In the first part, the essay explores the concept of immersivity as an ideological phenomenon linked to virtual reality (VR). Starting from a critique of the term “virtual reality”, it argues that the virtual does not alter reality, but manifests as “actualized virtuality”, deeply affecting semiotics and individual perception. The text examines how VR, once seen as an isolating technology, is now presented as integrated into everyday life, with examples such as Apple Vision Pro. However, this integration raises issues regarding technological determinism and an ideology of self-exploitation that blends work and entertainment in a pervasive manner. In the second part, the essay uses case studies from cinema (such as Johnny Mnemonic, The Matrix and eXistenZ) and other areas of the mediascape to show how VR not only creates virtual worlds but also acts as a meaning-making device, influencing cognitive processes and critical engagement. In this context, immersivity offers new sensory experiences but tends to focus attention on perceptual involvement, remodulating the space for more detached and analytical reflection.

Una discesa nel Maelström: L’immersività come fatto ideologico

Bruno Surace
2025-01-01

Abstract

In the first part, the essay explores the concept of immersivity as an ideological phenomenon linked to virtual reality (VR). Starting from a critique of the term “virtual reality”, it argues that the virtual does not alter reality, but manifests as “actualized virtuality”, deeply affecting semiotics and individual perception. The text examines how VR, once seen as an isolating technology, is now presented as integrated into everyday life, with examples such as Apple Vision Pro. However, this integration raises issues regarding technological determinism and an ideology of self-exploitation that blends work and entertainment in a pervasive manner. In the second part, the essay uses case studies from cinema (such as Johnny Mnemonic, The Matrix and eXistenZ) and other areas of the mediascape to show how VR not only creates virtual worlds but also acts as a meaning-making device, influencing cognitive processes and critical engagement. In this context, immersivity offers new sensory experiences but tends to focus attention on perceptual involvement, remodulating the space for more detached and analytical reflection.
2025
Il senso immerso. Libertà e smarrimenti del corpo digitale
Aracne
I saggi di Lexia
59
287
307
979-12-218-1652-5
VR, META, Apple Vision Pro, Train of Memory, Johnny Mnemonic, virtual reality
Bruno Surace
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2318/2058110
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