Abstract:Yik Yak was a location-based social application that allowed users to anonymously create, read, and respond to posts made within a few mile radius. This paper reports on six months of ethnographic work and interviews performed with 18 Yik Yak users. We argue that one of Yik Yak’s primary functions was to communicate about place and to find new ways to connect abstractly with the local social situation. The data detailed in this article contributes to the growing literature on the spatial and social impacts of … Show more
“…At the same time, this concept also resonates with other media technologies that effectively blur the boundaries between the physical and the digital aspects of daily life. This kind of blurring can readily be identified with locative media (Frith and Saker, 2017; Saker and Frith, 2018). And this is, especially, the case with early location-based social networking sites (LBSNs).…”
Section: Resultsmentioning
confidence: 99%
“…A recurring description of the kind of experience commonly associated with VR is the 'feeling of being present in an environment' (Schroeder, 2010: 25; see all Rubin, 2018). More succinctly, in much of the literature surrounding this technology, the elicited feeling is defined as 'being there' (Saker and Frith, 2019;Bailenson, 2018;Evans, 2018;Schroeder, 2010;Schubert, 2009;Slater and Wilbur, 1997). Helpfully, Bailenson (2018) provides a vivid account of precisely what this sensation looks like when he describes Mark Zuckerberg's visit to the multisensory room in the Virtual Human Interactive Lab (VHIL) at Stanford University in March 2014.…”
Section: Immersion Presence and 'Being There' In Vrmentioning
confidence: 99%
“…Instead, it is commonly employed to describe the effect of emerging digital technologies and the renaissance of VR as a realisable possibility (Evans, 2018). Nonetheless, it remains important to develop an appreciation of the virtual that engages with its chronological roots.…”
Section: Virtuality and The Reality Of The Virtualmentioning
confidence: 99%
“…And while VR continued to grow in various ways throughout the 'halcyon days of VR culture' (Evans, 2018: 27), only a limited number of systems were publicly available, and these systems ranged from US$10,000 to US$50,000. For Evans (2018), a significant reason for VR's lack of progress is what he refers to as 'technological lag'.…”
Virtual Reality (VR) has traditionally required external sensors placed around a designated play space. In contrast, more recent wired and wireless systems, such as the Oculus Rift S (released in March 2019) and the Oculus Quest (released in May 2019) use cameras located on the outside of these devices to monitor their physical position. Users can now mark out a physical space that is then digitally tracked within their display. Once a play space has been established, users are alerted if they come close to breaching this boundary by the visual inclusion of a grid. Should this threshold be breached, the headset display shifts to an image of the surrounding concrete environment. We contend that physical space is increasingly being incorporated into the digital space of VR in a manner that meaningfully differs from older systems. We build our argument in the following way. First, the article explores how theories surrounding VR have implicated only a limited relationship with physical space. Second, the article introduces the concept of coextensive space as a way of understanding the developing relationship between the physical, digital and concrete reality enacted by current VR systems.
“…At the same time, this concept also resonates with other media technologies that effectively blur the boundaries between the physical and the digital aspects of daily life. This kind of blurring can readily be identified with locative media (Frith and Saker, 2017; Saker and Frith, 2018). And this is, especially, the case with early location-based social networking sites (LBSNs).…”
Section: Resultsmentioning
confidence: 99%
“…A recurring description of the kind of experience commonly associated with VR is the 'feeling of being present in an environment' (Schroeder, 2010: 25; see all Rubin, 2018). More succinctly, in much of the literature surrounding this technology, the elicited feeling is defined as 'being there' (Saker and Frith, 2019;Bailenson, 2018;Evans, 2018;Schroeder, 2010;Schubert, 2009;Slater and Wilbur, 1997). Helpfully, Bailenson (2018) provides a vivid account of precisely what this sensation looks like when he describes Mark Zuckerberg's visit to the multisensory room in the Virtual Human Interactive Lab (VHIL) at Stanford University in March 2014.…”
Section: Immersion Presence and 'Being There' In Vrmentioning
confidence: 99%
“…Instead, it is commonly employed to describe the effect of emerging digital technologies and the renaissance of VR as a realisable possibility (Evans, 2018). Nonetheless, it remains important to develop an appreciation of the virtual that engages with its chronological roots.…”
Section: Virtuality and The Reality Of The Virtualmentioning
confidence: 99%
“…And while VR continued to grow in various ways throughout the 'halcyon days of VR culture' (Evans, 2018: 27), only a limited number of systems were publicly available, and these systems ranged from US$10,000 to US$50,000. For Evans (2018), a significant reason for VR's lack of progress is what he refers to as 'technological lag'.…”
Virtual Reality (VR) has traditionally required external sensors placed around a designated play space. In contrast, more recent wired and wireless systems, such as the Oculus Rift S (released in March 2019) and the Oculus Quest (released in May 2019) use cameras located on the outside of these devices to monitor their physical position. Users can now mark out a physical space that is then digitally tracked within their display. Once a play space has been established, users are alerted if they come close to breaching this boundary by the visual inclusion of a grid. Should this threshold be breached, the headset display shifts to an image of the surrounding concrete environment. We contend that physical space is increasingly being incorporated into the digital space of VR in a manner that meaningfully differs from older systems. We build our argument in the following way. First, the article explores how theories surrounding VR have implicated only a limited relationship with physical space. Second, the article introduces the concept of coextensive space as a way of understanding the developing relationship between the physical, digital and concrete reality enacted by current VR systems.
“…The locative functions of mobile phones have significantly shaped how digital information is organized, and as a growing body of mobile media research has argued, how people experience and engage with their surrounding space (Frith and Saker, 2017). To this end, Campbell (2018) argues that smartphones as locative media shifted how mobile media researchers understand the relationship between mobile media and place.…”
Research in the field of mobile communication studies (MCS) has generally moved away from focusing on how mobile phones distract users from their physical environment to considering how the experience of space and place can be enhanced by locative smartphone applications. This article argues that trajectory may be complicated by the emergence of a new type of mobile technology: mobile virtual reality (MVR). While an increasing number of handsets are specifically developed with MVR in mind, there is little to no research that situates this phenomenon within the continuum of MCS. The intention of this paper is accordingly twofold. First, the article conceptualizes MVR as a connective tissue between the two sequential tropes of MCS: physical distraction and spatial enhancement. Second, the article introduces the concept of ‘dislocated space’ as a way of understanding the embodied space MVR might configure.
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