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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
An introductory history of the ?virtual body, ? eVolve explores the boundaries between a series of cultural artifacts, all of which evidence the historical moment when a technology necessary for what we now call ?virtual reality? came into being in order to better understand the human fascination with, and desire for, virtuality. The discussion of simulation technologies includes visual art, cartography, narrative, drama, games and spontaneous play as simulations, miniature war games, role-playing games, computer games, virtual cinema, the internet MOOs and MUDs, massively multiplayer online communities MMOs, and, finally, artificial intelligence, the Anthropic Cosmological Principles, and Omega Point Theory. The subject matter is highly interdisciplinary and draws widely upon theoretical discussions from both the arts, humanities, and the sciences.
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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
An introductory history of the ?virtual body, ? eVolve explores the boundaries between a series of cultural artifacts, all of which evidence the historical moment when a technology necessary for what we now call ?virtual reality? came into being in order to better understand the human fascination with, and desire for, virtuality. The discussion of simulation technologies includes visual art, cartography, narrative, drama, games and spontaneous play as simulations, miniature war games, role-playing games, computer games, virtual cinema, the internet MOOs and MUDs, massively multiplayer online communities MMOs, and, finally, artificial intelligence, the Anthropic Cosmological Principles, and Omega Point Theory. The subject matter is highly interdisciplinary and draws widely upon theoretical discussions from both the arts, humanities, and the sciences.