Skip to main content
SearchLoginLogin or Signup

Chapter 13. Immersion and empathy: the question of the adoption of virtual reality

Inmersión y empatia: la cuestión de la recepción de la realidad virtual

Published onNov 04, 2022
Chapter 13. Immersion and empathy: the question of the adoption of virtual reality
·

Abstract

Virtual Reality (VR) is defined as “a computer-generated digital environment that can be experienced and interacted with as if that environment were real” (Jerald, 2016, p.9). The users isolate themselves from the world around them in the immersion system, replacing real stimuli with virtual stimuli. VR is an immersive video, and it is defined as the succession of panoramic images that entirely cover the observer’s environment in all directions, generating the sensation of “being inside” the scene. This VR live action (i.e. photographic capture of the environment and not CGI) presents new challenges for the traditional film and video audiovisual artist. The role of the user, who has become a user and no longer a mere spectator, is passively looks at an image on the rectangular screen. The nature of the images, which transcends the frame to surround the user, implies a different experience in the body and psychological involvement. This paper investigates the nature of VR reception compared to traditional film and video, which raises other possibilities that they do not have and VR does. It is part of the investigation exploring the narrative options of immersive video through its production process (del Arbol, Dicom master’s degree, UBA) and the dissemination work LIVRO, their design and their immersive video 360 production.

Keywords: Empathy, Immersive effect, Cyberdizziness

Full Text

Download Chapter PDF

Video

Miedo y Asco injected

References

Coleridge, S: T. (1984). Biographia literaria, or, Biographical sketches of my literary life and opinions. Princeton University Press.

Hall, E.T. (1972). La dimensión oculta. México DF, México: Siglo XXI.

Jerald, J. (2016). The VR book: Human-centered design for virtual reality. Illinois, EEUU: Morgan & Claypool.

Quintana, P.; Bouchard, S.; Serrano, B. y Cárdenas-López, G. (2014) Efectos secundarios negativos de la inmersión con Realidad Virtual en poblaciones clínicas que padecen ansiedad, Revista de Psicopatología y Psicología Clínica, 19(3), pp.197-207.

Sherman, W. & Craig, A. (2018 [2003]). Understanding Virtual Reality: Interface, Application and Design. Cambridge, EE.UU.: Elsevier.

Comments
0
comment

No comments here

Why not start the discussion?