Summary of Jay David Bolter's Reality Media
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Get the Summary of Jay David Bolter's Reality Media in 20 minutes. Please note: This is a summary & not the original book. Original book introduction: This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term “reality media,” taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media.
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Book preview
Summary of Jay David Bolter's Reality Media - IRB Media
Insights on Jay David Bolter and Maria Engberg and Blair MacIntyre's Reality Media
Contents
Insights from Chapter 1
Insights from Chapter 2
Insights from Chapter 3
Insights from Chapter 4
Insights from Chapter 5
Insights from Chapter 6
Insights from Chapter 7
Insights from Chapter 8
Insights from Chapter 9
Insights from Chapter 10
Insights from Chapter 1
#1
AR and VR have been around for a long time, but only recently have they become more accessible to the public. In the past few years, several million VR headsets have been shipped each year.
#2
AR and VR offer consumers the same experience: you are present in a virtual world with no physical presence.
#3
The birth of AR and VR can be traced back to the late 1960s and early 1970s, when computer scientists began to study how to display graphics on computer screens. The two terms, AR and VR, were coined in the 1980s to refer to the same concept.
#4
In the 1980s, technology advanced enough for true virtual reality to be created and marketed. It was a sci-fi dream come true, and it quickly became a popular form of entertainment.
#5
The 1990s and 2000s saw Hollywood produce films about virtual reality, with the intention of making viewers feel as though they were in a perfect simulated world. However, in the 2010s, the development of affordable and user-friendly virtual reality technology made this a possibility.
#6
The technology of augmented reality has existed for quite some time now, but it has yet to catch on with the public. It requires precise tracking, which was not possible until the advent of smartphones in the early 2010s.
#7
The two main types of AR are augmented reality and virtual reality. Augmented reality uses a camera to superimpose digital information on top of the real world,