Abstract
The essay approaches the sociocultural and technological issues linked to the communicational process that exists in the user’s relationship with immersive digital environments, specifically: Virtual Reality (VR). A critical look at VR as a communication interface is launched, precisely because it indicates assumptions of enhancing the creation of meanings on media surfaces by leveraging multisensory stimuli that cause the immersion of individual’s body in a 360° framed experience. To instigate the problematization about transformations resulting from these techno-experience, empirical explorations are conducted to Brazilian immersive environments. In addition, data are qualitatively analyzed based on Kerckhove, Gumbrecht and Flusser and others ideas to illuminate the debate of technical-images, digital narratives and appropriations on technological devices, media languages and coding in the digital age.
Highlights
The essay approaches the sociocultural and technological issues linked to the communicational process that exists in the user’s relationship with immersive digital environments, : Virtual Reality (VR)
When we talk about mediatic surfaces we can seek the thoughts of authors like McLuhan, Flusser, Dubois, Gumbrecht, Baudrillard, Sodre, Ferreira, Kilpp, Kerckhove and others
If McLuhan (1964) indicated that the medium is the message due to its sociotechnical influence transforming communicational practices and, sociocultural, market, labor and economic; Flusser (2017) pointed out about the transformations that technical images exert on electronic platforms, catapulting the coded world of computers to a kind of almost materiality; or, yet, Sodre (2014) warned us of the importance of understanding the influence of techno-interactions for technical navigation issues in digital interfaces, but for all their impact on the culture and behavior of pos-contemporary society
Summary
The essay approaches the sociocultural and technological issues linked to the communicational process that exists in the user’s relationship with immersive digital environments, : Virtual Reality (VR).
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