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7. The Time it Takes to Tend Virtual Succulents : Immersing Oneself in a Playthrough of Viridi
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Gabriel Tremblay-Gaudette
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Chapters in this book
- Frontmatter 1
- Table of Contents 5
- Acknowledgements 9
- Introduction 13
-
Section 1 Altered States
- 1. Immersive Situativity: Perspectives on Being In/Out of Sync 33
- 2. Douglas Trumbull and the Technological Aesthetic of Brainstorm 55
- 3. Dual Cognitive Approach 81
- 4. Emotional and Immersive Experiences in Films and Games : Looking into the Perceptual Model and Striving for a Motivational Theory 105
- 5. Interaction and Immersion Logics in Encounters: Coalescence of Bodies in a Liquid Space 123
- 6. Facing Oneself : Out-of-Body Experience, Immersion, and the Remediation of Cinema through Virtual Reality 141
- 7. The Time it Takes to Tend Virtual Succulents : Immersing Oneself in a Playthrough of Viridi 163
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Section 2 Finding New Frames
- 8. The Many Births of Virtual Reality 187
- 9. Seeing by Automobility : Protoautomobility, Immersion, the Traveller-Spectator, and the Phantom Ride, 1897–1912 203
- 10. From Participation to Immersion : Promotional Tactics around Tricked and Dynamic Seats in the Film Theatre 223
- 11. Surface and Depth : The Picture Plane as a Site of Immersivity in the Digital Age 245
- 12. “Let’s Cross This Portal Together” : Immersion Mechanisms in VR Performances and Their Current Limitations 265
- 13. Immersive Materiality and Television Production in The Dark Crystal : Age of Resistance (2019) 285
- 14. “More Mbappé Than Me?” : Soccer Video Games, Athletic Bodies, and the Performative Displacement 305
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Section 3 The Edge of Sense(s)
- 15. Walter Benjamin on the Threshold of Immersion 325
- 16. Correlations of Immersion and Authenticity in the Experience of Fencing in Hellish Quart and For Honor 347
- 17. New Heritage Ecologies : Embracing Entanglement and Complexity in Virtual Heritage Immersion 373
- 18. The Contribution of Narrative Puzzles to Player Challenge- Based Immersion: A Case Study of Abzû 393
- 19. The Opposite of Elsewhere: Home Video as Virtual Reality 417
- 20. Video Game Immersion as Bodily Atmospheric Attunement 435
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Section 4 Interviews
- 21. Beyond Frontiers : An Interview with Félix Lajeunesse (Cofounder and Chief Creative Officer, Felix & Paul Studios) 455
- 22. Producing Intravene: An Experiment in Immersive Audio 463
- 23. A Much-Needed Conversation with Women Working in VR 473
- 24. Espace & Présence: An Interview with Guillaume Perreault-Roy 489
- 25. The Ultimate Potential of Immersive Media : An Interview with Kent Bye (Host of the Voices of VR Podcast) 497
- 26. An interview with Skawennati 511
- Indices 519
Chapters in this book
- Frontmatter 1
- Table of Contents 5
- Acknowledgements 9
- Introduction 13
-
Section 1 Altered States
- 1. Immersive Situativity: Perspectives on Being In/Out of Sync 33
- 2. Douglas Trumbull and the Technological Aesthetic of Brainstorm 55
- 3. Dual Cognitive Approach 81
- 4. Emotional and Immersive Experiences in Films and Games : Looking into the Perceptual Model and Striving for a Motivational Theory 105
- 5. Interaction and Immersion Logics in Encounters: Coalescence of Bodies in a Liquid Space 123
- 6. Facing Oneself : Out-of-Body Experience, Immersion, and the Remediation of Cinema through Virtual Reality 141
- 7. The Time it Takes to Tend Virtual Succulents : Immersing Oneself in a Playthrough of Viridi 163
-
Section 2 Finding New Frames
- 8. The Many Births of Virtual Reality 187
- 9. Seeing by Automobility : Protoautomobility, Immersion, the Traveller-Spectator, and the Phantom Ride, 1897–1912 203
- 10. From Participation to Immersion : Promotional Tactics around Tricked and Dynamic Seats in the Film Theatre 223
- 11. Surface and Depth : The Picture Plane as a Site of Immersivity in the Digital Age 245
- 12. “Let’s Cross This Portal Together” : Immersion Mechanisms in VR Performances and Their Current Limitations 265
- 13. Immersive Materiality and Television Production in The Dark Crystal : Age of Resistance (2019) 285
- 14. “More Mbappé Than Me?” : Soccer Video Games, Athletic Bodies, and the Performative Displacement 305
-
Section 3 The Edge of Sense(s)
- 15. Walter Benjamin on the Threshold of Immersion 325
- 16. Correlations of Immersion and Authenticity in the Experience of Fencing in Hellish Quart and For Honor 347
- 17. New Heritage Ecologies : Embracing Entanglement and Complexity in Virtual Heritage Immersion 373
- 18. The Contribution of Narrative Puzzles to Player Challenge- Based Immersion: A Case Study of Abzû 393
- 19. The Opposite of Elsewhere: Home Video as Virtual Reality 417
- 20. Video Game Immersion as Bodily Atmospheric Attunement 435
-
Section 4 Interviews
- 21. Beyond Frontiers : An Interview with Félix Lajeunesse (Cofounder and Chief Creative Officer, Felix & Paul Studios) 455
- 22. Producing Intravene: An Experiment in Immersive Audio 463
- 23. A Much-Needed Conversation with Women Working in VR 473
- 24. Espace & Présence: An Interview with Guillaume Perreault-Roy 489
- 25. The Ultimate Potential of Immersive Media : An Interview with Kent Bye (Host of the Voices of VR Podcast) 497
- 26. An interview with Skawennati 511
- Indices 519