Professional Documents
Culture Documents
Beil, Benjamin. 2010. First Person Perspectives: Point of View und figurenzentrierte
Erzählformen im Film und im Computerspiel. Münster: Lit-Verlag.
Bergson, Henri. 1990. Matter and Memory. Translated by Nancy Margaret Paul
and W. Scott Palmer. New York: Zone Books.
Biocca, Frank and Ben Delaney. 1995. “Immersive Virtual Reality Technology.”
In Communication in the Age of Virtual Reality, edited by Frank
Biocca and Mark R. Levy, 57–124. Hillsdale, NJ: L. Erlbaum.
Blanke, Olaf and Metzinger, Thomas. 2008. “Full-body Illusions and Minimal
Phenomenal Selfhood.” Trends in Cognitive Sciences 13 (1): 7–13.
Braithwaite, Jason J., and Kevin Dent. 2011. “New Perspectives on Perspective-
Taking Mechanisms and the Out-of-Body Experience.” Cortex 47:
628–632.
Furlanetto, Tiziano, Cesare Bertone, and Cristina Becchio. 2013. “The Bilocated
Mind: New Perspectives on Self-Localization and Self-Identification.”
Frontiers in Human Neuroscience 7 (71). http://journal.frontiersin.
org/article/10.3389/fnhum.2013.00071/full.
Gallagher, Shaun. 2005. How the Body Shapes the Mind. Oxford: University
Press.
Ganesh, Shanti, Hein T. van Schie, Floris P. de Lange, Evan Thompson, and
Daniël H. J. Wigboldus. 2012. “How the Human Brain Goes Virtual: Distinct Cortical Regions of the Person-
Processing Network Are Involved
in Self-Identification with Virtual Agents.” Cerebral Cortex 22 (7):
1577–1585. Accessed June 29, 2015. http://cercor.oxfordjournals.
org/content/22/7/1577.long.
Grabbe, Lars C., and Patrick Rupert-Kruse. 2016. “Media Embodiment: Die
technologische Basis der Verkörperung digitaler Bilder.” In Bildkörper:
Zum Verhältnis von Bildtechnologien und Embodiment, edited by Lars C.
Hansen, Mark B. N. 2006. Bodies in Code: Interfaces with Digital Media. New
York: Routledge.
Kilteni, Konstantina, Raphaela Groten, and Mel Slater. 2012. “The Sense of
Embodiment in Virtual Reality.” Presence 21 (4): 373–387.
Krois, John Michael. 2011. Image Science and Embodiment, or: Peirce as
Image Scientist. In John M. Krois: Bildkörper und Körperschema, edited by
Horst Bredekamp, and Marion Lauschke, 194–209. Berlin: Akademie
Verlag.
Lenggenhager, Bigna, Tej Tadi, Thomas Metzinger, and Olaf Blanke. 2007.
“Video Ergo Sum: Manipulating Bodily Self-Consciousness.” Science 317:
1096–1099.
Lombard, Matthew, and Theresa Ditton. 1997. “At the Heart of It All: The
Concept of Presence.” Journal of Computer-Mediated Communication 3 (2).
Accessed June 29, 2015. http://jcmc.indiana.edu/vol3/issue2/lombard.
html.
Manovich, Lev. 2001. The Language of New Media. Cambridge, MA: MIT
Press.
Meadows, Mark Stephen. 2007. I, Avatar: The Culture and Consequences of having
a Second Life. Thousand Oaks, CA: New Riders.
Neitzel, Britta. 2007. “Point of View und Point of Action – eine Perspektive
auf die Perspektive in Computerspielen.” In Computer/Spiel/Räume: Materialien
zur Einführung in die Computer Game Studies, edited by Klaus Bartels
and Jan Noel Thon, 8–28. Hamburger Hefte zur Medienkultur: Heft 5.
Petkova, Valeria, and Henrik Ehrsson. 2008. “If I Were You: Perceptual
Illusion of Body Swapping.” PLoS ONE 3 (12). Accessed June 29, 2015.
http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0003
832.
Rehak, Bob. 2003. “Playing at Being. Psychoanalysis and the Avatar.” In The
Video Game Reader, edited by Mark J. P. Wolf and Bernard Perron, 103–
128. New York: Routledge.
Sobchack, Vivian. 2004. Carnal Thoughts: Embodiment and Moving Image Culture.
Berkeley: University of California Press.
Sodhi, Rajinder, Ivan Poupyrev, Matthew Glisson, and Ali Israr. 2013.
“AIREAL: Interactive Tactile Experiences in Free Air.” Paper presented
at the SIGGRAPH ’13, 2013. Accessed June 29, 2015.
http://www.disneyresearch.com/wp-content/uploads/Aireal_
FNL1.pdf.