In the following article the phenomenon of virtual world is analyzed not as a point of reference or relation to existent meaning deployed elsewhere but as a point of semiotic and perceptual construction of synthetic content allocated for use via computer network. Author extends this analysis into the legal, economic, and neurological discursive lines of interaction, monitoring and control. Aforementioned aspects inherited by contemporary virtual worlds from its military predecessors in many cases were used as landmark metaphors by designers to refer and/or reframe existing linear discourses by means of interfacing them in a non-linear way from within virtual and augmented reality environments. This article is concluded with a scheme or project for an infrastructure of aggregate world, as it appears to be functional and formative in its relationship with interactive content.
CITATION STYLE
Muzhesky, V. (1998). Aggregate worlds: Virtual architecture aftermath. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 1434, pp. 384–393). Springer Verlag. https://doi.org/10.1007/3-540-68686-x_37
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