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Exploring the Cultural Politics of Virtual Reality Technologies
Document information
Author | Nicola Green |
instructor | Rosemary Du Plessis |
School | University of Canterbury |
Major | Sociology |
Document type | thesis |
Year of publication | 1999 |
Place | Christchurch |
Language | English |
Number of pages | 463 |
Format | |
Size | 37.35 MB |
- Virtual Reality
- Cultural Politics
- Sociology
Summary
I. Introduction to Virtual Reality Technologies
The exploration of virtual reality technologies reveals their profound impact on cultural politics. This section introduces the concept of embodiment and subjectivity as shaped by these technologies. The thesis posits that virtual systems are not merely tools but are embedded within complex social and cultural networks. The research employs multi-sited ethnographic methods to analyze various contexts, including entertainment centers and digital spaces. The connections between these locations highlight the intricate relationships that define the cultural landscape of virtual reality. As the analysis unfolds, it becomes evident that understanding these connections is crucial for mapping a critical politics of virtual systems. The significance of this exploration lies in its potential to inform future research and policy-making in the realm of technology and culture.
II. Problematising the Virtual
This section delves into the political dilemmas and techno-cultural changes associated with virtual reality. The thesis critically examines the dichotomy of viewing virtual systems as either demonic technologies or transcendent cultural forms. It argues for a nuanced understanding that recognizes the complexities of these systems. By analyzing various case studies, the research highlights the importance of questioning existing narratives surrounding virtual reality. The findings suggest that a critical approach to these technologies can reveal the underlying power dynamics at play. This analysis is vital for scholars and practitioners seeking to navigate the evolving landscape of virtual reality and its implications for society.
III. Experiencing the Virtual
The experience of virtuality is explored through the lens of subjectivity and cultural narratives. This section discusses how individuals interact with virtual environments and the implications of these interactions for identity formation. The thesis emphasizes the role of cultural narratives in shaping perceptions of virtual reality. By examining various virtual experiences, the research uncovers the ways in which these technologies influence personal and collective identities. The findings underscore the significance of understanding the experiential aspects of virtual reality, as they contribute to broader discussions about culture and technology. This analysis is essential for those interested in the intersection of technology, culture, and identity.
IV. Consuming the Virtual
The consumption of virtual reality technologies is analyzed in terms of spectacles, disciplines, and the politics of pleasure. This section investigates how virtual environments are marketed and consumed, revealing the underlying economic and cultural forces at play. The thesis argues that the consumption of virtuality is not merely a passive experience but is intertwined with active participation and engagement. By examining case studies of entertainment sites and digital platforms, the research highlights the construction of fun and pleasure within these contexts. Understanding the dynamics of consumption in virtual reality is crucial for industry stakeholders and policymakers aiming to create meaningful and ethical virtual experiences.
V. Building the Virtual
This section focuses on the networks, markets, and politics of positioning that shape the development of virtual reality technologies. The thesis explores how these systems are organized and produced, emphasizing the importance of design and technical considerations. By analyzing the interplay between technology and culture, the research reveals the complexities of creating virtual environments that resonate with users. The findings suggest that a critical understanding of these processes can inform better practices in the design and implementation of virtual reality technologies. This analysis is valuable for developers, designers, and researchers interested in the future of virtual reality.
Document reference
- Becoming Virtual: Bodies, Technologies, Worlds (Nicola Green)
- OSMOSE© and Clearing
- Dactyl Nightmare™
- Johnny Mnemonic
- Virtual Geographic League membership card