gloria Davenport in SA 2000 experience is fundamental to human life
The Ramesh Jain, Digital Experience, CACM 44.3, pp.38-40
McLuhan (1976) -- the medium is the message
..., the medium was the message when only one medium could be used to communicate messages.
Now, the Internet allows the synthesis and rendering of information and experiences using whatever is the most appropriate media to convey the message
(In other words)
The message is just the message, and the medium is just the medium.
presentation technology
powered by phantasy
Vivian Sobschack, 1996, quoted from
On reflection,
our (electronic) world of today might be more horrendous than
the world depicted in Neuromancer.
In effect,
television, video cassettes, video tape-recorder/players, video games, and personal computers all form an
encompassing electronic system whose various forms interface to constitute an alternative and absolute world
that uniquely incorporates the spectator/user in a spatially decentered, weakly temporalized and
quasi-disembodied state.
All these gadgets make us dizzy,
stoned with information and fried by electro-magnetic radiation.
However, the reality of everyday computer use is (fortunately?)
less exciting than the images in Neuromancer suggest.
User interfaces are usually tiresome and not at all appealing.
So except for the fanatic, the average user does easily get bored.
Would this change when virtual reality techniques are applied
pervasively?
What is virtual reality?
virtual reality
virtual reality (is) when and where the computer disappears and you become the
In other words, virtual reality is a technology that
provokes immersion, sensuous immersion, supported by
rich media and powerful 3D graphics.
In our age of information, we may wonder how all that
information should be presented.
Rephrasing the question, we may ask
what are the limits of the digital experience, or more importantly, what should be the norm: 3D virtual
environments, plain text, or some form of XP?
draft version 1 (16/5/2003)
digital experience
According to Ramesh Jam, internet-based multimedia
communication differs from earlier communication technology
in that it somehow frees the message from the medium.
Reflecting on Marshall McLuhan phrase -- the medium is the message --
he observes that:
Clearly, from a technological perspective there seems
to be no limit, except those imposed by our own phantasy.
research directions -- the face of cyberspace
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readme
preface
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appendix
checklist
powerpoint
resources
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