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Are We There Yet? Virtual Travel and Victorian Realism connects the Victorian fascination with "virtual travel" with the rise of realism in nineteenth-century fiction and twenty-first-century experiments in virtual reality. Even as the expansion of river and railway networks in the nineteenth century made travel easier than ever before, staying at home and fantasizing about travel turned into a favorite pastime. New ways of representing place—360-degree panoramas, foldout river maps, exhaustive railway guides—offered themselves as substitutes for actual travel. Thinking of these representations as a form of "virtual travel" reveals a surprising continuity between the Victorian fascination with imaginative dislocation and twenty-first -century efforts to use digital technology to expand the physical boundaries of the self.

Table of Contents

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  1. Cover
  2. p. 1
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  1. Title Page, Copyright, Dedication
  2. pp. 2-7
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  1. Acknowledgments
  2. pp. vii-viii
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  1. Contents
  2. pp. ix-x
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  1. Introduction: Travel and the Art of the Real
  2. pp. 1-28
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  1. I. Going Nowhere: Panoramic Travel
  2. pp. 29-35
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  1. 1. A Room with a View: The Victorian Panorama
  2. pp. 35-41
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  1. 2. The Passing Scene: Moving Panoramas
  2. pp. 41-47
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  1. 3. Wish You Were Here: Marketing the Experience
  2. pp. 47-55
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  1. 4. Watching the Grand Tour
  2. pp. 55-58
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  1. 5. Moving Pictures: The View from a Balloon
  2. pp. 59-66
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  1. 6. Surveying the Scene: The Panoramic Gaze
  2. pp. 66-70
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  1. 7. The Hypothetical Tourist
  2. pp. 70-82
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  1. II. Total Immersion: Navigating the Thames
  2. pp. 83-87
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  1. 1. No Place Like Home: The Thames as England
  2. pp. 87-97
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  1. 2. Journey to the Interior
  2. pp. 97-104
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  1. 3. You Are Here: The Guided Tour
  2. pp. 104-110
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  1. 4. Blogging the Trip: Three Men in a Boat
  2. pp. 111-117
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  1. 5. Back to the Future: News from Nowhere
  2. pp. 117-122
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  1. 6. River of Oblivion: The London Thames
  2. pp. 122-133
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  1. 7. Change of Pace: The Rush toward Leisure
  2. pp. 134-142
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  1. III. High-speed Connection: The Railway Network
  2. pp. 143-152
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  1. 1. Frankenstein’s Monster: The Cyborg Engine
  2. pp. 152-154
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  1. 2. Neither Here nor There: The Body in Transit
  2. pp. 154-167
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  1. 3. User’s Manuals: The Railway Guide
  2. pp. 167-173
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  1. 4. Chat Rooms: The Social Space of Trains
  2. pp. 173-181
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  1. 5. Game Over: The Railway Journey as Dream and Nightmare
  2. pp. 181-187
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  1. 6. The Matrix: Railway Junctions as Non-Spaces
  2. pp. 187-190
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  1. 7. World Wide Web: Information Networks in Sherlock Holmes and Dracula
  2. pp. 190-200
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  1. 8. Moving through Media
  2. pp. 200-204
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  1. Conclusion
  2. pp. 204-208
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  1. Notes
  2. pp. 209-224
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  1. Works Cited
  2. pp. 225-244
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  1. Index
  2. pp. 245-254
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