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160 | Michael R. Heim www.jrfm.eu 2017, 3/1, 159–181
posttraumatic stress disorder and to reduce flying phobias.2 One Australian man
used the gear to witness the birth of his child, with his wife 4,000 miles away.3
Film repositories like Netflix offer virtual theaters where online attendees can
observe one another’s reactions. the industry upswing began in 2014 when fa-
cebook purchased the pioneering VR firm Oculus (Irvine, California) for $2 bil-
lion.
At the time of writing, several companies are pushing Vr initiatives that in
many cases include cooperation between software developers and hardware
manufacturers. A flurry of market activity includes:
• Oculus in samsung Gear Vr
• Google Daydream View for Android phones
• Sony PlayStation Project Morpheus VR headset
• htC’s Vive Vr headset
• GoPro’s 360-degree capture rig
• Vuzix’s iWear 720 headset
• samsung’s Vr camera, the Gear 360
this article draws on the author’s experiences with the Oculus / samsung Gear
that combines 3-D software (Oculus) running on a samsung smartphone (Gal-
axy Note 4 and 5) mounted inside the samsung Gear Vr headset, a relatively
inexpensive and functional setup. Virtual-world experiences are documented
from this setup with screen shots and video captures available on youtube, to
provide the reader with visual references for the argument. the experiences
described fit into what might be called the third wave of VR, a third push to rein-
vent media through immersive simulation. this “Wave 3” revives the recurrent
cultural forecast that Vr will change everything. Prior to this wave came two
others, one in the 1990s and another at the turn of the 21st century. these prior
waves were about Vr concepts4 and Vr aesthetics5 respectively, or so it seems
to this author, as the on-and-off phases of VR appear to repeat over decades.6
While major players like Facebook, Samsung, Google, and Microsoft are en-
tering the field of VR, the related field of Augmented Reality (AR) is held out by
Apple as the most promising future for media. instead of occluding the actual
surroundings, Ar overlays sense perception with virtualized information. see-
through lenses add visual information much like an iPhone camera that shows
the amount of zoom or filters that go into a capture of the given environment.
AR thus avoids the “hooded” effect of VR headsets that insulate and replace
2 Wiederhold/rizzo 2005, 183–185.
3 Anon 2015.
4 for an early theoretical discussion of Vr, see heim 1993.
5 for a discussion of many of the aesthetic experiments, see heim 1998.
6 For a more general discussion of the phases of reality / virtuality fluctuations throughout cultural his-
tory, see heim 2013 and heim 2017.
JRFM
Journal Religion Film Media, Band 03/01
- Titel
- JRFM
- Untertitel
- Journal Religion Film Media
- Band
- 03/01
- Autoren
- Christian Wessely
- Daria Pezzoli-Olgiati
- Herausgeber
- Uni-Graz
- Verlag
- SchĂĽren Verlag GmbH
- Ort
- Graz
- Datum
- 2017
- Sprache
- englisch
- Lizenz
- CC BY-NC 4.0
- Abmessungen
- 14.8 x 21.0 cm
- Seiten
- 214
- Kategorien
- Zeitschriften JRFM