https://riviste.unimi.it/index.php/anicon/gateway/plugin/AnnouncementFeedGatewayPlugin/atom AN-ICON. Studies in Environmental Images [ISSN 2785-7433]: Announcements 2024-01-31T17:29:49+00:00 Open Journal Systems <p><span style="font-weight: 400;">The journal </span><strong><em>AN-ICON. Studies in Environmental Images </em></strong>[ISSN 2785-7433] <span style="font-weight: 400;">is a peer-reviewed open access academic journal, stemming from the ERC Advanced project “AN-ICON. An-Iconology: History, Theory, and Practices of Environmental Images”</span><span style="font-weight: 400;">. </span></p> <p><span style="font-weight: 400;">The journal aims to set out a </span><span style="font-weight: 400;">groundbreaking interdisciplinary research field addressing the key challenges raised by the rapidly evolving contemporary mediascape, focussing in particular on the emergence of what can be defined as environmental images, namely </span><em><span style="font-weight: 400;">an-icons</span></em><span style="font-weight: 400;">.</span></p> <p>The journal is indexed by ERIH PLUS and listed in the Directory of Open Access Journals (DOAJ).</p> https://riviste.unimi.it/index.php/anicon/announcement/view/862 Call for papers: Liberty on parole? Challenges in interactivity 2024-01-31T17:29:49+00:00 AN-ICON. Studies in Environmental Images [ISSN 2785-7433] <p><strong>Edited by Pietro Montani and Andrea Pinotti</strong></p> <p><strong>Deadline for full articles: July 15<sup>th</sup>, 2024</strong></p> <p><a href="https://riviste.unimi.it/index.php/anicon/libraryFiles/downloadPublic/186"><strong>Download the pdf here</strong></a></p> <p>In his influential essay <em>The Inevitable</em> (2016), Kevin Kelly holds interactivity among the major forces that will shape the near future. He maintains that “in the coming 30 years, anything that is not intensely interactive will be considered broken.” Touch screens, smart objects and domotics, interactive television series, or adaptive AI-generated video-games, just give us a hint of how our daily experience is going to be transformed.</p> <p>The concept of interactivity has been investigated in several different fields, in the belief that it is key to the way we inhabit the world in a broad sense. Just to make some examples, one may think about Gibson’s theory of affordances (1979) and its developments; the model of the Extended Mind (Clark &amp; Chalmers 1998) and the Material Engagement Theory (Malafouris 2013); or Enactivism, according to which our interactions with our environments, or other organisms, constitute the grounding and the primary expression of cognition itself (Thompson 2007, Gallagher 2020).</p> <p>The advent of electronic media, though, has made the concept of interactivity even more pervasive. Indeed, since their first appearance, electronic media have been defined as “interactive”, in contrast to analogic apparatuses. The concept of interactivity aimed to describe both the ability of electronic interfaces to respond to a user’s input, and the way the user could interact with media and devices, choosing which path to follow, manipulating, or generating new content.</p> <p>In the field of narratology, scholars have highlighted the advent of new forms of interactive storytelling (Murray 1997) and more recently of "Interactive Digital Narrative" (Koenitz, Ferri, Haahr, Sezen, &amp; Sezen, 2015), concerning works by writers, artists and game designers. Compared to the traditional modes of interaction between the reader and the text – even when considered as non-passive (Eco 1979) – video games have been defined as "ergodic" texts, i.e. texts that require an effort from the reader/player (Aarseth 1997).</p> <p>However, since any reception entails imaginative integrations and performative responses (Montani 2022), some scholars have claimed that interactivity is too broad a concept to account for the specificity of digital interfaces and should therefore be discarded (Manovich 2001).</p> <p>Besides, the relation of reversibility and reciprocal feedback, brought about by electronic media and later by the implementation of artificial intelligence and linked to the concept of interface as well as of "interaction design", has pushed scholars in different fields to account for the agency of digital images (Hansen 2014), of technologies and media (Farocki 2004, Paglen 2014), and, more broadly, of non-human entities (Grusin 2015), as well as to reframe them in operational terms (Hoel 2018; Parikka 2023). A lot of attention has been paid to human-computer interaction, so as to develop user-friendly interfaces that give the illusion of no technical mediation (Weiser 1991). Today, digital technologies have become so ubiquitously present in our environment that they almost constitute the condition of possibility of our experience and interaction with the environment (Marras &amp; Mecacci 2015).</p> <p>Lastly, with the advent of Virtual and Augmented Reality and Artificial Intelligence, the notion of interactivity has conquered yet another field of application. In fact, several properties of VR-, AR- and AI-based environments may be explored by recurring to the notion of “interactivity”: in fact, such interactive environments offer extremely lifelike sensorimotor affordances; they involve the users in participatory creative processes, as happens in “virtual storytelling” (Dooley 2017, Bucher 2018); they include interactions with quasi-subjects known as “avatars” (Pinotti 2020), be they proxies of human subjects or AI-assisted characters; they pervasively spread in the domain of AI digital assistance (Pizzi, Scarpia &amp; Pantano 2021), and in text-to-image and image-to-text models in AI-based programs like Midjourney, DALL-E, Stable Diffusion (Somaini 2023); they characterise procedurally generated open world universes (as is the case of video games such as <em>No Man’s Sky</em>). </p> <p>VR, AR and AI not only afford new types of interactions with the environment, but they also provide the possibility of an intersubjective interactivity in a shared virtual world that sometimes results in the creation of new collective subjects, with shared/common perception, intentionality and needs (Liberati 2016). Importantly, both these spheres of interactions are regulated by strictly technical conditions, which inescapably shape and reverberate on the users’ experience. In this regard, the argument of interactivity cuts both ways, inasmuch as virtual interfaces also come to limit and constrain the user’s freedom (Chandrasekera, Fernando, &amp; Puig 2019); or the degree and type of manipulability of a given environment and the objects it contains. This perspective revives in the context of new digital technologies a classic theme of philosophical reflection: that of free will. To what extent does interactivity emancipate the user and redefines the roles both of producer and consumer? To what extent is interactivity outlined as yet another articulation of that inevitable observance of rules (Crary 1990) that marks by definition every relationship of the observer with the media with which he interacts? To what extent does the gained freedom remain a form of freedom conditioned by structural constraints, a liberty on parole?</p> <p> </p> <p>The issue particularly encourages proposals concerning:</p> <p>- Theoretical interpretations of interactivity;</p> <p>- Interdisciplinary and/or multi-methodological approaches to interactivity;</p> <p>- Interactivity in VR, AR, XR, AI;</p> <p>- Interactivity in visual arts, cinema, tv series, video-games, and other digital media;</p> <p>- Interactive storytelling;</p> <p>- Theories of active spectatorship;</p> <p>- Analysis of emblematic cases and innovative works leveraging on interactivity;</p> <p>- Interaction with avatars and props in digital and virtual environments.</p> 2024-01-31T17:29:49+00:00 https://riviste.unimi.it/index.php/anicon/announcement/view/826 Call for papers: CLOSED - Transformational Experiences. The Role of Immersive Arts and Media in Individual and Societal Change 2023-07-01T16:29:04+00:00 AN-ICON. Studies in Environmental Images [ISSN 2785-7433] <p><strong>Transformational Experiences. The Role of Immersive Arts and Media in Individual and Societal Change</strong></p> <p>Edited by Federica Cavaletti and Katrin Heimann</p> <p>Extended Deadline for full articles: <strong>February 15th, 2024</strong></p> <p>Characters / word count: 24.000-30.000 characters (spaces included), or 3.500-5.000 words.</p> <p>If motivated by the nature of the research, word count for manuscripts destined to this issue may be extended to a maximum of 10.000 words.</p> <p> </p> <p><a href="https://riviste.unimi.it/index.php/anicon/libraryFiles/downloadPublic/164">Download PDF</a></p> <p> </p> <p>We live in times of humanitarian and environmental crises. The effects of climate change add to the economic, physical, and mental suffering caused by social discrimination (e.g. gender, class, and race inequalities), while ultimately not only affecting those lowest in the power structure. These crises are unlikely to be resolved with technology alone – as post-work society and similar frameworks encourage to think. Rather, a better future for all relies on systemic changes with unknown consequences for each of our individual lives and society as a whole.</p> <p>Such uncertainty and related fear of loss can create reactions of fragility, additionally contributing to the problems at hand: rather than building new teams across old borders, sharing resources to create new solutions to old problems, we tend to isolate and cling to what we know and have.</p> <p>Encounters with and creation of arts have been suggested as a potential remedy, offering safe spaces that allow for staying with the trouble (Haraway 2016) rather than running from it, that facilitate creative imaginations of a different future rather than manifesting the past. Spaces of transformational learning. Spaces of care. Spaces of change.</p> <p>In this issue of <em>AN-ICON. Studies in Environmental Images</em>, we welcome any contributions investigating the role of the arts and media in these processes, focussing on immersive experiences in particular. That is, we are concentrating on art forms and media products that envelop and surround the users, including – but not limited to – virtual reality.</p> <p>In fact, though much has been written on the transformative potential of art and aesthetic experience (Barrett 2010; Kokkos 2010) as well as artistic creation (Blackburn 2020; Hoggan, Simpson, Stuckey 2009; Lawrence 2005) and finally art and science collaborations (Gabrys, Yusoff 2012) in the field of transformational pedagogy, the transformational impact of immersive media and arts specifically is still in need of dedicated exploration.</p> <p>One may think first of all about presence, in its various conceptualizations (e.g. Lombard <em>et al.</em> 2015; Schubert <em>et al.</em> 2001) and in its components of place illusion and plausibility illusion (Slater <em>et al.</em> 2022). But medium-specific interactivity, multisensoriality, avatarization, and embodiment (Seinfeld <em>et al.</em> 2021; Kilteni <em>et al.</em> 2015; Spanlang <em>et al.</em> 2014; Biocca 2002) deserve primary attention as well.</p> <p>This issue is open to any methodological approach and specifically invites interdisciplinary collaborations. We strongly encourage contributions blending theoretical reflection (inspired to aesthetics, critical theory, or other relevant frameworks), empirical research (quantitative as well as qualitative and experiential), and action research. We consider experimentation and observation as practices of interventive power rather than neutral forms of documentation and thus particularly welcome contributions that reflect on and problematize the relation between what is studied and the methodologies involved.</p> <p>Contributions might relate to the following topics:</p> <p>- What are valuable current examples of immersive experiences addressing humanitarian and environmental crises? What are their strengths and limitations in initiating individual and societal change?</p> <p>- What is the context sensitivity and thus the role of facilitation/curating/disseminating practices in transformational processes involving immersive arts and media?</p> <p>- What is the medium-specific contribution of immersive arts and media, compared to previous or contemporary forms of expression?</p> <p>- What are the precise connections between presence/interactivity/multisensoriality/ avatarization/embodiment, and individual and societal change?</p> <p>- How can the transformational impact of immersive arts and media be assessed? What methodologies are best suited to do so?</p> <p>- What is the relationship between transformational experiences as they are described in theory, and the way they are subjectively lived in practice?</p> <p>- How can empirical research complement theoretical understanding, and vice versa, when it comes to the specific issues at stake? How can interdisciplinary collaborations be structured in this specific field?</p> <p> </p> <p><strong>References</strong></p> <p>Barrett, T., “Aesthetics, Conversations, and Social Change,” in T. Costantino, B. White, eds., <em>Essays on Aesthetic Education for the 21st Century</em> (Leiden: Brill, 2010), <a href="https://doi.org/10.1163/9789460911224_010">https://doi.org/10.1163/9789460911224_010</a></p> <p>Biocca, F., “The Evolution of Interactive Media: Toward ‘Being There’ in Nonlinear Narrative Worlds,” in M.C. Green, <em>et al.</em>, eds., <em>Narrative impact. Social and Cognitive Foundations</em> (Mahwah-London: Psychology Press, 2002): 97-130.</p> <p>Blackburn Miller, J., “Transformative Learning and the Arts: A Literature Review,” <em>Journal of Transformative Education</em> 18, no. 4 (2020): 338–355, <a href="https://doi.org/10.1177/1541344620932877">https://doi.org/10.1177/1541344620932877</a></p> <p>Hoggan, C., Simpson, S., Stuckey, H., <em>Creative Expression in Transformative Learning: Tools and Techniques for Educators of Adults </em>(Malabar: Krieger Publishing Company, 2009).</p> <p>Gabrys, J., Yusoff, K., “Arts, Sciences and Climate Change: Practices and Politics at the Threshold,” <em>Science as Culture</em> 21, no. 1 (2012): 1-24, <a href="https://doi.org/10.1080/09505431.2010.550139">https://doi.org/10.1080/09505431.2010.550139</a></p> <p>Haraway, D.<em>, Staying with the Trouble.</em> <em>Making Kin in the Chthulucene</em> (Durham-London: Duke University Press, 2016).</p> <p>Kilteni, K., <em>et al.</em>, “Over My Fake Body: Body Ownership Illusions for Studying the Multisensory Basis of Own-Body Perception,” <em>Frontiers in Human Neuroscience</em> 9 (2015): 141, <a href="https://doi.org/10.3389/fnhum.2015.00141">https://doi.org/10.3389/fnhum.2015.00141</a></p> <p>Kokkos, A., “Transformative Learning Through Aesthetic Experience: Towards a Comprehensive Method,” <em>Journal of Transformative Education</em> 8, no. 3 (2010): 155-177, <a href="https://doi.org/10.1177/1541344610397663">https://doi.org/10.1177/1541344610397663</a></p> <p>Lawrence, R. L., “Knowledge Construction as Contested Terrain: Adult Learning through Artistic Expression,”, <em>New Directions for Adult and Continuing Education</em> 107 (2005): 3-11, <a href="https://doi.org/10.1002/ace.184">https://doi.org/10.1002/ace.184</a></p> <p>Lombard, M., Jones, M.T., “Defining Presence”, in M. Lombard, <em>et al.</em>, eds.,<em> Immersed in Media. Telepresence Theory, Measurement &amp; Technology</em> (Cham: Springer, 2015): 13-34.</p> <p>Schubert, T., <em>et al.</em>, “The Experience of Presence: Factor Analytic Insights,” <em>Presence: Teleoperators &amp; Virtual Environments</em> 10, no. 3 (2001): 266-281, <a href="https://doi.org/10.1162/105474601300343603">https://doi.org/10.1162/105474601300343603</a></p> <p>Seinfeld, S., <em>et al.</em>, “User Representations in Human-Computer Interaction,” <em>Human-Computer Interaction</em> 36, no. 5-6 (2021): 400-438, <a href="https://doi.org/10.1080/07370024.2020.1724790">https://doi.org/10.1080/07370024.2020.1724790</a></p> <p>Slater, M., <em>et al.</em>, “A Separate Reality: An Update on Place Illusion and Plausibility in Virtual Reality,” <em>Frontiers in Virtual Reality</em> 3 (2022): 81, <a href="https://doi.org/10.3389/frvir.2022.914392">https://doi.org/10.3389/frvir.2022.914392</a></p> <p>Spanlang, B., <em>et al.</em>, “How to Build an Embodiment Lab: Achieving Body Representation Illusions in Virtual Reality,” <em>Frontiers in Robotics and AI</em> 1 (2014): 9, <a href="https://doi.org/10.3389/frobt.2014.00009">https://doi.org/10.3389/frobt.2014.00009</a></p> 2023-07-01T16:29:04+00:00 https://riviste.unimi.it/index.php/anicon/announcement/view/791 Call for papers: CLOSED - Immersed in the work. From the environment to virtual reality 2022-12-28T16:25:12+00:00 AN-ICON. Studies in Environmental Images [ISSN 2785-7433] <p><strong><em><span data-contrast="auto">Immersed in the work. </span></em></strong><strong><em><span data-contrast="auto">From the environment to virtual reality</span></em></strong><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:2,&quot;335551620&quot;:2,&quot;335559740&quot;:240}"> </span></p> <p><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:2,&quot;335551620&quot;:2,&quot;335559740&quot;:240}"> </span></p> <p><span data-contrast="auto">(2/I issue)</span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:2,&quot;335551620&quot;:2,&quot;335559740&quot;:240}"> </span></p> <p><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:2,&quot;335551620&quot;:2,&quot;335559740&quot;:240}"> </span></p> <p><span data-contrast="auto">edited by Roberto P. Malaspina, Elisabetta Modena e Sofia Pirandello</span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:2,&quot;335551620&quot;:2,&quot;335559740&quot;:240}"> </span></p> <p><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:2,&quot;335551620&quot;:2,&quot;335559740&quot;:240}"> </span></p> <p><strong><span data-contrast="auto">deadline: 31/1/2023</span></strong><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:2,&quot;335551620&quot;:2,&quot;335559740&quot;:240}"> </span></p> <p><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559740&quot;:240}"> </span></p> <p><span data-contrast="auto">In recent years we have witnessed a growing fashion which requires every experience to be “immersive”. This is, at least, what is suggested by the rhetoric of communication and marketing, promising immersions of various kinds, but with a common denominator which goes beyond a generic idea of attention as absorption (Wolf, Bernhart, and Mahler 2013): That of feeling physically enveloped and engaged interactively in a multisensory environment (Griffiths 2013; Liptay and Dogramaci 2016). Hence, we talk about immersive environments, immersive cinema and video, immersive exhibitions and installations and so on. Even though the term “immersion” has been used with some regularity only since the 1990s in reference to technologies such as virtual reality - – which at that time was being experimented for the first time outside the laboratories where it was developed in the late 1960s (Sutherland 1965;1968) - – some researchers have attempted to reconstruct a possible genealogy of immersive environments well before this date. </span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559740&quot;:276}"> </span></p> <p><span data-contrast="auto">Like an underground river, the immersive aesthetic experience would resurface in different periods, starting with cave </span><span data-contrast="auto">paintings</span><span data-contrast="auto"> in the Paleolithic era and moving through to Pompeian frescos and </span><em><span data-contrast="auto">trompe-l'œil</span></em><span data-contrast="auto">, passing then from Baroque illusionistic ceiling </span><span data-contrast="auto">painting</span><span data-contrast="auto"> to multimedia installations (Nechvatal 2009). A decisive moment for the design of these environments has been traced back to the 19th century, with particular reference to the 19th-century fashion of the ὅραμα (from the ancient Greek "view"), which saw the spread of devices such as the panorama, the diorama, the cosmorama, etc. (Grau 2003; Bordini 2006),</span> <span data-contrast="auto">as </span><span data-contrast="auto">part of a wider “emotional geography” (Bruno 2000).</span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559740&quot;:276}"> </span></p> <p><span data-contrast="auto">However, one of the most significant moments in this history which has still not been sufficiently investigated in the debate (Modena 2021), is that of the installations and environments which arose in the first decades of the 20th century in the works of avant-garde artists of that time. </span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559740&quot;:276}"> </span></p> <p><span data-contrast="auto">In 1976 Germano Celant curated the exhibition </span><em><span data-contrast="auto">Ambiente/Arte. Dal Futurismo alla Body Art</span></em><span data-contrast="auto">, set up at the invitation of Vittorio Gregotti in the Central Pavilion at the Giardini for the 37th Venice Biennial. Here, as well as in the catalogue, the history of environments was reconstructed, starting from the beginning of the 20th century, when avant-garde artists began to create "wall boxes on a human scale" (Celant 1977, p. 6). These environments allowed the visitor to make a bodily entry into the work, going beyond the frame (Celant 1981; Ferrari and Pinotti 2018; Conte 2020) which contained the iconic space in the forms of the niche, door and window (Stoichita 1993), and the closed form of the sculpture that opened up into space and became environment. Since then, artists have increasingly favoured the construction of installations (Bishop 2005) and works aimed at producing enveloping, participatory and interactive physical experiences (Kabakov, Tupitsyn 1999; Reiss 2000; Bishop 2005; Groys 2009; Zuliani 2015), also making use of new technologies including virtual, augmented and mixed reality. The exhibition itself as an immersive device plays a significant role throughout the 20th century (consider the exhibitions of the Surrealists), so much so that the boundaries between artwork and exhibition become increasingly blurred in the contemporary tendency to set up large-scale installations, particularly in regularly staged international exhibitions, from the Venice Biennial to the Kassel documenta (Filipovic, van Hal, Ovstebo 2010). A chapter of this history also explicitly concerns the history of exhibition design and the relationship between design, architecture and the arts (Celant 2004). </span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559740&quot;:276}"> </span></p> <p><span data-contrast="auto">The physical presence of the visitor in the multi-sensory space of the work (Bishop 2005; Griffiths 2013; Liptay and Dogramaci 2016), as well as their role as an activator and experiencer are at the heart of any discussion of immersive contemporary art. Right from its very beginnings, Performance Art has been questioning the passive nature of the experience of the work, developing immersive dynamics in the space/scene in which the artist moves and involving the spectator in a dialogue which questions their role and the concept of spectatorship in general (Bourriaud 2001; Bishop 2012). More recently, the debate has focused on the empathic response to visual artworks (Freedberg 1989; Freedberg and Gallese 2007).</span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559740&quot;:276}"> </span></p> <p><span data-contrast="auto">Presenting itself at the same time as a space both exclusive (i.e. separated from the rest of the world) and inclusive (as it draws the visitor inside itself), the installation lends itself to forms of narration and storytelling (Bal 1999, 2000; Combrink &amp; Allen 2019): Within the environment (analogue, digital or mixed), the artist sometimes leaves only clues or hints of stories; at other times they builds proper scripts based on real or plausible events or linked to fictional characters – just consider the growing role of science fiction in the building of utopian or dystopian narratives (Byrne-Smith 2020).</span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559740&quot;:276}"> </span></p> <p><span data-contrast="auto">At the centre of this critical reflection is also found the debate on the best way to preserve and respect the authenticity of complex installations considering carefully their </span><em><span data-contrast="auto">time</span></em><span data-contrast="auto"> and </span><em><span data-contrast="auto">site specificity</span></em><span data-contrast="auto"> (Ferriani and Pugliese 2009).</span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559740&quot;:276}"> </span></p> <p><span data-contrast="auto">Finally, the latest generation of immersive technologies and theories on the </span><em><span data-contrast="auto">environmentalisation</span></em><span data-contrast="auto"> of the image (Pinotti 2021) suggest that we rethink Boris Groys’ claim concerning the possibility of interpreting installation as image and image as installation (Groys 2005; Modena 2021), thus confronting art history and theory with visual studies. </span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559740&quot;:276}"> </span></p> <p><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559740&quot;:276}"> </span></p> <p><span data-contrast="auto">The following is a non-exhaustive list of topics of interest to the issue regarding the concept of immersiveness: </span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559740&quot;:276}"> </span></p> <p><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559740&quot;:276}"> </span></p> <p><span data-contrast="auto">-the environmental installation and its history; </span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335559685&quot;:567,&quot;335559740&quot;:276,&quot;335559991&quot;:356}"> </span></p> <p><span data-contrast="auto">-video art and multimedia installations; </span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335559685&quot;:567,&quot;335559740&quot;:276,&quot;335559991&quot;:356}"> </span></p> <p><span data-contrast="auto">-Land Art, Body Art and Performance Art; </span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335559685&quot;:567,&quot;335559740&quot;:276,&quot;335559991&quot;:356}"> </span></p> <p><span data-contrast="auto">-dialogues between architecture, design and art; </span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335559685&quot;:567,&quot;335559740&quot;:276,&quot;335559991&quot;:356}"> </span></p> <p><span data-contrast="auto">-hyperrealistic and illusionistic art; </span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335559685&quot;:567,&quot;335559740&quot;:276,&quot;335559991&quot;:356}"> </span></p> <p><span data-contrast="auto">-digital art, new media art, post-internet art; </span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335559685&quot;:567,&quot;335559740&quot;:276,&quot;335559991&quot;:356}"> </span></p> <p><span data-contrast="auto">-art in virtual and augmented reality; </span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335559685&quot;:567,&quot;335559740&quot;:276,&quot;335559991&quot;:356}"> </span></p> <p><span data-contrast="auto">-forms of immersiveness in the context of global art;</span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335559685&quot;:567,&quot;335559740&quot;:276,&quot;335559991&quot;:356}"> </span></p> <p><span data-contrast="auto">-reenactment; </span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335559685&quot;:567,&quot;335559740&quot;:276,&quot;335559991&quot;:356}"> </span></p> <p><span data-contrast="auto">-immersive works of a narrative nature.</span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335559685&quot;:567,&quot;335559740&quot;:276,&quot;335559991&quot;:356}"> </span></p> <p><span data-contrast="auto">-the history of immersive exhibitions; </span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335559685&quot;:567,&quot;335559740&quot;:276,&quot;335559991&quot;:356}"> </span></p> <p><span data-contrast="auto">-the history of staging; </span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335559685&quot;:567,&quot;335559740&quot;:276,&quot;335559991&quot;:356}"> </span></p> <p><span data-contrast="auto">-the fashion of “experience” exhibitions; </span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335559685&quot;:567,&quot;335559740&quot;:276,&quot;335559991&quot;:356}"> </span></p> <p><span data-contrast="auto">-designing the experience of visiting immersive art exhibitions.</span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335559685&quot;:567,&quot;335559740&quot;:276,&quot;335559991&quot;:356}"> </span></p> <p><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559740&quot;:240}"> </span></p> <p><span data-contrast="auto">References</span><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559740&quot;:240}"> </span></p> <p><span data-contrast="auto"> Allen, L. Combrink, “Character (and absence) as a narrative key in installation art”, </span><em><span data-contrast="auto">Literator</span></em><span data-contrast="auto">,</span> <span data-contrast="auto">vol 40(1), (2019): 1-10</span><span data-contrast="auto">.</span> <span data-contrast="auto">https://doi.org/10.4102/lit. v40i1.1449</span></p> <p><span data-contrast="auto"> Armleder</span> <span data-contrast="auto">et. al., eds., </span><em><span data-contrast="auto">Voids: a retrospective</span></em><span data-contrast="auto"> (Zürich: JRP-Ringier, 2009).</span></p> <p><span data-contrast="auto"> Bal, “Narrative inside out: Louise Bourgeois’ Spider as theoretical object”, </span><em><span data-contrast="auto">Oxford Art Journal </span></em><span data-contrast="auto">22-2 (1999): 103–126. </span><span data-contrast="auto">https://doi.org/10.1093/oxartj/22.2.101</span></p> <p><span data-contrast="auto"> Bal, </span><em><span data-contrast="auto">Louise Bourgeois’ Spider: The architecture of art-writing</span></em><span data-contrast="auto"> (Chicago: Chicago University Press, 2001).</span></p> <p><span data-contrast="auto"> Bishop, </span><em><span data-contrast="auto">Installation </span></em><em><span data-contrast="auto">Art</span></em><em><span data-contrast="auto">. A Critical History</span></em><span data-contrast="auto"> (London: Tate Publishing, 2005).</span></p> <p><span data-contrast="auto"> Bishop, </span><em><span data-contrast="auto">Artificial Hells.</span></em><em><span data-contrast="auto"> Participatory Art and the Politics of Spectatorship </span></em><span data-contrast="auto">(London – New York: Verso, 2012).</span></p> <p><span data-contrast="auto"> Byrne-Smith, ed., </span><em><span data-contrast="auto">Documents of Contemporary Art: Science Fiction </span></em><span data-contrast="auto">(London: Whitechapel Gallery, 2020).</span></p> <p><span data-contrast="auto"> Bordini, </span><em><span data-contrast="auto">Storia del Panorama</span></em><span data-contrast="auto"> (Roma: Edizioni Nuova Cultura, 2006).</span></p> <p><span data-contrast="auto"> Bruno,</span><em><span data-contrast="auto"> Atlas of Emotions. Journeys in Art, Architecture, and Film</span></em><span data-contrast="auto"> (New York: Verso, 2000).</span></p> <p><span data-contrast="none"> Bruno, </span><em><span data-contrast="none">Atmospheres of Projection. Environmentality in Art and Screen Media</span></em><span data-contrast="none"> (Chicago: The University of Chicago Press, 2022).</span></p> <p><span data-contrast="auto"> Bourriaud, </span><em><span data-contrast="auto">Esthétique</span></em><span data-contrast="auto"> relationnelle (Dijon: Les Presses du r</span><span data-contrast="auto">é</span><span data-contrast="auto">e</span><span data-contrast="auto">el, 2001).</span></p> <p><span data-contrast="auto"> Celant, ed.,</span> <em><span data-contrast="auto">Ambiente/Arte. Dal Futurismo alla Body Art. Biennale Arte 1976</span></em><span data-contrast="auto"> (Venezia: La Biennale, 1977).</span></p> <p><span data-contrast="auto"> Celant, “La cornice: dal simbolismo alla land art”, in G. Celant, ed.</span><em><span data-contrast="auto"> Il limite svelato. Artista, cornice, pubblico </span></em><span data-contrast="auto">(Milano: Electa, 1981).</span></p> <p><span data-contrast="auto"> Celant, “Una macchina visuale. L’allestimento d’arte e i suoi archetipi moderni”, </span><em><span data-contrast="auto">Rassegna (Allestimenti / Exhibit design)</span></em><span data-contrast="auto">, no. 10 (1982): 6-11.</span></p> <p><span data-contrast="auto"> Celant, ed.,</span> <em><span data-contrast="auto">Arti e architettura: scultura, pittura, fotografia, design, cinema, architettura</span></em><span data-contrast="auto"> (Milano: Skira, 2004).</span></p> <p><span data-contrast="auto"> Conte, </span><em><span data-contrast="auto">Unframing Aesthetics</span></em><span data-contrast="auto"> (</span><span data-contrast="auto">Milano </span><span data-contrast="auto">-</span><span data-contrast="auto">Udine</span><span data-contrast="auto">: Mimesis International, 2020).</span></p> <p><span data-contrast="auto"> Ferrari, A. Pinotti, eds., </span><em><span data-contrast="auto">La cornice. Storie, teorie, testi</span></em><span data-contrast="auto">, (Milano: Johan &amp; Levi, 2018).</span></p> <p><span data-contrast="auto"> Ferriani, M. Pugliese, </span><em><span data-contrast="auto">Monumenti Effimeri. Storia e conservazione delle installazioni</span></em><span data-contrast="auto"> (Milano: Electa, 2009). </span></p> <p><span data-contrast="auto"> Filipovic, M. van Hal, S. Ovstebo, eds., </span><em><span data-contrast="auto">The Biennial Reader</span></em><span data-contrast="auto">, </span><em><span data-contrast="auto">an anthology on large-scale perennial exhibitions of contemporary ar</span></em><span data-contrast="auto">t (Ostfildernn: Hatje Cantz Verlag, 2010).</span></p> <p><span data-contrast="auto"> Freedberg, </span><em><span data-contrast="auto">The power of images: studies in the history and theory of response</span></em><span data-contrast="auto"> (</span><span data-contrast="auto">Chicago</span><span data-contrast="auto"> - </span><span data-contrast="auto">London</span><span data-contrast="auto">: University of Chicago Press, 1989).</span></p> <p><span data-contrast="auto"> Freedberg, V. Gallese, “Motion, emotion and empathy in esthetic experience”, </span><em><span data-contrast="auto">Trends in Cognitive Sciences</span></em><span data-contrast="auto">, 11, 3 (2007): 197-203.</span></p> <p><span data-contrast="auto"> Grau, </span><em><span data-contrast="auto">Virtual Art: From Illusion to Immersion</span></em><span data-contrast="auto"> (</span><span data-contrast="auto">Cambridge</span><span data-contrast="auto"> - </span><span data-contrast="auto">London</span><span data-contrast="auto">: The MIT Press, 2003).</span></p> <p><span data-contrast="auto"> Griffiths, </span><em><span data-contrast="auto">Shivers Down Your Spine. Cinema, Museums, and the Immersive View</span></em><span data-contrast="auto"> (New York: Columbia University Press, 2013).</span></p> <p><span data-contrast="auto">Groys, “Multiple Authorship” in B. Vanderlinden, E. Filipovic, eds. </span><em><span data-contrast="auto">The Manifesta Decade: Debates on Contemporary Art Exhibitions and Biennials in Post-Wall Europe</span></em><span data-contrast="auto"> (Cambridge: MIT Press, 2005).</span></p> <p><span data-contrast="auto"> Groys, “Politics of Installation” in </span><em><span data-contrast="auto">E-flux journal reader 2009</span></em><span data-contrast="auto"> (Berlin: Sternberg Press, 2009). </span></p> <p><span data-contrast="auto"> Kabakov, M. Tupitsyn, V. Tupitsyn, “About Installation”, </span><em><span data-contrast="auto">Art Journal</span></em><span data-contrast="auto">, vol. 58, no. 4 (1999): 62-73.</span></p> <p><span data-contrast="auto"> Liptay, B. Dogramaci, eds., </span><em><span data-contrast="auto">Immersion in the Visual Arts and Media</span></em><span data-contrast="auto"> (Leiden–Boston: Brill Rodopi, 2016).</span></p> <p><span data-contrast="auto"> Modena, “Immersi nell’irreale. Prospettive an-iconiche sull’arte contemporanea dall’ambiente alla realtà virtuale”,</span><em><span data-contrast="auto"> Carte semiotiche. Rivista internazionale di semiotica e teoria dell’immagine</span></em><span data-contrast="auto">, L. Corrain, M. Vannoni</span> <span data-contrast="auto">(eds.), Annali 7, </span><em><span data-contrast="auto">Figure dell’immersività</span></em><span data-contrast="auto"> (2021): 71-78. </span></p> <p><span data-contrast="auto"> Nechvatal, </span><em><span data-contrast="auto">Immersive Ideals/Critical Distances. A Study of the Affinity between Artistic Ideologies Based in Virtual Reality and Previous Immersive Idioms</span></em><span data-contrast="auto"> (Saarbrücken: Lambert Academic Publishing, 2009).</span></p> <p><span data-contrast="auto"> O’Doherty, </span><em><span data-contrast="auto">Inside the White Cube: The Ideology of the Gallery Space </span></em><span data-contrast="auto">(Berkeley: University of California Press, 2000)</span></p> <p><span data-contrast="auto"> Pinotti, </span><em><span data-contrast="auto">Alla soglia dell’immagine. Da Narciso alla realtà virtuale</span></em><span data-contrast="auto"> (Torino: Einaudi, 2021).</span></p> <p><span data-contrast="auto"> Reiss, </span><em><span data-contrast="auto">From Margin to Center: The Spaces of Installation Art</span></em><span data-contrast="auto"> (Cambridge: MIT Press, 2000). </span></p> <p><span data-contrast="auto"> I. Stoichita, (1993), “Marges”, in </span><em><span data-contrast="auto">L’Instauration du tableau. </span></em><em><span data-contrast="auto">Métapeinture a l’aube des temps modernes</span></em><span data-contrast="auto"> (Geneve: Droz, 1999): 53-99.</span></p> <p><span data-contrast="auto">I. Sutherland, “The Ultimate Display”, in </span><em><span data-contrast="auto">Proceedings of the IFIP Congress 65. Washington</span></em><span data-contrast="auto">, vol. I (London: Spartan Books, 1965): 506-8.</span></p> <p><span data-contrast="auto"> Sutherland, “A head-mounted three-dimensional display”, in </span><em><span data-contrast="auto">AFIPS Conference Proceeding</span></em><span data-contrast="auto">, vol. XXXIII (1968): 757-64.</span></p> <p><span data-contrast="auto"> Tedeschi, </span><em><span data-contrast="auto">Luoghi di transizione. Forme e immagini di “passaggio” fra arte e architettura</span></em><span data-contrast="auto"> (Brescia: Scholé, 2020).</span></p> <p><span data-contrast="auto"> Wolf, W. Bernhart, A. Mahler, eds., </span><em><span data-contrast="auto">Immersion and Distance. Aesthetic Illusion in Literature and Other Media</span></em><span data-contrast="auto"> (Amsterdam–New York: Rodopi, 2013).</span></p> <p><span data-contrast="auto"> Zuliani, </span><em><span data-contrast="auto">Senza cornice. Spazi e tempi dell'installazione</span></em><span data-contrast="auto"> (Roma: Arshake, 2015).</span></p> <p><span data-ccp-props="{&quot;201341983&quot;:0,&quot;335559740&quot;:276}"> </span></p> 2022-12-28T16:25:12+00:00 https://riviste.unimi.it/index.php/anicon/announcement/view/687 Call for papers: CLOSED - Just an illusion? Between simulation, emulation, and hyper-realism 2021-05-10T12:26:37+00:00 AN-ICON. Studies in Environmental Images [ISSN 2785-7433] <p><span data-contrast="none">E</span><span data-contrast="none">dited by Pietro Conte and Lambert&nbsp;</span><span data-contrast="none">Wiesing</span><span data-ccp-props="{}">&nbsp;</span></p> <p>Deadline for full articles <strong>January 31st, 2022<br></strong></p> <p>Characters/word count: 24.000-30.000 characters (spaces included), or 3.500-5.000 words.</p> <p><a href="https://riviste.unimi.it/index.php/anicon/libraryFiles/downloadPublic/109" target="_blank" rel="noopener">Download PDF</a></p> <p>&nbsp;</p> <p><span data-contrast="none">Recent years have witnessed increasing debate on the notion of illusion in the contemporary&nbsp;</span><span data-contrast="none">mediascape</span><span data-contrast="none">&nbsp;and on its role within digital environments, in particular with respect to virtual-, augmented-, and mixed-reality technologies. Immersive environments can elicit in the user an intense feeling of being incorporated into quasi-real worlds. Consequently, and des</span><span data-contrast="none">pite&nbsp;</span><span data-contrast="none">being tra</span><span data-contrast="none">ditionally given</span><span data-contrast="none">&nbsp;a negative value, the word “illusion” is more and more accorded a&nbsp;</span><em><span data-contrast="none">positive</span></em><span data-contrast="none">&nbsp;meaning as a key aspect of the phenomenon of immersion; as such, it is regarded as an important goal to be pursued by the creators of hyper-realistic and virtual environments.</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6}">&nbsp;</span></p> <p><span data-contrast="none">However, the concept of illusion is in itself&nbsp;</span><span data-contrast="none">plagued by ambiguities and even contradictions</span><span data-contrast="none">, and therefore in need of clarification. Does it imply an unconscious deception accomplished through a false perception, or is it rather a lusory attitude adopted in a peculiar kind of make-believe relation? What is the difference between illusion, deception, and hallucination? How does illusion turn into deception? How does deception become illusion?</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6}">&nbsp;</span></p> <p><span data-contrast="none">In simulated virtual environments,&nbsp;</span><span data-contrast="none">people experience a strong feeling of presence (</span><em><span data-contrast="none">place illusion</span></em><span data-contrast="none">) and react to what they perceive as if it were real (</span><em><span data-contrast="none">plausibility illusion</span></em><span data-contrast="none">) (Slater 2009; Hofer et al. 2020). At the same time, they remain perfectly aware that they are not “really” there, and that the events are not “actually” occurring. How is such conflict between knowing and perceiving to be explained, and is it to be regarded as a new form of aesthetic illusion (</span><span data-contrast="none">Koblížek</span><span data-contrast="none">&nbsp;2017</span><span data-contrast="none">)?</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6}">&nbsp;</span></p> <p><span data-contrast="none">Moreover, virtual reality</span><span data-contrast="none">&nbsp;has the power to make the users feel as if they own and control a body (</span><em><span data-contrast="none">body-ownership illusion</span></em><span data-contrast="none">) that can look very different from their biological one. T</span><span data-contrast="none">his can result into a transformation</span><span data-contrast="none">&nbsp;of self-representation, which in turn may cause a change in our attitudes towards ourselves or towards other people, thus helping reduce implicit racial and gender bias or mitigate health problems and mental disorders (Peck et al. 2013;&nbsp;</span><span data-contrast="none">Scarpina</span><span data-contrast="none">&nbsp;et al. 2019).&nbsp;</span><span data-contrast="none">Yet, what are the limits of virtual reality and of the&nbsp;</span><span data-contrast="none">possibilities</span><span data-contrast="none">&nbsp;it offers to put ourselves in someone else</span><span data-contrast="none">’s</span><span data-contrast="none">&nbsp;shoes, promoting virtuous and socially adaptive processes of emulation?</span><span data-contrast="none">&nbsp;</span><span data-contrast="none">How to debunk the rhetoric (which has an ethic, social, and political meaning) behind the celebration of virtual reality as “the ultimate empathy machine” (Milk 2015)?</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559740&quot;:257}">&nbsp;</span></p> <p><span data-contrast="none">Furthermore, “environmental” images often imply a variable degree of interaction with the observers; but is in</span><span data-contrast="none">teractivity necessary to elicit illusion? Does the multisensory quality of the interaction affect the overall&nbsp;</span><span data-contrast="none">illusion</span><span data-contrast="none">&nbsp;</span><span data-contrast="none">effect</span><span data-contrast="none">?</span><span data-contrast="none">&nbsp;</span><span data-contrast="none">Given that&nbsp;</span><span data-contrast="none">immersive virtual environments are frequently inhabited by the users’ proxies, do avatars in</span><span data-contrast="none">&nbsp;</span><span data-contrast="none">their</span><span data-contrast="none">&nbsp;vast phenomenology enhance or rather diminish the degree of illusion? What is the relation between illusion and the “style” of the image? More specifically, is&nbsp;</span><span data-contrast="none">hyper-realism</span><span data-contrast="none">&nbsp;a necessary element of illusion or, as Gordon&nbsp;</span><span data-contrast="none">Calleja</span><span data-contrast="none">&nbsp;(2011) maintains, only one viable alternative among many others?&nbsp;</span><span data-contrast="none">What about</span><span data-contrast="none">&nbsp;the</span><span data-contrast="none">&nbsp;so-called “immersive fallacy”</span><span data-contrast="none">&nbsp;</span><span data-contrast="none">and the idea</span><span data-contrast="none">&nbsp;</span><span data-contrast="none">that, when plunged into digital environments, the user’s mind accepts what it perceives as reality (</span><span data-contrast="none">Salen</span><span data-contrast="none">&nbsp;&amp; Zimmerman 2003</span><span data-contrast="none">)?</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6}">&nbsp;</span></p> <p><span data-contrast="none">In line with the research directions listed above, and instead of focussing on more traditional topics like optical illusions, this issue encourages contributions specifically addressing the following topics:</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6}">&nbsp;</span></p> <ul> <li class="show"><span data-contrast="none">T</span><span data-contrast="none">he relation between traditional and contemporary accounts of illusion;</span></li> <li class="show"><span data-contrast="none">T</span><span data-contrast="none">he distinction between illusion, deception, and hallucination;</span></li> <li class="show"><span data-contrast="none">I</span><span data-contrast="none">llusion in the arts and media: painting, sculpture, theatre, cinema and pre-cinematic</span><span data-contrast="none">devices</span><span data-contrast="none">&nbsp;(panoramas, phantasmagorias,&nbsp;</span><span data-contrast="none">cinerama</span><span data-contrast="none">,&nbsp;</span><span data-contrast="none">circarama</span><span data-contrast="none">,&nbsp;</span><span data-contrast="none">totalrama</span><span data-contrast="none">…), videogames and other digital media;</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559685&quot;:142,&quot;335559991&quot;:142}">&nbsp;</span></li> <li class="show"><span data-contrast="none">T</span><span data-contrast="none">he notion of illusion as related to virtual-, augmented-, and mixed-reality technologies;</span></li> <li class="show"><span data-contrast="none">T</span><span data-contrast="none">he </span><span data-contrast="none">different kinds of illusion (place illusion, plausibility illusion, body illusion) in immersive virtual environments;</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559685&quot;:142,&quot;335559991&quot;:142}">&nbsp;</span></li> <li class="show"><span data-contrast="none">T</span><span data-contrast="none">he </span><span data-contrast="none">role of illusion in generating an immersive effect and, vice versa, the role of immersion in producing illusion;</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559685&quot;:142,&quot;335559991&quot;:142}">&nbsp;</span></li> <li class="show"><span data-contrast="none">S</span><span data-contrast="none">trategies </span><span data-contrast="none">to elicit (full) body ownership illusion within virtual environments;</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559685&quot;:142,&quot;335559991&quot;:142}">&nbsp;</span></li> <li class="show"><span data-contrast="none">H</span><span data-contrast="none">ow </span><span data-contrast="none">illusion transforms our&nbsp;</span><span data-contrast="none">bodily-self</span><span data-contrast="none">, and how this reverberates on the possibility of overcoming social, racial, and gender biases;</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559685&quot;:142,&quot;335559991&quot;:142}">&nbsp;</span></li> <li class="show"><span data-contrast="none">T</span><span data-contrast="none">he </span><span data-contrast="none">role of (real-time) interaction and sensory-motor synchrony in immersive environments;</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6,&quot;335559685&quot;:142,&quot;335559991&quot;:142}">&nbsp;</span></li> <li class="show"><span data-contrast="none">T</span><span data-contrast="none">he </span><span data-contrast="none">relevance of the classical concepts of Edmund Husserl’s contradiction (</span><span data-contrast="none">Widerstreit</span><span data-contrast="none">) and Richard&nbsp;</span><span data-contrast="none">Wollheim’s</span><span data-contrast="none">&nbsp;</span><span data-contrast="none">twofoldness</span><span data-contrast="none">&nbsp;in the very specific research field of virtual-, augmented-, and mixed-reality technologies.</span>&nbsp;</li> </ul> <p><strong><span data-contrast="none">References</span></strong><span data-ccp-props="{}">&nbsp;</span></p> <ul> <li class="show"><span data-contrast="none">Calleja</span><span data-contrast="none">, G.,</span><em><span data-contrast="none">In-Game</span></em><em><span data-contrast="none">. From immersion to incorporation&nbsp;</span></em><span data-contrast="none">(Cambridge MA: The MIT Press, 2011).</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6}">&nbsp;</span></li> <li class="show"><span data-contrast="none">Hofer M., Hartmann T., Eden A.,</span><span data-contrast="none">Ratan</span><span data-contrast="none">&nbsp;R. &amp; Hahn L., “The role of plausibility in the experience of spatial presence in virtual environments,”&nbsp;</span><em><span data-contrast="none">Front. Virtual Real.</span></em><span data-contrast="none"> 1:2 (2020).&nbsp;</span><span data-contrast="none">doi</span><span data-contrast="none">: 10.3389/frvir.2020.00002</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6}">&nbsp;</span></li> <li class="show"><span data-contrast="none">Koblížek </span><span data-contrast="none">T. (ed.),&nbsp;</span><em><span data-contrast="none">The</span></em><em><span data-contrast="none">&nbsp;aesthetic illusion in literature and the arts</span></em><span data-contrast="none">&nbsp;(London: Bloomsbury, 2017).</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6}">&nbsp;</span></li> <li class="show"><span data-contrast="none">Milk, Chris, “How virtual reality can create the ultimate empathy machine,” TED Talk (2015).</span></li> <li class="show"><span data-contrast="none">Peck T.C., Seinfeld S.,</span><span data-contrast="none">Aglioti</span><span data-contrast="none">&nbsp;S.M. &amp; Slater M., “Putting yourself in the skin of a black avatar reduces implicit racial bias,”&nbsp;</span><em><span data-contrast="none">Conscious&nbsp;</span></em><em><span data-contrast="none">Cogn</span></em><em><span data-contrast="none">.</span></em><span data-contrast="none">&nbsp;22:3 (2013):779-87.&nbsp;</span><span data-contrast="none">doi</span><span data-contrast="none">: 10.1016/j.concog.2013.04.016.&nbsp;</span><span data-contrast="none">Epub</span><span data-contrast="none">&nbsp;2013 May 28. PMID: 23727712.</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6}">&nbsp;</span></li> <li class="show"><span data-contrast="none">Salen</span><span data-contrast="none">, K. &amp; Zimmerman, </span><span data-contrast="none">E</span><span data-contrast="none">.,&nbsp;</span><em><span data-contrast="none">Rules of play: Game design fundamentals</span></em><span data-contrast="none">&nbsp;(Cambridge MA: The MIT Press, 2003).</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6}">&nbsp;</span></li> <li class="show"><span data-contrast="none">Scarpina </span><span data-contrast="none">F.,&nbsp;</span><span data-contrast="none">Serino</span><span data-contrast="none">&nbsp;S., Keizer A., Chirico A.,&nbsp;</span><span data-contrast="none">Scacchi</span><span data-contrast="none">&nbsp;M.,&nbsp;</span><span data-contrast="none">Castelnuovo</span><span data-contrast="none">&nbsp;G., Mauro A. &amp; Riva G., “The effect of a virtual-reality full-body illusion on body representation in obesity,”&nbsp;</span><em><span data-contrast="none">J&nbsp;</span></em><em><span data-contrast="none">Clin</span></em><em><span data-contrast="none">&nbsp;Med.</span></em><span data-contrast="none">&nbsp;8:9 (2019), 1330.&nbsp;</span><span data-contrast="none">doi</span><span data-contrast="none">: 10.3390/jcm8091330</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6}">&nbsp;</span></li> <li class="show"><span data-contrast="none"> Slater, M., “Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments,”</span><em><span data-contrast="none">Philos</span></em><em><span data-contrast="none">Trans R&nbsp;</span></em><em><span data-contrast="none">Soc</span></em><em><span data-contrast="none">&nbsp;</span></em><em><span data-contrast="none">Lond</span></em><em><span data-contrast="none">&nbsp;B&nbsp;</span></em><em><span data-contrast="none">Biol</span></em><em><span data-contrast="none">&nbsp;Sci.</span></em><span data-contrast="none">&nbsp;364:1535 (2009): 3549-355</span><span data-contrast="none">7.</span><span data-ccp-props="{&quot;335551550&quot;:6,&quot;335551620&quot;:6}">&nbsp;</span></li> </ul> 2021-05-10T12:26:37+00:00