This article addresses the question of how visual technology—night vision, thermal imaging, and virtual reality—has changed the experience of war for both combatants and non-combatants. Video and still images are analyzed to draw out some of the phenomenological aspects of how technology mitigates the perception of combat and its resultant casualties. I argue that while visual technology makes the experience of war more intimate, it also generates psychological distance between the viewer and the viewed. Weapons equipped with visual technology facilitate war crimes by dehumanizing the individuals being targeted and filtering the carnage these weapons produce.
Visual Technology, Virtual Reality, and the Experience of War
Jose N. Vasquez
(Re)imagining Immigration Narratives and Surveillance Practices by Experiencing "Use of Force"
This article introduces the concept of “pseudo-sousveillance” as simulated sousveillance practices created by the sensory environments of immersive technologies. To advance this concept, I analyze the virtual reality (VR) experience “Use of Force” that immerses participants within the scene of the night during which immigrant Anastasio Hernandez Rojas was beaten by border patrol officers at the San Ysidro Port of Entry. I argue that the pseudo-sousveillance practices of cellphone recording and surveillance from above enlist users to be active participants in resisting dominant surveillance practices by constructing alternative narratives about immigrant experiences, exposing the overreach of the border patrol, and revealing the limits of surveillance in immigration control. I then discuss the implications that pseudo-sousveillance has for rethinking the rhetorical power of emerging technologies and sousveillance in a surveillant age.
” (48), Plantinga extends the argument that stories have adaptive benefits to embrace novels and even virtual reality. Twice (on pages 23 and 48), he quotes literary scholar Jonathan Gottschall, who writes in The Storytelling Animal that “nature
New Players and New Pedagogies in Three-Dimensional Cultural Heritage
nontraditional methodologies relating to three-dimensional digital museum collections can renegotiate the material properties of objects, and allow for experimentation within heritage, anthropology, and archaeology. Yet while digital modeling, virtual reality
Modernist Aesthetics and American Underground Film
will gesture toward a surprisingly compatible (though much more contemporary) topic: the military’s exploration of the possibility that virtual reality, in the form of video games, might help prepare soldiers for the physiological and neurological
Between Movies and Mind, Affective Neuroscience, and the Philosophy of Film
technologies such as virtual reality I believe his assessment of the role of simulation in moral imagination is the next problem that cognitive media studies and those of us working at the intersection of film and philosophy need to tackle. Alongside Smith
British Prehistoric Collections and Archaeology in the Museums of the Future
Catherine. J. Frieman and Neil Wilkin
Sketchfab in order to give structured “tours” of the key features of objects from curatorial (or alternative) points of view ( Figure 3 ). The availability of 3-D models has also made it possible to create the virtual reality (VR) environment in which they
Gianni Barchiesi, Laura T. Di Summa, Joseph G. Kickasola, and Peter Verstraten
from a neurocognitive perspective. Frank Kessler rethinks the possible affinity between absorption in classical film theory and immersion in both video games and virtual reality in Chapter 6. Among the concerns addressed by the volume are the
Pascal Wallisch and Jake Alden Whritner
( Grubb et al. 2010 ). Ultimately, it will be an empirical question of which of these processes dominates in regular observers; it might be interesting to see whether there are individual differences in the propensity to take virtual realities at face
Leslie Paul Thiele and Marshall Young
of judgment by suffering the painful consequences of bad choices? A visit to the study of Niccolo Machiavelli is instructive in this regard. Secondhand Experience and Virtual Reality Machiavelli joins Aristotle in identifying the shortcomings of youth