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

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Summary

Introduction

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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