VR ≠ computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.


VR = the state of the in-between, it’s not fully physical nor fully digital yet a mix of both and in that blurriness lies new types of encounters that would benefit to be explored and better understood for they shape spaces and people’s relationships.

idol’s corporeality = how idols, their companies and fans have been crafting their relationship via all sorts of different types of embodiment - mostly facilitated by media - that make up for the “lack” of physical presence.



11:50:37
Monday Nov 5 2018