RESEARCH ARTICLE
The old media in the new media: a comparative study of the
kinetoscope and the virtual reality headset
Vladimir Rosas
Independent Researcher
ABSTRACT
The aim of this article is to trace back specific features from the
kinetoscope that can be found in the virtual reality headset. I will
propose a critical comparison between these two devices using
Francois Albera and Maria Tortajada’s framework on moving
image artifacts, which categorizes them as: Machinery, Spectator
and Representation.
KEYWORDS
Virtual reality; kinetoscope;
old media; new media;
apparatus; representation
It was in 2012 when Palmer Luckey, a 19-year-old, launched a crowdfunding campaign to
persuade people to invest in his new invention, a device capable of displaying a 360°
image with stereoscopic vision and two fish-eye lenses. In exchange for financial
support, he pledged to send a prototype unit to those who invested in it. After raising
ten times more than the required amount, Luckey went on to send the Oculus Rift to
his numerous sponsors. It was from this moment that interest in his innovation began
to snowball. Although there had already been a high degree of sophistication in portrayals
of how individuals experience virtual worlds, such as in futuristic movies like Tron: Legacy
1
,
it fell upon the Oculus Rift to give people the opportunity to actually immerse themselves
in virtual reality (VR). Since then, virtual reality has burgeoned, with an array of new hard-
ware: from very affordable plastic headsets such as the Google Cardboard and Google
Street View’s simple 360° still images, to more complex developments such as the
Touch VR bundles and virtual reality theme parks.
Although the principal uses of the virtual reality headset have thus far been predomi-
nantly related to entertainment (especially video games), other applications have been
introduced in the past few years. These include a wide range of practices, of which I
will name a select few here. These include the adoption of virtual reality for pedagogical
purposes, for instance, in the use of the VR headset for the perusal of museum collections
(such as the British Museum
2
or the Smithsonian
3
); uses related to the tourism industry
and the promotion of certain holiday destinations
4
; humanitarian projects aiming to
involve members of the public in charitable campaigns (such as “Clouds Over Sidra”
5
,a
VR experience in a refugee camp in Jordan, or “Women on the Move”, which illustrates
the plight of female entrepreneurs in the Third World
6
); and also applications within the
sphere of health studies, such as schemes that use virtual reality to improve the layper-
son’s understanding of and empathy for people suffering from dementia (Wijma et al.
2017,1–9).
© 2018 Informa UK Limited, trading as Taylor & Francis Group
CONTACT Vladimir Rosas vladorosas@gmail.com
INTERNATIONAL JOURNAL OF PERFORMANCE ARTS AND DIGITAL MEDIA
2019, VOL. 15, NO. 1, 23–34
https://doi.org/10.1080/14794713.2018.1558986