Most readers of Convergence will have some familiarity with the developing digital media forms that go under the name of augmented reality and mixed reality (MAR or separately, AR and MR). The widespread availability of smart phones in the last 10 years has redefined AR and MR that had previously been confined to the laboratory. Smart phones and tablets have become the platform for a variety of applications in which digital text, images, video, and audio are overlaid on the screen and appear to be present in the space around the user. In addition, the smart phone or tablet can typically determine the user's location in the world and orientation in his/her immediate environment. Along with the commercial uses for location-sensitive advertising, new forms of cultural expression (e.g. for art, design, and social media) are beginning to appear. Appropriately for this journal, these new forms can best be studied by a convergence of disciplines, including media studies, art history, literary theory, philosophy (particularly phenomenology), interaction design, sociology, anthropology, communication studies, human-computer interaction, and computer science. Many of these disciplines are represented in the contributions in this special issue that focuses on the ways in which AR and MR participate in cultural expression in today's heterogeneous media economy. Do AR and MR constitute a new medium? What are the specific qualities of the new medium that give rise to new forms of cultural expression? Are AR and MR two different media with different characteristic qualities and affordances? Over the past two decades, computer scientists have analyzed AR and MR as media forms from their own technical and operational perspectives (e.g. Milgram and Kashino, 1994). These questions are addressed from artistic and theoretical perspectives by the contributions to this special issue. The 'medium' question still underlies much of our discourse about the various digital technologies and their uses today, and the notion of medium has been naturalized today to such an extent that we may overlook its history in the 20th century. It is worth recalling that history in order to understand how the notion may limit our ability to appreciate the position that new forms such as AR and MR occupy in our media culture.
How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television. This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term “reality media,” taking their place alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media. The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in eighteenth-century panoramas and the Broadway lights of the 1930s. A digital version of Reality Media, available through the book's website, invites readers to visit a series of virtual rooms featuring interactivity, 3-D models, videos, images, and texts that explore the themes of the book.
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.
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