Virtual eXperience as a Mass Market Phenomenon: Spatial Computing and the World Building Challenge

Virtual eXperience as a Mass Market Phenomenon: Spatial Computing and the World Building Challenge

Brett Leonard
ISBN13: 9781799824336|ISBN10: 1799824330|EISBN13: 9781799824343
DOI: 10.4018/978-1-7998-2433-6.ch011
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MLA

Leonard, Brett. "Virtual eXperience as a Mass Market Phenomenon: Spatial Computing and the World Building Challenge." Handbook of Research on the Global Impacts and Roles of Immersive Media, edited by Jacquelyn Ford Morie and Kate McCallum, IGI Global, 2020, pp. 200-220. https://doi.org/10.4018/978-1-7998-2433-6.ch011

APA

Leonard, B. (2020). Virtual eXperience as a Mass Market Phenomenon: Spatial Computing and the World Building Challenge. In J. Morie & K. McCallum (Eds.), Handbook of Research on the Global Impacts and Roles of Immersive Media (pp. 200-220). IGI Global. https://doi.org/10.4018/978-1-7998-2433-6.ch011

Chicago

Leonard, Brett. "Virtual eXperience as a Mass Market Phenomenon: Spatial Computing and the World Building Challenge." In Handbook of Research on the Global Impacts and Roles of Immersive Media, edited by Jacquelyn Ford Morie and Kate McCallum, 200-220. Hershey, PA: IGI Global, 2020. https://doi.org/10.4018/978-1-7998-2433-6.ch011

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Abstract

The focus of this chapter is twofold: How do we create immersive work that incorporates the best of our traditional media knowledge into this new realm? and How do we take new forms of immersive media to mass market? This chapter also covers the process of creating an innovative immersive new wave, independent cinema that incorporates a feature-length film done in multiple media formats with immersion at the core. Activating our own creative imaginations and unleashing participants and empowering them with this technology is the only positive route ahead into the future of immersive media.

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