A Quote by Gaston Bachelard

The best proof of the specificity of the book is that it is at once a reality of the virtual and a virtuality of the real. — © Gaston Bachelard
The best proof of the specificity of the book is that it is at once a reality of the virtual and a virtuality of the real.
Cinema is a technologically mediated dreamspace, a way to access, a portal to the numinous that unfolded in the fourth dimension, so cinema became sort of a waking dream where we can travel in space and time, where we can travel in mind. This became more than virtual reality, this became a real virtuality.
The real tight interface is between the book and the reader-the world of the book is plugged right into your brain, never mind the [virtual reality] bodysuit.
If you're having a very high-adrenaline, high-movement experience in virtual reality, and then all of a sudden you're back in your office, that disconnect is pretty notable. Whereas if you're using it for virtual reality teleconferencing... there's really no kind of impact moving back and forth between the real and the virtual world.
Some people prefer to see the game in the television than to go to the stadium. With virtual reality this will go to be worse, but at the end the "real" reality will win, because a virtual meal is not the same thing as a real one!
Virtual reality is a denial of reality. We need to be open to the powers of imagination, which brings something useful to reality. Virtual reality can imprison people.
To someone like Zurbaran, who paints still lifes, lemons and pears are the objects of art. But to the electronics engineer who works on the technologies of virtual reality, the whole reality has become the object of art, with a possibility to substitute the virtual with the real.
One can never really give a proof of the reality of anything; reality is not something open to proof, it is something established. It is established just because proof is not enough. It is this characteristic of language, at once indispensable and inadequate, which shows the reality of the external world. Most people hardly ever realize this, because it is rare that the very same man thinks and puts his thought into action.
By 2010 computers will disappear. They'll be so small, they'll be embedded in our clothing, in our environment. Images will be written directly to our retina, providing full-immersion virtual reality, augmented real reality. We'll be interacting with virtual personalities.
The park achieved a kind of reality. Like these virtual reality games the children are playing with. I told them we were doing this 40 years ago! Disneyland is virtual reality.
When I saw how real virtual reality can be, and that we can replace human vision with virtual vision, this can be the ultimate platform.
The creation of a virtual image is a form of accident. This explains why virtual reality is a cosmic accident. It's the accident of the real.
The virtual is opposed not to the real but to the actual. The virtual is fully real in so far as it is virtual.
There are certain ways, narrative forms, that do not function as a continuation, for example, of 3D movies. You see, what is obvious to me is virtual reality or immersive 360 degrees virtual reality is not somehow a part of 3D movies, and it is not a new form of video games, it's neither, it is something completely new, something different, and nobody has come up yet with real convincing content.
The simulator is the stage in-between television and virtual reality, a moment, a phase. The simulator is a moment that leads to cyberspace, that is to say, to the process because of which we now have two bottles instead of one. I might not see this virtual bottle, but I can feel it. It is settled within reality. This explains why the word virtual reality is more important than the word cyberspace, which is more poetic.
I think references, where they fit organically, are great. It's great to do a show that's real and relatable, and so much of what is real, is using real things and instances that are specific. Specificity is the best tool you can have, as a writer.
Virtual reality started for me in sort of an unusual place. It was the 1970s. I got into the field very young: I was seven years old. And the tool that I used to access virtual reality was the Evel Knievel stunt cycle.
This site uses cookies to ensure you get the best experience. More info...
Got it!