Today I was reading a chapter of Remediation: understanding new media (Bolter and Grusin 2000), as the title suggest it’s about Remediation referring to adaption and transforming one medium into another (Kohn and Weissbrod 2020). Specifically, the book is talking about how new media constantly borrows techniques from old media or simply takes current media that exists but changes its appearance to seem different and keep up with the times.
The book starts off by talking about a film called Strange Days (1995, Bigelow) where a device called ‘the wire’ has thrown all other technology to the wayside, especially technology use in media. He uses the wire as an example of how new technology and the media that comes with it will shape our culture (Bolter and Grusin 2000).
Interestingly, though this book was published in 2000 it is still relevant, cultures that have smart phones and network connections have different ways of communicating now. Research has shown that people are using social media to talk about everything from new friends to break ups, even to talk about a family or friend’s funeral. There have also been recorded cases of people de-friending old friends due them seeing what’s on their friend’s social media account (Acar 2014).
The book continues to talk more about the wire and it’s ability to record people’s memory, allowing other people to experience those memories down to every detail in all the 5 senses. They later comment about how current (referring to 2000) Virtual Reality (VR) headsets are uncomfortable and don’t have the same graphical quality as the wire does (Bolter and Grusin 2000). This is also something I found interesting as though VR has gone through much development over the years VR headsets still have the user wear a screen on their face and can cause motion sickness, an example of modern VR headsets is show below in fig1 (Lee et al. 2020). In addition, they can’t recreate any senses besides seeing and hearing.

That being said, you can experience different senses if you’re wearing a Nosulus Rift, a VR headset that lets you smell farts when playing South Park: The Fractures But Whole (Ubisoft 2016, PC), a video of the head set is show in fig 2. A more practically way to experience a different sense that isn’t sight or sound is for a player to put on a Tesla Suit, a full body suit with a haptic feedback system that allows users to experience touching a virtual object on any part of their body a picture is shown in fig 3 (Mikhalchuk, 2019).

Though I may have talked about VR too much, I do find it very interesting how a book published 21 years ago about VR technology and how new technology and media will affect cultures, is still relevant.
The final section I was reading continues with media and advancements in technology but talks about how immediacy relies on hypermediacy especially when used in media. This is explained further by talking about how old media like news will try to use hypermediacy to stay relevant by creating flashy news websites that mimic the same style as how they present news on the TV(Bolter and Grusin 2000).
Looking into hypermediacy it seems to refer to when adapting from old media to create new and improve media, the creatures won’t try to appear transparent as a means to hide connections between the new media and the old media they build on top of. In addition, companies or people that use hypermediacy will tend to embrace and use old, new and different types of media to create their new medium (Kohn and Weissbrod 2020).
Immediacy is when people make a new media transparent to hide remediation and at times the medium itself so that no one noticing that it’s even there (Bolter 2000). This definition makes it sound like the opposite to hypermediacy however, reflecting on Remediation and what it means, it does feel that immediacy does rely on hypermediacy in order to create a new and popular medium or media.
Conclusion
Reading this chapter of Remediation: understanding new media has defiantly widen my gase on remediation, immediacy and hypermediacy and its impact on media and other mediums. After doing research into the different subjects I find it interesting how old media will try to continue to exist while new media that is completely different from old media still uses the rules and techniques of said old media as a starting ground. In addition, I still found it interesting how the book is relevant about media changing to stay with the times and the talking about the state of VR that exist today. However, looking into research about VR headsets and their potential, it does suggest that they are more comfortable now and the chances of getting motion sickness are unlikely.
I don’t know if there’s much of remediation that I can use when it come to programming, however I am curious if I could use it in game design.
In the future if I do decide to look into Remediation further, I will spent a day researching it to try and understand it properly. From it I would get 10 references and begin to plan and prototype at least 2 ideas. This in turn could help me improve my skills in game design.
Bibliography
ACAR, Adam. 2014. Culture and Social Media : An Elementary Textbook. Newcastle upon Tyne, England: Cambridge Scholars Publishing.
BOLTER, Jay David. 2000. ‘Remediation and the Desire for Immediacy’. Convergence (London, England), 6(1), 62-71.
BOLTER, Jay David and Richard GRUSIN. 2000. Remediation : Understanding New Media. Cambridge, Mass. ;: MIT.
KOHN, Ayelet and Rachel WEISSBROD. 2020. ‘Remediation and hypermediacy: Ezekiel’s World as a case in point’. Visual Communication (London, England), 19(2), 199-229.
LEE, Doyeon, Byeng-hee CHANG and Jiseob PARK. 2020. ‘Evaluating the Comfort Experience of a Head-Mounted Display with the Delphi Methodology’. Inteonet Jeongbo Hakoe Nonmunji = Journal of Korean Society for Internet Information; 인터넷정보학회논문지, 21(6), 81-94.
MIKHALCHUK, Dimitri. 2019. TESLASUIT is the Red Dot Award Winner in Product Design. Teslasuit.
Bigelow, Kathryn. 1995. Strange Days [Film].
South Park: The Fractures But Whole. 2016. Ubisoft, Ubisoft.
Figure list
Figure 1. Pocket lint. 2021. No title. [picture]. V&A [online]. Available at: https://www.pocket-lint.com/ar-vr/reviews/158289-pimax-vision-8k-x-vr-headset-review [accessed 22 September 2021]
Figure 2. Game Stop. 2016. South Park Makes Us Sick: Hands On With The Nosulus Rift. . V&A [online]. Available at: https://www.youtube.com/watch?v=nNkgHFrJD9w [accessed 22 September 2021]
Figure 3. Tesla suit. 2021. No title. [picture]. V&A [online]. Available at: https://teslasuit.io/the-suit/ [accessed 22 September 2021]


