2007
DOI: 10.1109/iv.2007.103
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Somatic solidarity, Magical Realism and Animating Popular Gods: Place-Hampi "where intensities are felt"

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Cited by 15 publications
(11 citation statements)
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“…The Performing Presence Project (Kaye et al 2010) examined this relationship in virtual and mixed reality environments such as Collaborative Virtual Environments (CVEs) where the viewers might interact with each other, with virtual humans, and in virtual space. In the project narrative devices, the performance of real and simulated agents and the mixed reality merging of actual and virtual components provoked a deep sense of engagement in a world that offered little visual stimulation (Kenderdine 2007b). The virtual environment experienced was simple with no attempt at photorealism, and at times was deliberately seen to "break down" -to expose its artifice.…”
Section: Case Study Two -Model As Thinking Spacementioning
confidence: 99%
“…The Performing Presence Project (Kaye et al 2010) examined this relationship in virtual and mixed reality environments such as Collaborative Virtual Environments (CVEs) where the viewers might interact with each other, with virtual humans, and in virtual space. In the project narrative devices, the performance of real and simulated agents and the mixed reality merging of actual and virtual components provoked a deep sense of engagement in a world that offered little visual stimulation (Kenderdine 2007b). The virtual environment experienced was simple with no attempt at photorealism, and at times was deliberately seen to "break down" -to expose its artifice.…”
Section: Case Study Two -Model As Thinking Spacementioning
confidence: 99%
“…Hampi-LIVE (2011) builds upon the content of the interactive installation PLACE-Hampi (2006) designed for the PLACE platform (Kenderdine et al 2007, Kenderdine 2007a, 2007bFig. 6).…”
Section: Hampi-livementioning
confidence: 99%
“…Modalities of interaction can be described as forms of prosthetic vision, acoustic immersion, kinaesthetic activation, inhabitation and dwelling, travelling, driving and walking, and dynamic contemplation. In the cultural imaginary activated by immersive architectures, the sensory world of participants is tuned for encounter and thus emergent narratives become possible (see Kenderdine 2007aKenderdine , 2007bKenderdine , 2009Kenderdine , 2011.…”
Section: Introductionmentioning
confidence: 99%
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“…As Gillings notes visualisation methods by themselves are not enough to provide the user with an embedded experience of the past [2]. Efforts have been made to represent more experience based accounts of the past through such strategies as corpothetics [3]; peripatetic videowalks [4] and the representation of lived knowledge systems associated with the landscape and movement through the landscape [5].…”
Section: Social and Cultural Significance Of Digital Cultural Heritagementioning
confidence: 99%