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[Commlist] Call for Book Chapters: Exhibiting Virtual Bodies: The social, Cultural and Phenomenological impact of VR on the creative industries
Mon Nov 30 18:32:29 GMT 2020
Call for Book Chapters: Exhibiting Virtual Bodies: The social,
Cultural and Phenomenological impact of VR on the creative industries
Edited by Michael Saker and Jordan Frith
Virtual Reality (VR) is not a new technology by any stretch of the
imagination. Regardless of how futuristic VR might appear in popular
culture, VR encompasses a rich and varied history that began to surface
in the 1980s and 1990s when VPL Research produced a number of commercial
devices (e.g. the DataGlove and Audiosphere). As exciting as these
systems were, the technology simply could not live up to the hype
(Evans, 2018). In reality, the level of ‘immersion’ associated with
these developments was just not enough to fulfil the implicit promise of
VR. Simply put, the available technology was not able to conjure an
experience of being present in a digital world that felt in any way
‘real’ (Shields, 2005).
In contrast to the failed hype of its first few decades, contemporary VR
is going through a marked ‘renaissance’ (Evans, 2018). Modern systems,
such as the Oculus Quest and more recently the Oculus Quest 2, are not
only far more affordable than earlier offerings, but these headsets also
represent a new era of standalone VR. Significantly, the Quest and Quest
2 do not require powerful personal computer to run. Instead, the
computer is effectively built into the headset itself. This untethering,
as it is commonly referred, not only allows for more immersive
experiences free from trailing wires, but also establishes a more
complex and ‘coextensive’ relationship between physical and digital
space (Saker and Frith, 2020).
Today, VR is being adopted by a range of creative industries beyond
video games. VR, for example, has been used by music festivals like
Coachella to extend the experience beyond its spatial confines (Locke,
2017), just as journalists have utilised this technology to forge new
ways for audiences to step inside the story. Likewise, VR has been
incorporated in a number of artistic settings, such as art museums
(Wojciechowski et al., 2004), providing novel ways for audiences to
engage with public exhibits. As Parker and Saker (2020) argue, the
application of VR in these environments does more than just extend the
experience of concomitant exhibits, it also challenges the traditional
social norms that have been established in these spaces.
With the recent growth and renaissance of VR, now is a good time to more
broadly explore how the technology is being used across various creative
industries. This edited collection will bring together work in diverse
areas of VR to explore different applications and implications of the
recent growth of the technology. Consequently, this book invites chapter
proposals that grapple with the various social, cultural and
phenomenological implications of VR currently being employed in a range
of industries within the creative sector, including but not limited to VR in
• Education
• Theatre
• Live music experiences
• Experimental art
• Transmedia projects
• Cinema
• Filmmaking
• Journalism
• Social applications
• Environmental applications
• Gaming
Proposals should include the contributor’s/author’s name, a brief
biography, and an abstract of a maximum of 500 words (not counting
citations.) The editors will notify authors if their abstract is
accepted, at which point the authors will eventually submit a chapter
between 6000-8000 words in length. Please send proposals to Michael
Saker ((michael.saker /at/ city.ac.uk) <mailto:(michael.saker /at/ city.ac.uk)>) and
to Jordan Frith ((jfrith /at/ clemson.edu) <mailto:(jfrith /at/ clemson.edu)>).
The timeline for the project is:
* CFP deadline: 1st February 2021
* Communication of acceptance: 1st March 2021
* Chapter submission: June 1st 2021
* Editors' feedback: September 1st 2021
* Chapter resubmission: November 1st 2021
* Peer review feedback (assuming peer reviewers produce their review
in a matter of days): December 1st 2021
* Final Manuscript submission: January 15th 2022
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