14,745 research outputs found

    Emotional Qualities of VR Space

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    The emotional response a person has to a living space is predominantly affected by light, color and texture as space-making elements. In order to verify whether this phenomenon could be replicated in a simulated environment, we conducted a user study in a six-sided projected immersive display that utilized equivalent design attributes of brightness, color and texture in order to assess to which extent the emotional response in a simulated environment is affected by the same parameters affecting real environments. Since emotional response depends upon the context, we evaluated the emotional responses of two groups of users: inactive (passive) and active (performing a typical daily activity). The results from the perceptual study generated data from which design principles for a virtual living space are articulated. Such a space, as an alternative to expensive built dwellings, could potentially support new, minimalist lifestyles of occupants, defined as the neo-nomads, aligned with their work experience in the digital domain through the generation of emotional experiences of spaces. Data from the experiments confirmed the hypothesis that perceivable emotional aspects of real-world spaces could be successfully generated through simulation of design attributes in the virtual space. The subjective response to the virtual space was consistent with corresponding responses from real-world color and brightness emotional perception. Our data could serve the virtual reality (VR) community in its attempt to conceive of further applications of virtual spaces for well-defined activities.Comment: 12 figure

    A Sense of place : VR Journalism and Emotional Engagement

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    Virtual reality (VR) and other immersive technologies introduce new opportunities for emotionally compelling narratives and user agency. Virtually mediated environments lie at the heart of immersive journalism (IJ) experiences, foregrounding a sense of presence and bridging the connection between the user and the character. Mediated environments in VR stories provide more than a setting since the user can interact with and respond to the surroundings. Drawing on the theory of spatial narrative, documentary and cinema literature and studies on media morality, this article examines the meaning of place in VR news stories and its ability to engage the user with the story. This study contributes to the discussion of creating and communicating places in journalism studies by examining spatial storytelling in immersive news stories, which are available in the NYT VR smartphone application. This paper argues that spatial storytelling eventually affects what is experienced and how it is experienced either by demonstrating the circumstances with aesthetical elements or via the selection of spaces.Peer reviewe

    The Weird Giggle: Attending to Affect in Virtual Reality

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    Virtual Reality (VR) is once again causing a stir, with conflicting assertions over its potential to usher in a glorious posthuman phase of freedom or to immerse bodies wearing headsets in pure and meaningless violence. This paper integrates philosophies of affect and affective experiences in VR by means of a practical application of phenomenological reflection. The combination of phenomenology and affect is valuable for articulating the lived experience of something unprecedented or disorienting, and for expanding the language of critique. The practical affective experiences of VR are from one particular VR artwork: MAN A VR by Gibson / Martelli, which uses captured data from dancers performing the dance improvisation form Skinner Releasing Technique (SRT) to animate the figures the VR world. SRT is also the movement practice facilitating philosophical reflections on the experience of being in the VR world. In this paper, passages directly describing moments of experience in MAN A VR extracted directly from research journals act as affective counterpoints to the theoretical discussion. The result is an expansion of the somatic register of VR, at the same time as a grounding of concepts from affect theory within contemporary digital culture

    Analysing Movement, The Body and Immersion in Virtual Reality

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    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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