Immersive enclosure : virtual reality in Japan (Record no. 31138)

000 -LEADER
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008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
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020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9780231205351
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 006.80952
Item number ROQ
100 ## - MAIN ENTRY--PERSONAL NAME
Personal name Roquet, Paul
245 ## - TITLE STATEMENT
Title Immersive enclosure : virtual reality in Japan
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Name of publisher, distributor, etc Columbia University Press,
Date of publication, distribution, etc 2022
Place of publication, distribution, etc New York :
300 ## - PHYSICAL DESCRIPTION
Extent 254 p.;
Other physical details ill.
Dimensions 23 cm
365 ## - TRADE PRICE
Price amount 35.00
Price type code USD
Unit of pricing 85.20
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc Includes bibliographical references and index.
520 ## - SUMMARY, ETC.
Summary, etc "Virtual reality is currently at a crucial inflection point, setting industry standards and social expectations that will shape the technology for decades to come. Companies like Facebook are investing millions of dollars into the technology, hoping to own what they promise will be the next major platform for both work and entertainment. How VR will and has been developed and implemented has not simply been a question of technology or the market but been determined by cultural and political factors in the United States and Japan, the two largest markets for this technology. In The VR Enclosure, Paul Roquet examines VR in Japan, showing how the cultural context surrounding the headset is just as important as what happens inside. Roquet discusses how Japan diverged from the American models, which promoted both a utopian vision of VR, as exemplified by Jaron Lanier and other earlier Silicon Valley figures, and one that emphasized military uses. Instead, Japan reconfigured VR to to address labor and cultural crises. The use of VR-operated telerobots for everyday service and factory work have promised a solution to the country's intensifying labor shortage. On the other side of the spectrum, Roquet argues that as Japan's economic miracle died down and the hopefulness of the 1960s faded, individuals, predominantly male, turned to VR as a mode of escape and fantasy borrowing from existing cultural forms, including manga, video games, and novels.
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Digital Media Video & Animation
Topical term or geographic name as entry element Virtual reality Economic aspects Japan
Topical term or geographic name as entry element Industrial applications Japan
Topical term or geographic name as entry element Social aspects
Topical term or geographic name as entry element Anime
Topical term or geographic name as entry element Binaural audio
Topical term or geographic name as entry element Cyber punk
Topical term or geographic name as entry element Fantasy
Topical term or geographic name as entry element Manga
Topical term or geographic name as entry element Oculus
Topical term or geographic name as entry element Perceptual politics
Topical term or geographic name as entry element Social VR
Topical term or geographic name as entry element Spatial awareness
Topical term or geographic name as entry element Tachi susumu
Topical term or geographic name as entry element Isekai
Topical term or geographic name as entry element Gamification
Topical term or geographic name as entry element Gender discrimination
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme
Item type Books
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Permanent location Current location Date acquired Cost, normal purchase price Full call number Barcode Date last seen Koha item type
          DAIICT DAIICT 2023-02-20 2982.00 006.80952 ROQ 033450 2023-02-21 Books

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