6 research outputs found

    Phenomenology and phenomenography in virtual worlds: an example from archaeology

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    This chapter discusses a project to construct a simulation of Avebury Henge, a Late Neolithic/Early Bronze Age monument in the SW of the U.K., in a 3D, virtual world environment, and to use phenomenological and phenomenographic methods for its evaluation. We explore notions of place and digital being in virtual worlds, and the potential of these methods in understanding virtual worlds and their applicability to evaluations of virtual archaeology. The phenomenological approach to archaeology tends to stress the importance of the archaeologists’ senses, working through their physical presence in a landscape to enable an appreciation of the materiality, or physicality, of an environment. In this study, phenomenology was applied to the experience of a virtual environment where sight and hearing senses are restricted, and the senses of smell and touch are deprived altogether. So, the immersion of all the body’s senses in a landscape, to the exclusion of all other experiences, cannot be achieved. We argue that the phenomenological narrative describing one author’s experiences in Virtual Avebury (VA) has demonstrated that experiencing a landscape from an archaeological point of view can be achieved in a virtual environment, but that the nature of the experience is different to that in the physical world. The ability to experiment with designing landscapes, to change environmental aspects in simulations of places that could not otherwise be experienced, and to meet with others in those places to discuss, explore and experience them together, has the potential to offer a new practice of phenomenology in archaeology, and in virtual worlds research. The phenomenographic method used to explore the range of experiences of members of a small evaluation group found that five categories of experience emerged. These were sense of place in VA, recall of VA at Avebury, sense of place in Avebury, effects of sounds and soundscapes and a sense of Avebury’s original purpose. Based upon these findings, we make recommendations for wider research in phenomenological methods of enquiry in virtual worlds

    The production of digital public spaces

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    Digital media are noticeably changing the qualities of urban public spaces, which can no longer be considered a purely physical construct. Yet, the extent to which contemporary digital media can be used to promote other forms of spatial agency remains a critical issue. Whereas the impact of technology from a macro perspective offers a globalizing and homogenizing image, its role in the production of space at a local scale is less clear (Kirsch 1995). The aim of this study is to argue for digital public spaces as a concrete programme to support the articulation of a third notion of public space that emerges at the interface of physical–digital hybrid spaces (Stikker 2013). The project for digital public spaces is posed as one that pursues enabling citizens’ rights to participation and appropriation (Purcell 2002) of physical–digital hybrid spaces. It is argued that while physical and digital spaces do not stand in opposition, their operational models do not fit seamlessly either. Therefore, the research is particularly concerned with how to design for the conditions that allow a dialogical relation between physical and digital features of space, and enable citizens to actively participate in the production of physical–digital hybrid spaces, and for which a dialectical mode of analysis is required. Following a cumulative narrative, the study explores different characterizations of digital public spaces, which have been articulated through design-led action research projects conducted in collaboration with academia, creative industries, citizens and public authorities. The study accomplishes a novel application of the unitary theory of space proposed by the Marxist French philosopher and sociologist, Henri Lefebvre (1992), which is revisited to develop a novel framework to reveal the social production of physical–digital hybrid spaces. The framework is developed through practice, and extensively applied throughout the thesis illustrating three distinctive dominating perspectives of physical–digital hybrid spaces: substitution, co-evolution and recombination (Graham 1998). The framework has proved to be a flexible and insightful method of analysis that: enables approaching the social production of physical and digital spaces individually and in relation to one another; to understand how different spatial configurations allow for participation and appropriation; and in turn, to re-contextualize the right to the city (Lefebvre 1996) in digital public spaces

    Virtual worlds as pedagogical places: experiences of higher education academics

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    This thesis explores how academics in higher education experience virtual worlds as pedagogical places. Using the virtual world Second Life™ as a lens, I examine the changing nature of embodiment, pedagogy and place for academics and the significance these changes have for academic identity and practices

    The Lived Experience of Virtual Environments: A Phenomenological Study

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    This is study of the experience of virtual environments (VE) in the context of safety training. Research involves participants from two companies who use VEs for safety training in hazardous work environments. The research approach is phenomenology. The key findings of the study show how the users actively form the VE experience. These insights will be useful for VE research and development
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