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Aesthetiography : The next Milestone in the Confluence of Media

Communication avec acte
Auteur
PILLAI, Jayesh S.
SCHMIDT, Colin
ccRICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/9765
Date
2013

Résumé

Art and technology always evolved simultaneously, often inspiring and complimenting each other. This can be observed at every point in the history of media technologies. We suggest that the evolution of media has always been looking forward to an ultimate form of representation of reality that one could experience - a perfect Simulated Reality. Over the years the forms of media have been evolving and improving in order to create stronger perceptual as well as psychological illusions. Today virtual reality and associated technologies help evoke illusion of reality strong enough to make one believe to be entirely immersed and present in an artificial world. Observing these developments, we believe that the distinct goal of tomorrow’s media would be to create a perfect experience of perceptual illusion with the help of multisensory mediation. In this pursuit of an ultimate representational media, different media technologies will converge. This meeting point of cinema, virtual reality and associated new-media technologies in the near future, is what we would like to refer to as ‘Aesthetiography’ - the art and science of capturing (or creating) and reproducing an absolute perceptual experience. We propose that it would be the next milestone in the confluence of media.

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LAMPA-P&I_SPT_2013_PILLAI.pdf
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  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)

Documents liés

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  • Innovation Gaming: An Immersive Experience Environment Enabling Co-creation 
    Chapitre d'ouvrage scientifique
    PALLOT, Marc; LE MARC, Celine; SCHMIDT, Colin; MATHIEU, Jean-Pierre; ccRICHIR, Simon (Maria Manuela Cruz-Cunha, 2012)
    A number of existing innovation paradigms and design approaches such as Open Innovation (Chesbrough, 2003), User Experience (Hassenzahl & Tractinsky, 2006) and User-Centred Design (Von Hippel, 2005), as well as User-Centred ...
  • Achieving presence through evoked reality 
    Article dans une revue avec comité de lecture
    PILLAI, Jayesh S.; SCHMIDT, Colin; ccRICHIR, Simon (Frontiers, 2013)
    The sense of “Presence” (evolving from “telepresence”) has always been associated with virtual reality research and is still an exceptionally mystifying constituent. Now the study of presence clearly spans over various ...
  • Improving Humans: Enhancing the complex sociological being with the virtual 
    Communication avec acte
    TCHA-TOKEY, Katy; SCHMIDT, Colin; GESLIN, Erik; ccRICHIR, Simon (Association for Computing Machinery, 2020)
    In this paper, we argue in favour of using an immersive Virtual Environment (VE) in order to improve human capabilities. We develop this idea in order to advance the potential of VEs in enhancing humans. Training with VEs ...
  • Presence in Visual Mental Imagery 
    Communication avec acte
    PILLAI, Jayesh S.; ATHAVANKAR, Uday A.; SCHMIDT, Colin; ccRICHIR, Simon (Springer, 2013)
    ‘Presence’, the sense of being inside a virtual environment evoked with the help of computer mediation, has come to be a subject well explored in the field of virtual reality. Studies on mental imagery confirm that we can ...
  • ‘rHOMO’ COMMUNICANS – L’accepter ou ne pas le rejeter 
    Chapitre d'ouvrage scientifique
    SCHMIDT, Colin (IUS Publicum, 2015)
    Le robot comme interactant est souvent un agent cognitif et biologiquement inspiré par l'homme, conçu pour communiquer. Au-delà des questions classiques concernant la plausibilité des artefacts intelligents, des interrogations ...

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