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Is virtual reality the latest grand narrative that humanity has produced? Our civilization is determined by a shift from an “original event” to a virtual “narrative”. This concerns not only virtual reality but also psychoanalysis, gene-technology, and globalization. Psychoanalysis transforms the dream into a narrative and is able to spell out the dream’s symbols. Gene-technology narrates dynamic, self-evolving evolution as a “gene code”. Discourses on “globalization” let the globe appear as once more globalized because reproduced through narrative. Finally, reality itself has come to be narrated in the form of a second reality that is called “virtual”. This book attempts to disentangle the characteristics of human reality and posthuman virtual reality and asks whether it is possible to reconcile both.
Author: Nina Dvorko

documentaries; and location-based documentaries with the use of mobile technology. Clever use of interactive technology and web environment opportunities are making non-fiction storytelling more immersive and enhancing audience engagement. However, it is virtual reality that possesses the most immersive

In: Storytelling: Global Reflections on Narrative

influence multisensory integration. This suggests a potential discordance between laboratory studies and realistic contexts. Advancements in immersive virtual reality (VR) enable psychophysics researchers to investigate perceptual phenomena in increasingly naturalistic environments while still maintaining a

In: Multisensory Research

Immersive Virtual Reality As part of the growing digitisation of our communities, immersive virtual reality (shortened to virtual reality or VR herein) is viewed as a transformative tool, with the potential to impact various facets of our lives. Virtual reality can be broadly defined as an experience in

In: STEM Education: An Emerging Field of Inquiry

of one’s own body motion on the subjective experience of time. In this study, we suggest a new way to study this effect of self-motion. We used immersive virtual reality (VR) technology to achieve high control over stimulus variables while maintaining external validity. We aimed to explore whether

In: Timing & Time Perception

-world navigation. Specifically, free ambulation involves critical body-based cues not represented during virtual reality (VR) navigation with a joystick on a desktop computer: cues derived from body turns and movements that displace fluid in our vestibular system (termed here ‘vestibular cues’) and also affect

In: Multisensory Research

artificial vestibular stimulation, suggesting a neural basis for visuo-vestibular integration for self-motion. However, there are some circumstances, such as Virtual Reality (VR), in which visual and vestibular cues for self-motion may not be available and even potentially in conflict (Bos et al ., 2008

In: Multisensory Research
"Posthumanism" may be understood as the paradigm that succeeds humanism, but also as the study of what might follow humanity's ends. After prompting an initial sense of novelty and shock, posthumanism has become a discourse whose unsettling anticipations of the future and timely critiques of the present have firmly established themselves within the academy. Posthumanism’s concerns—typically relating to the impacts of bio- and digital technology on body, mind, culture, and epistemology—are now part of mainstream debate within the humanities and within interdisciplinary explorations of the integrity of the human.
Critical Posthumanisms is a series focusing on the exciting rise of posthumanism and its probable directions. It makes available studies by scholars whose perspectives on the posthuman vary in important and interesting ways, and should serve as a crucial point of reference for anybody working within the field.
Books within the series provide:
(a) analyses of the histories, idioms, and canons of different “posthumanisms”;
(b) discussion of the main thinkers and trends of posthumanism;
(c) alternative formulations of posthumanism, which downplay the centrality of technology;
(d) philosophical and political critiques of the "prosthesization" of the human;
(e) cross-disciplinary takes on posthumanism, particularly those allowing the humanities to engage with areas like Artificial Intelligence, Biotechnology, Virtual Reality, etc.

Authors are cordially invited to submit proposals and/or full manuscripts to the publisher at BRILL, Christa Stevens.

Manuscripts for this series should eventually follow MHRA style, and preferably use UK spelling.

Since the speed of sound is much slower than light, we sometimes hear a sound later than an accompanying light event (e.g., thunder and lightning at a far distance). However, Sugita and Suzuki () reported that our brain coordinates a sound and its accompanying light to be perceived simultaneously within 20 m distance. Thus, the light accompanied with physically delayed sound is perceived simultaneously with the sound in near field. We aimed to test if this sound–light coordination occurs in a virtual-reality environment and investigate effects of binocular disparity and motion parallax. Six naive participants observed visual stimuli on a 120-inch screen in a darkroom and heard auditory stimuli from a headphone. A ball was presented in a textured corridor and its distance from the participant was varied from 3–20 m. The ball changed to be in red before or after a short (10 ms) white noise (time difference: −120, −60, −30, 0, +30, +60, +120 ms), and participants judged temporal order of the color-change and the sound. We varied visual depth cues (binocular disparity and motion parallax) in the virtual-reality environment, and measured the physical delay at which visual and auditory events were perceived simultaneously. In terms of the results, we did not find sound–light coordination without binocular disparity or motion parallax, but found it with both cues. These results suggest that binocular disparity and motion parallax are effective for sound–light coordination in virtual-reality environment, and richness of depth cues are important for the coordination.

In: Seeing and Perceiving