The term transparent immediacy should be considered as two
separate words first to truly understand it. Transparency is the idea that the
developers of the virtual reality interface are trying to design it in such a
way to disappear the medium. ‘Virtual reality is immersive, which means that it
is a medium whose purpose of to disappear’. (Bolter 2000, p.21) The reason for this is to make it so instinctive
that it erases itself and becomes an ‘”interfaceless” interface’. (Bolter 2000, p.23) This transparent
interface blurs the line between reality and the virtual work by making the
medium no longer conscious to the user.
The term immediacy refers to the idea of closeness and being
intimate like people would be with their families. ‘Immediacy is our name for a
family of beliefs and practices that express themselves differently at various
times among various groups’. (Bolter 2000, p.30) Users want an instant connection with
the medium, for example, when video calling a friend using a software
application such as Skype, the user has a feeling of immediate contact, even though
the other individual is only on a screen and not actually face to face. ‘The
logic of transparent immediacy does not necessarily commit the viewer to an
utterly naïve or magical conviction that the representation is the same as what
is represents’. (Bolter 2000, p.30)
An example of early immediacy would be photography or even
painting, where the viewer would be unified with the image through a window or automatic
reproduction. (Bolter 2000, p.26) It does this by removing the human (so
the photographer or painter) as the agent who makes the viewer realise that the
image is not actually transparent.
‘The viewer can see that she is immersed, (…) now inside the
depicted space’. (Bolter 2000, p.29)
The user is submerged in the virtual world where they have
the point of view of the first person and their field of vision should be
continuous and filled without breaks. ‘But today’s technology still contains
many ruptures: slow frame rates, jagged graphics, bright colors, bland lighting,
and system crashes’. (Bolter 2000, p.22) The ‘desire for immediacy is apparent
in claims that digital images are more exciting, lively and realistic than mere
text on a computer screen’. (Bolter 2000, p.23) In ever more popular films, the idea of
how the future will be and the ideas of virtual reality will be increasingly incorporated
into society. Even now there has been a greater use of animation and computer generated
images in many film such as The Matrix (1999) or S1m0ne (2002), where a
producer creates an overnight star who is actually a computer.
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This is a class blog for students enrolled on the History and Analysis of New Media Module at The University of Ulster. Please keep comments constructive to help students progress with the given text