So that’s it, my series is over. All that’s left to do now is credit the academic sources that influenced and aided in the construction of my argument. Thanks to everyone below, and thanks to you, dear reader, for coming along for the ride.
References:
Baudrillard, Jean (1983). Simulations. New York: Semiotext(e).
Baudrillard, Jean (1988). Selected Writings, ed. Mark Poster. Cambridge: Polity Press.
Baumann, Jim (date unknown). ‘Military applications of virtual reality’ on the World Wide Web. Accessed 20th March 2007. Available at http://www.hitl.washington.edu/scivw/EVE/II.G.Military.html
Benjamin, Walter (1968). ‘The Work of Art in the Age of Mechanical Reproduction’, in Walter Benjamin Illuminations (trans. Harry Zohn), pp. 217–51. New York: Schocken Books.
Bolter, J. D., B. Mcintyre, M. Gandy, Schweitzer, P. (2006). ‘New Media and the Permanent Crisis of Aura’ in Convergence: The International Journal of Research into New Media Technologies, Vol. 12 (1): 21-39.
Botella, Cristina.M, & M.C. Juan, R.M. Banos, M. Alcaniz, V. Guillen, B. Rey (2005). ‘Mixing Realities? An Application of Augmented Reality for the Treatment of Cockroach Phobia’ in CyberPsychology & Behaviour, Vol. 8 (2): 162-171.
Clark, N. ‘The Recursive Generation of the Cyberbody’ in Featherstone, M. & Burrows, R. (1995) Cyberspace/Cyberbodies/Cyberpunk, London: Sage.
Featherstone, Mike. & Burrows, Roger eds. (1995). Cyberspace/ Cyberbodies/ Cyberpunk: Cultures of Technological Embodiment. London: Sage.
Future Image (author unknown) (2006). ‘The 6Sight® Mobile Imaging Report’ on the World Wide Web. Accessed 22nd March 2007. Available at http://www.wirelessimaging.info/
Genosko, Gary (1999). McLuhan and Baudrillard: The Masters of Implosion. London: Routledge.
Kline, Stephen, DePeuter, Grieg, & Dyer-Witheforde, Nick (2003). Digital Play: The Interaction of Technology, Culture, and Marketing. Kingston & Montreal: McGill-Queen’s University Press.
Levinson, Paul (1999). Digital McLuhan: a guide to the information millennium. London: Routledge.
Liarokapis, Fotis (2006). ‘An Exploration from Virtual to Augmented Reality Gaming’ in Simulation Gaming, Vol. 37 (4): 507-533.
Manovich, Lev (2006). ‘The Poetics of Augmented Space’ in Visual Communication, Vol. 5 (2): 219-240.
McLuhan, Marshall (1962). The Gutenberg galaxy: The Making of Typographic Man. Toronto, Canada: University of Toronto Press.
McLuhan, Marshall (1964). Understanding Media: The Extensions of Man. New York: McGraw-Hill.
McLuhan, Marshall and Powers, Bruce R. (1989). The Global Village: Transformations in World Life in the 21st Century. Oxford University Press: New York.
Milgram, Paul & Kishino, Fumio (1994). ‘A Taxonomy of Mixed Reality Visual Displays’ in IEICE Transactions on Information Systems, Vol. E77-D, No.12 December 1994.
Reitmayr, Gerhard & Schmalstieg, Dieter (2001). Mobile Collaborative Augmented Reality. Proceedings of the IEEE 2001 International Symposium on Augmented Reality, 114–123.
Roberts, G., A. Evans, A. Dodson, B. Denby, S. Cooper, R. Hollands (2002) ‘Application Challenge: Look Beneath the Surface with Augmented Reality’ in GPS World, (UK, Feb. 2002): 14-20.
Stokes, Jon (2003). ‘Understanding Moore’s Law’ on the World Wide Web. Accessed 21st March 2007. Available at http://arstechnica.com/articles/paedia/cpu/moore.ars
Straubhaar, Joseph D. & LaRose, Robert (2005). Media Now: Understanding Media, Culture, and Technology. Belmont, CA: Wadsworth.
Thomas, B., Close. B., Donoghue, J., Squires, J., De Bondi, I’,. Morris, M., and Piekarski, W. ‘ARQuake: An outdoor/indoor augmented reality first-person application’ in Proceedings of the Fourth International Symposium on Wearable Computers, (Atlanta, GA, Oct. 2000), 139-141.
Wagner, D., Pintaric, T., Ledermann, F., & Schmalstieg, D. (2005). ‘Towards massively multi-user augmented reality on handheld devices’. In Proc. 3rd Int’l Conference on Pervasive Computing, Munich, Germany.
Weiser, M. (1991) ‘The Computer for the Twenty-First Century’ in Scientific American 265(3), September: 94–104.
Williams, Raymond (1992). Television: Technology and Cultural Form. Hanover and London: University Press of New England and Wesleyan University Press
Further Reading:
Bolter, Jay D. & Grusin, Richard (1999). Remediation: Understanding New Media. Cambridge, MA: MIT Press.
Cavell, Richard (2002). McLuhan in Space: a Cultural Geography. Toronto: University of Toronto Press.
Galloway, Alexander R. (2006). Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press.
Horrocks, Christopher (2000). Marshall McLuhan & Virtuality. Cambridge: Icon Books.
Jennings, Pamela (2001). ‘The Poetics of Engagement’ in Convergence: The International Journal of Research into New Media Technologies, Vol. 7 (2): 103-111.
Lauria, Rita (2001). ‘In Love with our Technology: Virtual Reality A Brief Intellectual History of the Idea of Virtuality and the Emergence of a Media Environment’ in Convergence: The International Journal of Research into New Media Technologies, Vol. 7 (4): 30-51.
Lonsway, Brian (2002). ‘Testing the Space of the Virtual’ in Convergence: The International Journal of Research into New Media Technologies, Vol. 8 (3): 61-77.
Moos, Michel A. (1997). Marshall McLuhan Essays: Media Research, technology, art, communication. London: Overseas Publishers Association.
Pacey, Arnold (1983). The Culture of Technology. Oxford: Basil Blackwell.
Salen, Katie & Zimmerman, Eric. (2004) Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT.
Sassower, Raphael (1995). Cultural Collisions: Postmodern Technoscience. London: Routledge.
Wood, John ed. (1998). The Virtual Embodied: Presence/Practice/Technology. London: Routledge.