Abstract
The existing discourse of Metaverse mostly adopts the methods of technicism and linear narration, and pays too much attention to the changes of the appearance of media technology, thus taking Metaverse as the culmination of the development of digital media. However, such discussion ignores not only the diversity of Metaverse in history and future, but also the users' aesthetic experience. And the problem can be corrected by means of media archaeology and body phenomenology. Through media archaeology, we find a repressed tactile media lineage in art history, which puts the body perception-kinesthetic sensation at the core, and so does Metaverse, which brings a more intimate way for the inter-subject interaction and distinguishes it from other digital media. Nowadays, Metaverse has taken a step further in the exploration of fusing technical prosthesis and body schema, greatly expanding the scope and freedom of coupling between human and technical environment. Metaverse is a kind of “mixed reality” rather than “virtual space”, which depends on people's physical activities and emotional memories in real space as its constituent elements.
Keywords
panorama, virtual reality, media archaeology, Metaverse, body phenomenology
First Page
30
Last Page
41
Recommended Citation
Zhang, Yan. 2023. "From Panorama to Metaverse: A Media Archaeological Perspective." Theoretical Studies in Literature and Art 43, (1): pp.30-41. https://tsla.researchcommons.org/journal/vol43/iss1/5