Abstract
The purpose of this paper is to explore the relationships between embodiment, presence and immersion in contemporary forms of VR. The term virtual reality (VR) refers to the generation of three-dimensional environments using computer-graphics or 360° video imagery. Using VR headsets such as Google Daydream, HTC Vive, Oculus Rift, Samsung Gear and Sony PlayStation™ (PSVR) it is possible to remove visual stimuli from the outside world, replacing them with computer-generated or video imagery, to create a sense of being present within another realm. At present, commercially available hand-held devices such as motion controllers do not replicate the weight, solidity or surface texture of objects. However, these hand-held devices do enable us to interact and respond to objects within VR environments and add to the sense of immersion. A key issue to explore is what happens to our sense of embodiment, when we feel immersed and present within VR environments? Debates surrounding phenomenological approaches to embodiment, as well as the ideas found within dance and movement scholarship, provide useful entry points to explore embodiment and VR. For instance, Rudolph Von Laban provides a precise lexicon for describing movement. By testing out and applying Laban’s movement analysis, it is possible to offer fresh insight into embodiment, immersion and VR. Furthermore, by focusing on Laban’s insights into movement, it is possible to heighten our sense of embodiment in order to become more aware of how we interact and respond immersive VR experiences.
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Status: | Published |
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Refereed: | Yes |
Publisher: | Screen and Cinema Studies, Department of Media and Communication, Swinburne University of Technology |
Uncontrolled Keywords: | 1902 Film, Television And Digital Media, 2002 Cultural Studies, |
Depositing User (symplectic) | Deposited by Chan, Melanie |
Date Deposited: | 30 Jul 2018 12:52 |
Last Modified: | 11 Jul 2024 13:35 |
Item Type: | Article |
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