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007 cr |||||||||||
008 210422s2022 nyu ob 001 0 eng
010 _a 2021018486
040 _aEBZ
_beng
_cEBZ
020 _a9781000452129
_q(epub)
020 _a1000452123
020 _a9781003107644
_q(ebk)
020 _a1003107648
020 _a1000452085
_q(electronic bk. : PDF)
020 _a9781000452082
_q(electronic bk.)
020 _z9780367619251
_q(hbk)
020 _z9780367620424
_q(pbk)
037 _a9781003107644
_bTaylor & Francis
042 _apcc
050 0 0 _aQA76.9.H85
072 7 _aPHI
_x001000
_2bisacsh
072 7 _aART
_x064000
_2bisacsh
072 7 _aHPN
_2bicssc
049 _aMAIN
100 1 _aTavinor, Grant,
_eauthor.
_963995
245 1 4 _aThe aesthetics of virtual reality /
_cGrant Tavinor.
264 1 _aNew York, NY :
_bRoutledge,
_c2022.
300 _a1 online resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
341 0 _atextual
_2sapdv
_3EBSCOhost
490 0 _aRoutledge research in aesthetics
504 _aIncludes bibliographical references and index.
520 _a"This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies"--
_cProvided by publisher.
532 0 _3EBSCOhost
_a"EBSCO evaluates our products based on the Web Content Accessibility Guidelines (WCAG) and the related Section 508 and EN 301 549 regulations in the US and EU. Most EBSCO products are substantially conformant with WCAG 2.2 level AA." Source: https://connect.ebsco.com/s/article/EBSCO-VPATs?language=en_US. Last accessed April 22, 2025.
588 _aDescription based on print version record and CIP data provided by publisher.
650 0 _aVirtual reality
_xPsychological aspects.
_963996
650 0 _aHuman-computer interaction
_xPsychological aspects.
_963997
650 0 _aDigital media
_xPsychological aspects.
_963998
650 0 _aInteractive multimedia
_xPsychological aspects.
_963999
650 0 _aAesthetics.
_964000
650 7 _aPHILOSOPHY / Aesthetics
_2bisacsh
_964001
758 _ihas work:
_aAesthetics of Virtual Reality (Text)
_1https://id.oclc.org/worldcat/entity/E39PD39XpRbTMxT9rFmMpmvFgC
_4https://id.oclc.org/worldcat/ontology/hasWork
776 0 8 _iPrint version:
_aTavinor, Grant.
_tAesthetics of virtual reality
_dNew York, NY : Routledge, 2022
_z9780367619251
_w(DLC) 2021018485
856 4 0 _3EBSCOhost
_uhttps://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2974439
938 _aEBSCOhost
_bEBSC
_n2974439
994 _a92
_bN$T
999 _c55898
_d55898