The sensation of being immersed in a story takes today on a physical connotation thanks to technologies such as virtual and augmented reality; they can shape entire worlds around us and add elements of digital reality to the physical one: gradually we have gone from being absorbed in reading the pages in which Alice chased the White Rabbit to plunging with her into Wonderland. The origins of all this go back to the 19th century: the 360-degree immersion in the image-world of the Panorama is only the first step in a story that has developed through film, video games, and strategies to drag the viewer into the centre of the narrative world. Since the beginning of the 20th century, artists have also tried their hand at designing environments into which to lower the viewer and create a narrative to critically reflect on the present. Immersive technologies fulfil the dream of transforming the viewer into a witness and lowering him or her into the shoes of others or to travel through space-time in ways that science fiction has foreshadowed and is currently being experimented with for educational purposes as well. Like plants and animals, stories designed in an environmental dimension experience a process of acclimatization that is changing the tools of storytelling and the very spaces in which we live.
Oggi la sensazione di essere immersi in una storia assume una connotazione fisica grazie a tecnologie come la realtà virtuale e la realtà aumentata; esse, infatti, sono in grado di dare forma a interi mondi intorno a noi e aggiungere elementi di realtà digitale a quella fisica: progressivamente siamo passati dall’essere assorbiti nella lettura delle pagine in cui Alice inseguiva il Bianconiglio al precipitare con lei nel Paese delle Meraviglie. Le origini di tutto ciò risalgono al XIX secolo: l’immersione a 360° nel mondo-immagine del Panorama è solo il primo passo di una vicenda che si è sviluppata attraverso il cinema, il videogioco e strategie per trascinare lo spettatore al centro del mondo narrativo. Dall’inizio del XX secolo, anche gli artisti si sono cimentati nella costruzione di ambienti in cui calare lo spettatore e articolarvi una narrazione per riflettere criticamente sul presente. Le tecnologie immersive avverano il sogno di trasformare il fruitore in testimone e calarlo nei panni degli altri o di viaggiare nello spazio-tempo in modi che la fantascienza ha prefigurato e che attualmente vengono sperimentati anche a fini educativi. Come le piante e gli animali, le storie progettate in una dimensione ambientale vivono un processo di acclimatamento che sta cambiando gli strumenti del narrare e gli spazi in cui viviamo.
Nelle storie : Arte, cinema e media immersivi / E. Modena. - Roma : Carocci, 2022 May. - ISBN 9788829011957. (BIBLIOTECA DI TESTI E STUDI)
Nelle storie : Arte, cinema e media immersivi
E. Modena
2022
Abstract
The sensation of being immersed in a story takes today on a physical connotation thanks to technologies such as virtual and augmented reality; they can shape entire worlds around us and add elements of digital reality to the physical one: gradually we have gone from being absorbed in reading the pages in which Alice chased the White Rabbit to plunging with her into Wonderland. The origins of all this go back to the 19th century: the 360-degree immersion in the image-world of the Panorama is only the first step in a story that has developed through film, video games, and strategies to drag the viewer into the centre of the narrative world. Since the beginning of the 20th century, artists have also tried their hand at designing environments into which to lower the viewer and create a narrative to critically reflect on the present. Immersive technologies fulfil the dream of transforming the viewer into a witness and lowering him or her into the shoes of others or to travel through space-time in ways that science fiction has foreshadowed and is currently being experimented with for educational purposes as well. Like plants and animals, stories designed in an environmental dimension experience a process of acclimatization that is changing the tools of storytelling and the very spaces in which we live.File | Dimensione | Formato | |
---|---|---|---|
37_MODENA_NELLE STORIE_compresso.pdf
accesso riservato
Tipologia:
Publisher's version/PDF
Dimensione
2.97 MB
Formato
Adobe PDF
|
2.97 MB | Adobe PDF | Visualizza/Apri Richiedi una copia |
Pubblicazioni consigliate
I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.