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An Archeology of the Metaverse: Virtual Worlds and Optical Devices

An Archeology of the Metaverse: Virtual Worlds and Optical Devices AbstractThe following article comes as a result of a Spanish Ministry R&D funded project entitled “Virtual Worlds in Early Cinema: Devices, Aesthetics and Audiences”. Our starting hypothesis is that some of the central ideas that define the metaverse’s virtual imaginary can be found in some of the visual devices and apparatuses from the 17th to the early 20th centuries. The article contextualizes and details how the desire for immersion, three-dimensional images, observation of replicas of our worlds, and living a non-narrative experience are contained in early optical devices such as magic lanterns, stereoscopic photography, panoramas, maréoramas or phantom rides. The main purpose is to illustrate that, despite the technological transformation, we ultimately are part of a long history where equivalences, parallelisms and returns arise between past and present times. The metaverse’s visual culture is no exception, and it gathers the imaginary of virtual worlds figured in some of the optical devices and visual spectacles of the past. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Baltic Screen Media Review de Gruyter

An Archeology of the Metaverse: Virtual Worlds and Optical Devices

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Publisher
de Gruyter
Copyright
© 2022 Àngel Quintana et al., published by Sciendo
eISSN
2346-5522
DOI
10.2478/bsmr-2022-0015
Publisher site
See Article on Publisher Site

Abstract

AbstractThe following article comes as a result of a Spanish Ministry R&D funded project entitled “Virtual Worlds in Early Cinema: Devices, Aesthetics and Audiences”. Our starting hypothesis is that some of the central ideas that define the metaverse’s virtual imaginary can be found in some of the visual devices and apparatuses from the 17th to the early 20th centuries. The article contextualizes and details how the desire for immersion, three-dimensional images, observation of replicas of our worlds, and living a non-narrative experience are contained in early optical devices such as magic lanterns, stereoscopic photography, panoramas, maréoramas or phantom rides. The main purpose is to illustrate that, despite the technological transformation, we ultimately are part of a long history where equivalences, parallelisms and returns arise between past and present times. The metaverse’s visual culture is no exception, and it gathers the imaginary of virtual worlds figured in some of the optical devices and visual spectacles of the past.

Journal

Baltic Screen Media Reviewde Gruyter

Published: Dec 1, 2022

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