“In the space of simulation and virtual reality, the “user” is immersed in a dematerialized and surrogate reality that has no apparent relation to the “real world.” He functions as a component of a microworld, operating at a purely cognitive level within a closed world of reason and logic (although it seems to him that it is more than this). His existence in this alternative space is disembodied, and any engagement with the real world (that is, tele-operation) is indirect, mediated through a screen or some other imaging technology. It is as if there is a “desire to escape both the human body and the human world,” as if the obsolete human body no longer has any place in the new “datascape.” In this derealized state of being, anything and everything becomes possible, whether it is fantasy adventure in a virtual environment or pushing buttons and watching screened simulations of slaughter in real, so-called Nintendo wars.”
Robins, Kevin. “The Virtual Unconscious in Postphotography.” Druckrey, Timothy. Electronic Culture: Technology and Visual Representation. Aperture, 1996. 162
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The way we experience the world is fragmented by the vast amount of receptors and modes through which we connect to the world. At the same time, we re-contextualize this data through our memory and and thought process - like Jonathan Crary's belief in a multi-track narrative.
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