Escolar Documentos
Profissional Documentos
Cultura Documentos
In The Space
I I m agin e d
An Ethnography of
Virtual Reality
Jasper Stevens
London, 2017
TO M.M.D
for making it happen
Abstract
1 . I n t r o d u c t i o n 7
2 . L i t e r a t u r e R e v i e w 1 3
2 . 1 C r e a t i o n o f V i r t u a l R e a l i t y 15
2 . 2 R e a l i t y o f V i r t u a l R e a l i t y 2 3
2 . 3 I n v e s t i g a t i o n o f V i r t u a l R e a l i t y 27
3 . H y p o t h e s i s + M e t h o d o l o g y 31
3 . 1 T h e A p p r o a c h 3 3
3 . 2 T h e P r o c e s s 3 5
4. Results
3 9
4 . 1 I n t e r v i e w 0 1 4 3
4 . 2 T i l t B r u s h E x p e r i m e n t 4 5
4 . 3 V i d e o R e s p o n s e 5 3
4 . 4 I n t e r v i e w 0 2 5 7
4 . 5 E t h n o g r a p h i c S u m m a r y 6 1
5 . D i s c u s s i o n 6 7
5 . 1 T h e R e a l i t i e s o f V i r t u a l R e a l i t y 69
5 . 2 T h e P h y s i c a l i t y o f V i r t u a l R e a l i t y 73
6 . C o n c l u s i o n 7 9
6 . 1 D i s s o n a n t D e s i g n 8 1
B i b l i o g r a p h y 8 6
A p p e n d i x
01
INTRODUCTION
7
8
1.0
Introduction
This need not be the case, and indeed was not always. In the late twentieth
century, as early virtual reality technology was being developed, art, fiction
and film, not constrained by the possibility of an attainable hyperreal,
explored the potential of an inhabitable, spatial reality free from physical
limitations. However, as processing power, popularity, and production
budgets increased, it became possible to ever more accurately simulate
physical reality, and so virtual environments became ever more authentic
fakes.
1 Baudrillard, J. and Glaser, S. (2014). Simulacra and simulation. 1st ed. Ann Arbor: Univ. of Michigan Press
9
10
C H A P T E R 1 : I n t r o d u c t i o n
A distinction that is crucial for discussion in this field is that between the
technology and the space of Virtual Reality(VR). In Digital Sensations,
Ken Hillis uses the term VR to refer to the technology that facilitates the
experience, and defines a VE as being the 3-D computer-generated virtual
environments [that VR] permits 3. This paper will focus on the relationship
between VR and VEs, and, through a video reflective micro ethnography, will
investigate how VEs are understood and experienced through VR. Although
ethnography is more commonly associated with the study of social cultures,
its method, to grasp the natives point of viewto realize his vision of his
world 4, is a powerful and productive approach to trying to understand the
new phenomena in a reality without an established language. The paper
begins with a study on the effect of the development of VR on the design
of VEs, as well as a summary of current discussion on VEs and experiments
in VR.
2 Dezeen. (2017). Virtual reality design | Dezeen. [online] Available at: https://www.dezeen.com/tag/virtu
al-reality/ [Accessed 21 Jan. 2017].
3 Hillis, K. (2002). Digital sensations. 1st ed. Minneapolis, Minn.: University of Minnesota Press.
4 Spradley, J. (1979). The Ethnographic Interview. 1st ed. Minnesota: Holt, Rinehart and Winston p.3
11
12
02
L I T E R AT U R E
REVIEW AND
BACKGROUND
Advances in computation
form a pool of techniques
from which virtual technology
researchers can draw,
select, refine, and redeploy
speculative entertainment
equally sustains the will
to develop VEs and is
eloquently revealed in the
pages of science fiction.
13
Fig. 01.
14
2.1
5 Weinbaum, S. (1949). A Martian odyssey. 1st ed. Reading, Pa.: Fantasy Press.
6 Heilig, M. (1992). EL Cine del Futuro: The Cinema of the Future. Presence: Teleoperators and Virtual Envi-
ronments, 1(3), pp.279-294.
7 ibid
8 ibid
15
Fig. 02.
The Sensorama
Fig. 03.
16
C H A P T E R 2 : L i t e r a t u r e R e v i e w a n d B a c k g r o u n d
Core to our experience of space is not simply being within in, but also
being able to move through it. 13 Whilst the Sensorama did provide multi-
sensory experiences, the user was still passive within the machine - this was
still cinema, just more immersive cinema. It took another decade for Ivan
Sutherland to invent the first head mounted display (HMD), mischievously
nicknamed The Sword of Damocles (Fig.03), in 1968, which facilitated
explorable and interactive virtual environments. The HMD granted users
the ability to go beyond technical limitations of conventional film and
TV that necessitate a space between the technology and the viewer 14,
providing the interactivity the Sensorama could not by allowing the virtual
environment to be spatially explored. Although this device could only display
a simple wireframe cube, Sutherland set out his vision for the technologys
development in his essay The Ultimate Display, stating that the ultimate
display would, of course, be a room within which the computer can control
the existence of matter. A chair displayed in such a room would be good
9 Schreer, O., Kauff, P. and Sikora, T. (2006). 3D Videocommunication. 1st ed. John Wiley & Sons.
10 Mortonheilig.com. (n.d.). THE FATHER OF VIRTUAL REALITY. [online] Available at: http://www.mortonheilig.
com [Accessed 15 Dec. 2016].
12 Rheingold, H. (1995). Virtual reality. 1st ed. New York, NY: Simon & Schuster. p.58
13 theorist James J. Gibson 10 asserts that how we navigate our 3-D world and handle things within it deter-
mines and shapes our vision of the world (1966, chap. 13),
Hillis, K. (2002). Digital sensations. 1st ed. Minneapolis, Minn.: University of Minnesota Press.
14 Hillis, K. (2002). Digital sensations. 1st ed. Minneapolis, Minn.: University of Minnesota Press.
17
Fig. 04.
Fig. 05.
18
C H A P T E R 2 : L i t e r a t u r e R e v i e w a n d B a c k g r o u n d
enough to sit in. 15. While other viewing technologies have been explored
since, it is the HMD that has most consistently been developed and was the
approach used in both the past and present peaks of VR.
These imaginative visions came at a time when the cutting edge of consumer
interaction with virtual environments was through simplistic arcade games,
which lead to a surge in interest in VR (Fig. 05). Seeking to capitalise on
15 Sutherland, I. (2017). The Ultimate Display. 1st ed. [ebook] Available at: http://worrydream.com/refs/Suther-
land%20-%20The%20Ultimate%20Display.pdf [Accessed 11 Dec. 2017].
16 Gibson, W. (2000). Neuromancer. 1st ed. New York: Penguin Publishing Group.
17 Hillis, K. (2002). Digital sensations. 1st ed. Minneapolis, Minn.: University of Minnesota Press.
18 ibid
19
Fig. 06.
Fig. 07.
20
C H A P T E R 2 : L i t e r a t u r e R e v i e w a n d B a c k g r o u n d
After 1995, virtual reality was promising as a technology but it was clear
that it wasnt ready for gaming. The engineering challenges required
Manhattan Project-levels of funding...and what else happened in 1995?
The Internet. Suddenly everyone was connected, and virtual reality was
this ugly little brother lagging behind. 19
It isnt clear! Only one person can use it at a time! Its too expensive! 20.
19 The Verge. (2017). The Rise and Fall and Rise of Virtual Reality. [online] Available at: http://www.theverge.
com/a/virtual-reality [Accessed 26 Apr. 2017].
20 Weinbaum, S. (1949). A Martian odyssey. 1st ed. Reading, Pa.: Fantasy Press.
21
22
2.2
If for two thousand years Western culture has puzzled over the
meaning of reality, we cannot expect ourselves in two minutes, or even
two decades, to arrive at the meaning of virtual reality. 22
22 Heim, M. (1994). The Metaphysics of Virtual Reality. 1st ed. New York: Oxford University Press.
23 ibid
24 ibid
23
It has been argued 25 that whether Virtual Reality is considered real depends
on how closely it matches physical reality, since the concept of virtual
reality suggests an approximation to reality, and therefore its application
to cases in which no real-world situation exists is incoherent 26. This can be
refuted 27 by arguing that what is happening within Virtual Reality, rather than
the simulation of a given item, ...is the simulation of systematic relations.
An attempt is made to simulate (if that is the right word) the conditions that
obtain between objects and a perceiver such that they are experienced in
a way similar to the way reality is experienced 28. This describes the aim of
Immersive Virtual Reality - to create a virtual experience that is experientially
equivalent to physical reality - equally real.
pp.673-690
26 ibid
27 ibid
28 ibid
29 Slater, M. and Wilbur, S. (1997). A Framework for Immersive Virtual Environments (FIVE): Speculations on
the Role of Presence in Virtual Environments. Presence: Teleoperators and Virtual Environments, 6(6), pp.603-616.
30 ibid
31 ibid
24
C H A P T E R 2 : L i t e r a t u r e R e v i e w a n d B a c k g r o u n d
participant no longer inhabits the physical space 32, but this notion of a total
separation between physical and virtual what is known as the immersive
fallacy 33.
The Immersive Fallacy describes the assumption that media should strive
to present a fictional world so convincing that its audience would forget
the real world in which they interact with the media 34. This assumption is
present in the study of many virtual media, from board games to video
games, and is a fundamental misunderstand of the way constructed
realities are experienced. In Mixed Realism, Timothy Welsh demonstrates
that interactions with the virtual environments through video games, and by
extension through Virtual Reality, are fundamentally meta communicative...
if users truly believed that, after putting on a headset and glove, they were
suddenly on the surface of the moon...the experience would be utterly
terrifying 35. However, the meta-communicative nature of games, physical
or virtual, does not diminish their reality:
playing a game is a real event, even if the fictional environment it
projects is only a representation... where video game studies has lost
touch with the virtual, comes from the next step in saying that because
the fictional is a representation it is derivative and inessential. The
dragon may not be a dragon, but it is a projection of a dragon, and
projections of dragons are real. 36
The reality of these virtual experiences can be clearly demonstrated
through the effect of an interaction with a specific virtual environment - the
simulated Venice of Assassins Creed 2.
32 Slater, M. (2017). Depth of Presence in Virtual Environments. [online] Available at: http://publicationslist.org.
s3.amazonaws.com/data/melslater/ref-24/depth%20of%20presence.pdf.
33 Salen, K. and Zimmerman, E. (2011). Rules of play. 1st ed. Johanneshov: TPB
34 Welsh, T. (2016). Mixed realism. 1st ed. Minnesota: University of Minnesota Press.
35 ibid
36 ibid
25
Fig. 08. Fig. 09.
26
2.3
The simulation is so effective, in fact, that when visiting physical Venice, places
visited virtually are recognised and recalled as if experienced physically.
More than simply providing recognition though, the virtual experience
changes the way the physical world is perceived, with physical buildings
being understood in terms of how they were virtually climbed. 37 While
images or film may produce a feeling of familiarity with certain landmarks,
interacting with a virtual environment provides a spatial experience that
has a cognitive equivalence with an actual physical experience, even if
projected through the proxy self of a virtual avatar.
37 This is a phenomenon that I and others I have spoken to have personally experienced. I have written
about this previously in an essay which can be found at envs3021.wordpress.com
38 Kant, I. and Meiklejohn, J. (1781). The Critique of Pure Reason. 1st ed. Gutenberg.
39 ibid
27
physical world and can affect the perception of physical reality. This suggests
that both virtual and physical environments have equal experiential value,
with knowledge from either reality informing understanding of the other.
It is because of this equal value that VEs are being studied with increasing
seriousness. At the height of VRs popularity, the potential negative
implications of an immersive alternate reality began to be considered:
People thought that there would be addictions to VR that people
would end up living in virtual worlds and never coming out. There
was concern that there would be physical damage as well as mental
damage. 40
This notion of VR as another delusional drug 41 was a contributing factor to
its fall from grace, and these negative associations have stayed with both
VR and VEs throughout their history. While many studies and experiments
have explored possible side effects, from effect on aggression and
hostility 42, to impairment of hippocampal activity 43, there has also been
numerous investigations into the potential of this reality. Albert Skip Rizzos
work has used VR as exposure therapy to treat PTSD suffers 44
, while Mel
Slater and Anthony Steeds work has sought to understand the concept
and measurement of presence in virtual environments 45.
40 The Verge. (2017). The Rise and Fall and Rise of Virtual Reality. [online] Available at: http://www.theverge.
com/a/virtual-reality [Accessed 26 Apr. 2017].
41 Gozzi, Raymond. VIRTUAL REALITY AS METAPHOR. ETC: A Review of General Semantics, vol. 52, no. 4,
1995, pp. 456460., www.jstor.org/stable/42577680.
42 Sciencedirect.com. (2017). Impact of virtual reality on young adults physiological arousal and aggressive
thoughts: Interaction versus observation - ScienceDirect. [online] Available at: http://www.sciencedirect.com/science/
article/pii/0193397394900094 [Accessed 26 Apr. 2017].
43 Impaired spatial selectivity and intact phase precession in two-dimensional virtual reality. (2014). Nature
Neuroscience. [online] Available at: http://www.nature.com/neuro/journal/v18/n1/full/nn.3884.html.
44 News.usc.edu. (2017). Skip Rizzo honored for advances in virtual reality therapy. [online] Available at:
https://news.usc.edu/80595/skip-rizzo-honored-for-advances-in-virtual-reality-therapy/ [Accessed 26 Apr. 2017].
45 Slater, M. (2017). Depth of Presence in Virtual Environments. [online] Available at: http://publicationslist.org.
s3.amazonaws.com/data/melslater/ref-24/depth%20of%20presence.pdf.
28
C H A P T E R 2 : L i t e r a t u r e R e v i e w a n d B a c k g r o u n d
studying virtual worlds in their own terms is not only feasible but
crucial to developing research methods that keep up with the realities
of technological change 46
46 Boellstorff, T. (2009). Coming of age in Second Life. 1st ed. Princeton University Press.
48 I have written about one such VE, The Stanley Parable, previously. This paper can be found here: https://
www.scribd.com/document/319259830/Utopic-Simulations
29
30
03
HYPOTHESIS
AND
METHODOLOGY
31
C H A P T E R 3 : H y p o t h e s i s a n d M e t h o d o l o g y
32
3.1
The Approach
The more the plot line potentially removes a person from everyday
reality, and presents an alternate self-contained world, the greater the
chance for presence. 49
The results of the ethnographic process make explicit a language, which can
itself then be used for further communication and exploration. This cyclical
aspect of ethnography can generate new hypotheses while seeking to
answer the initial question. This paper will explore knowledge gained as far
49 Slater, M. and Wilbur, S. (1997). A Framework for Immersive Virtual Environments (FIVE): Speculations on
the Role of Presence in Virtual Environments. Presence: Teleoperators and Virtual Environments, 6(6), pp.603-616.
50 Spradley, J. (1979). The Ethnographic Interview. 1st ed. Minnesota: Holt, Rinehart and Winston.p17
33
C H A P T E R 3 : H y p o t h e s i s a n d M e t h o d o l o g y
The VR system used in the experiment will be the HTC VIVE, a HMD based VR
system that facilitates room scale positional tracking, as well as interaction
with the VE through two handheld controllers (Fig. 11). The VE used in the
experiment will be Googles Tilt Brush - a virtual reality drawing program.
Tilt Brush gives users a series of virtual drawing tools - a wide variety of
brushes, drawing guides such as straight edges and a mirror function,
and transformation tools that allow the user to re-scale and reposition the
environment. The VE manifests itself as a blank, canvas space, and allows
user to draw in 3d dimensional space using the controllers, with the drawn
strokes hanging suspended in the air where the hand travelled. The various
brushes vary from light and smoke to psychedelic oil slicks and cyberspace
hypercubes, allowing a wide variety of creation.
34
3.2
The Process
INTERVIEW 01
Participants were asked a series of questions regarding the initial VR
exposure. As well as gathering information on the participants themselves,
these questions investigated how the VR experienced was perceived, and
how it had been remembered. (Fig. 10)
VIDEO REFLECTION
Participants watched the recording of their headset feed and were asked
to describe what they were doing. This interview was recorded and is
presented in sync with the experiment recordings in the films.
51 Spradley, J. (1979). The Ethnographic Interview. 1st ed. Minnesota: Holt, Rinehart and Winston.p48
52 Depth of Presence found that time is not at all significant in the analysisthere was no model that we were
able to find in which time emerged as a significant factor, and therefore a time limit was used to keep recorded data
manageable.
35
DETAILS ON VR EXPERIENCE
Name How long ago?
How long do you spend with computers a week? How did it feel?
Artistic proficiency 1-10 Did you feel like you achieved anything? If so what?
How often do you draw? Were there any memorable moments?
Had you used VR before the initial exposure? Was it like any other activity? Whats the closest existing
experienced VR?
Fig. 11.
36
C H A P T E R 3 : H y p o t h e s i s a n d M e t h o d o l o g y
INTERVIEW 02
Participants were asked the same set of questions as Interview 01, this time
regarding the Tilt Brush experiment, to observe the difference in perception
between a distant and recent VR experience. Statements made by
participants during the video reflection were also question for clarification
and further exploration of their perception of its reality.
Although, as an ethnographic work, this study does not seek to create a
tightly controlled testing environment, efforts were made to minimise
potential confounding variables. All participants experienced VR in the same
physical room and in the same VE, starting in the same position and having
a fixed time limit. The observations were all conducted in the evening, and
participants did not observe each others experiences, or talk to each other
about the previous experience or interviews before, or during the process.
Questions asked of the participants were, wherever possible, framed using
their own language in order to not impose vocabulary upon them.
53 This method was used in More Breaks Less Presence, but is less appropriate for this study as it imposes a
certain language and understanding onto participants
37
38
04
R E S U LT S
39
DOMINIC JENNY
Age: 46 Age: 43
Profession: IT Support Profession: Lawyer
Tech proficiency: 7 Tech proficiency: 4
Hours spent with computers/week: 40 Hours spent with computers/week: 40
Artistic proficiency: 6 Artistic proficiency: 3
How often do you draw: Once a month How often do you draw: Once a year
Used VR before: no Used VR before: no
JOHANNA AGOSTINO
Age: 25 Age: 26
Tech proficiency: 8 Tech proficiency: 8
Profession: Architect Profession: Architect
Hours spent with computers/week: Everyday Hours spent with computers/week: >70
Artistic proficiency: 9 Artistic proficiency: 5
How often do you draw: All the time How often do you draw: 2 days a week
Used VR before: no Used VR before: - no
THE PARTICIPANTS
40
C H A P T E R 4 : R e s u l t s
This section presents key findings from each stage of the observations,
followed by key findings of the ethnographic process. Within the results
section, the following labels are used to refer to the participants and the
stages of the observation:
Names
Dominic - DS
Jenny - JS
Agostino - AN
Johanna JJ
Stage Code
Interview 01 - IN1
Tilt Brush Experiment - TBE
Video Response - VDR
Interview 02 - IN2
All footage recorded during the observations has been collated into four
films one for each participant. These can be found on the enclosed
storage device and online 54, with full transcripts in the appendix.
References to the observations are labelled with the system:
41
C H A P T E R 4 : R e s u l t s
1: How d i d i t fe e l?
3 : Rea l or un re a l?
DS:IN1:0535 - when youre doing it, its real...and afterwards you forget the
immersive experience...like a dream, a memory that you cant quite grasp
JS:IN1:0444 - very real
AN:IN1:0650 - its real because it becomes a prosthesis for your senses
JJ:IN1:0345 - real in a weird way. Not real like being in this room, but a
different kind of real
42
4.1
Despite the initial exposure to VR taking place six months before this
interview, all participants had strong and vivid memories of the experience.
Most participants said they had thought about since, with all participants
expressing excitement at the prospect of another exposure. Three specific
questions yielded an interesting variety of rich descriptions from participants.
43
4.2
44
Jenny
JS:TBE:0500
JS:TBE:0720
JS:TBE:1625
JS:TBE:1435
VIRTUAL PHYSICAL
45
C H A P T E R 4 : R e s u l t s
Dominic
DS:TBE:0715
DS:TBE:0930
DS:TBE:1040
DS:TBE:1435
VIRTUAL PHYSICAL
46
C H A P T E R 4 : R e s u l t s
Fig. 12.
Fig. 13.
47
C H A P T E R 4 : R e s u l t s
Johanna
JJ:TBE:0515
JJ:TBE:1045
JJ:TBE:1435
JJ:TBE:1615
VIRTUAL PHYSICAL
48
CC HH AA PP TT EE RR 41 :: R
J A
e sS uP lEt Rs
Fig. 14.
Fig. 15.
49
C H A P T E R 4 : R e s u l t s
Agostino
AN:TBE:0815
AN:TBE:1115
AN:TBE:1735
AN:TBE:1835
VIRTUAL PHYSICAL
50
C H A P T E R 1 : J A S P E R
Fig. 16.
Fig. 17.
51
C H A P T E R 4 : R e s u l t s
52
4.3
Video Response
55 DS:VDR:0920
56 AN:VDR:0845
57 AN:VDR:0835
58 DS:VDR:1030
59 AN:VDR:1815
60 DS:VDR:0855
61 DS:VDR:0855
62 JS:VDR:0620
63 JS:VDR:1200
53
4.3.B Lines and Solids
JJ, AN and DS all made a distinction between line brushes and solid
brushes and their effects upon the perception of the space they delineated.
JJ mentioned filling in the walls, stating thats its actually really nice when
its dense like a wall 64, and that she found the smoke brush to be the most
real element...if you put it around its actually like smoke which is much
nicer than the pen 65. DS aimed to make a light environment and described
the default light brush as just drawing lines 66, saying when finding the
fire brush that was great because it was more of a wall 67. AN found the
paper brush interesting because its thick and thin...and really promising to
delineate space 68
64 JJ:VDR:1110
65 JJ:VDR:1300
66 DS:VDR:0645
67 DS:VDR:0920
68 AN:VDR:0817
69 JJ:VDR:0900
70 JJ:VDR:0845
71 JS:VDR:1620
72 JJ:VDR:1640
73 DS:VDR:1205
74 DS:VDR:1205
54
C H A P T E R 4 : R e s u l t s
75 DS:VDR:1030
76 AN:VDR:1700
77 AN:VDR:0950
78 JJ:VDR:0640
79 AN:VDR:1325
80 AN:VDR:1153
81 JS:VDR:0600
82 DS:VDR:1125
55
C H A P T E R 4 : R e s u l t s
1: How d i d i t fe e l?
DS:IN2:1600 - great, it felt great, it was really bright and sunny. It made me
happy.
JS:IN2:1905 - it felt nice to be back...like it was somewhere I had been
before.
AN:IN2:2015 - great
JJ:IN2:1735 - strange because I was asked to draw a space...when I used the
first pen I drew some static things, but what actually makes it more spatial is
when you try to cover everything around you. It makes it much more spatial
for you than just drawing an object
DS:IN2:1735 - dancing
AN:IN2:2135 - like sitting on a beach and building a huge sand ball around
you where you have endless resources of material and you start playing
with itbut its really difficult to relate it to anything outside of VR
JJ:IN2:1840 - Painting a wall...but it is like being underwater somehow...
especially when you cant really feel the end of the space, its all black
around you... you dont really know where the boundaries are which makes
me feel really strange...insecure. You could go everywhere, but you know
you cant go everywhere
3 : Rea l or un re a l?
DS:IN2:3215 - it was definitely real. I feel like its gone now...I want to create
another one with a different mood.
JS:IN2:2920 - its completely real
AN:IN2:3325 - in between I almost started to treat the space as real...but at
some point you just get the idea that thats just an illusion, a representation of
something, its just within the drawing and not within the physical boundary.
I guess this proved it to be much more virtual
JJ:IN2:3120 - different real...it is real because it exists as a space. Its not
unreal. Its like in a dream
56
4.4
Interview 02
The second interview, conducted shortly after the Video Response, began
with a repeat of the questions from Interview 01. The change in response
to these questions demonstrates the difference between a recent and a
remembered perception of VR. Answers to the same three questions shown
in 4.1 are presented here for direct comparison.
83 DS:IN2:2550
84 DS:IN2:2530
85 DS:IN2:2630
57
JS also mentioned creating objects to be experienced, saying: I made the
bars so that I could walk through them...I was drawing things that I could
then experience 86, and that thats the kind of thing that you cant do in the
real world but you can do in that space 87. JJ showed the same intent, saying
that as soon as you define the space you try to use it 88, and stating of
drawing around herself that its it was really fun... like something you cant
do in any other space 89. When explaining the difference between watching
the recording and being in VR, JJ described inhabitation as a key aspect of
VRs reality, stating: in the VR its actually there...you feel like its more real.
When you see it on the screen its really flat and youre aware that this is
not really a room 90. This distinction was made by all participants, showing
that the embodiment of VR is clearly essential to its perception as a reality,
distinguishing it from more separated methods of experiencing VEs.
86 JS:IN2:2300
87 JS:IN2:2220
88 JJ:IN2:2155
89 JJ:IN2:2815
90 JJ:IN2:3100
91 JJ:IN2:2845
92 DS:IN2:2015
93 DS:IN2:2015
58
C H A P T E R 4 : R e s u l t s
94 AN:IN2:3220
95 DS:IN2:3040
96 JS:IN2:2920
97 JJ:IN2:3120
98 DS:IN2:2045
JS:IN2:2220
AN:IN2:3300
JJ:IN2:2155
99 DS:IN2:2815
59
increased awareness of the physical environment around them, this didnt
really bring them out. JS and JJ both described the physical limits of the
room restricting their virtual experience, stating I felt like I could go further
than that, but then you find yourself hitting into things...Its annoying, its like
that real world is impinging on my experience 100 and you dont see that
there is an end and you wish that there is no end to it 101. DS on the other
hand, although aware of the physical from multiple collisions, described
his perception of the physical from inside the virtual as otherworldly 102,
explaining that, when colliding with physical objects, it was like a different
reality that I was affecting but it wasnt in my experience at the time 103.
Glitches had more of a negative experiential effect on participants, with
AN saying he felt frustrated, helpless, and violated, describing the glitch
as something you have no agency over and its piercing you and its
uncomfortable 104.
100 JS:IN2:2105
101 JJ:IN2:2135
102 DS:IN2:2130
103 DS:IN2:2200
104 AN:IN2:3000
60
4.5
Ethnographic Study
To achieve this, data collected from the interviews is analysed according the
process laid out in James Spradleys handbook, The Ethnographic Interview.
Spradley describes the process as examining some phenomenon, dividing
it into its constituent parts, then identifying the relationships among the
parts and their relationship to the whole 106. Key to ethnographic analysis
is avoiding imposing categories from the outside that create order and
pattern rather than discover it[it] is the search for parts of a culture and
their relationships as conceptualised by the informants 107.
The full ethnographic analysis can be found in the appendix, but this summary will present specific findings that
105 JJ:IN2:3025
106 Spradley, J. (1979). The Ethnographic Interview. 1st ed. Minnesota: Holt, Rinehart and Winston p92
107 Spradley, J. (1979). The Ethnographic Interview. 1st ed. Minnesota: Holt, Rinehart and Winston p93
61
Step4-TaxonomicAnalyses
Step4-TaxonomicAnalyses
Ta xCT nCooverTerm
o- mies
CT--IncludedTerm
IT CoverTerm
IT-IncludedTerm
A : KINDSOFSPACE
CTPhysicalReality
KINDSOFSPACE
CT ITTheRoom
PhysicalReality CTVirtualReality
Physicalboundary
ITTheRoom ITVirtualConstruction
Camerasfieldofview
Physicalboundary Drawing
Outside environment
Camerasfieldofview Cocoon
Exteriorspace
Outsideenvironment Hut
Therealroom
Exteriorspace Cave
Theactualroom
Therealroom Myspace
ExteriorSphere
Theactualroom Inside
ITThePhysicalWorld
ExteriorSphere Encasement
Thenormalworld
ITThePhysicalWorld Dome
Therealworld
Thenormalworld Room
Otherspace
Therealworld Sphere
PhysicalReality
Otherspace Facade
PhysicalReality Structures
Object
Womb
Wonderland
Wall
Ceiling
Floor
ITVirtualEnvironment
Outside
Boundless
Blacksky
Nowhere
Blankspace
Non-reality
SensoryProsthesis
Illusion
Representation
Dream
ImaginedSpace
AnotherSkin
62
C H A P T E R 4 : R e s u l t s
B : KINDSOFACT
KINDSOFFEELING
D: KINDSOFFEELING
ITCreating CTPresence
CTPresence
Drawing ITPositiveFeelings
ITPositiveFeelings
Painting Encasement
Encasement
Fillingin Ownership
Ownership
Surrounding Happiness
Happiness
Decorating Fun
Fun
Constructing Satisfaction
Satisfaction
Building Homely
Homely
ITChoosingTool ITNegativeFeelings
ITNegativeFeelings
Pointing Violated
Violated
ITErasing Buried
Buried
Erase Pierced
Pierced
Undo Helpless
Helpless
Housekeeping Disconcerting
Disconcerting
Repairing CTBreakinpresence
CTBreakinpresence
Cleaning Annoyance
Annoyance
Scaling Frustration
Frustration
Moving Dependance
Dependance
Glitch Uncomfortable
Uncomfortable
Inhabiting Realisingtheillusion
Realisingtheillusion
Recording Controlled
Controlled
Photographing Skepticism
Skepticism
Selfie VirtualActionImpulse
VirtualActionImpulse
WAYSTOCONSTRUCTINVIRTUALREALITY
C: WAYSTOCONSTRUCTINVIRTUALREALITY
Creating
Creating
Solidtools
Solidtools
Fire
Fire
Smoke
Smoke
Bubbles
Bubbles
LineTools
LineTools
Light
Light
FunctionTools
FunctionTools
Linear
Linear
Mirror
Mirror
Erasing
Erasing
Housekeeping
Housekeeping
Repairing
Repairing
Undoing
Undoing
63
POSITIVEorNEGATIVE
P a r a d i g m Wo r k s h e e t s
TheNormalWorld YES YES POSITIVE
E: Descriptions Dimensionsofcontrast
ofVirtual
SpatialTerm TermofExistence ReferencetoReality:
Environment
POSITIVEorNEGATIVE
Nowhere NO NO NEGATIVE
Nonreality NO NO NEGATIVE
Illusion NO NO NEGATIVE
Representation NO NO NEGATIVE
Dream NO NO NEGATIVE
F: Descriptions Dimensionsofcontrast
ofPhysical
Environment SpatialTerm TermofExistence ReferencetoReality:
POSITIVEorNEGATIVE
Descriptions Dimensionsofcontrast
ofVirtual
SpatialTerm TermofExistence ReferencetoReality:
Environment
POSITIVEorNEGATIVE
Nowhere NO NO NEGATIVE
64 Nonreality NO NO NEGATIVE
Illusion NO NO NEGATIVE
Representation NO NO NEGATIVE
G: Kindsof Dimensionsofcontrast
Feelings
SpatialTerm SuggestsPresence POSITIVEorNEGATIVE
PRESENCE
BREAKINPRESENCE
Annoyed NO NO NEGATIVE
Frustrated NO NO NEGATIVE
Dependant NO NO NEGATIVE
Uncomfortable NO NO NEGATIVE
RealisingIllusion NO NO NEGATIVE
Controlled NO NO NEGATIVE
Skeptical NO NO NEGATIVE
H: Descriptionsof Dimensionsofcontrast
Virtual
SpatialTerm ReferencetoSpatial ManMadeTypology NaturalTypology
Construction
Reality:
POSITIVEor
NEGATIVE
65
66
05
DISCUSSION
Metaphilosophy, 37(5),
67
C H A P T E R 5 : D i s c u s s i o n
Fig. 19.
Fig. 18.
Overlaid physical and virtual
Alice in Wonderland and Through imagery to show experience of
The Looking Glass sapce.
68
5.1
In Physical Reality
1. The Physical Room
The physical space in which the virtual reality experience takes place -
in this experiment, a bedroom. Referred to as: the real room, the outside
environment, exterior space
In Virtual Reality
2. The Virtual Environment
The empty space of the program - in this experiment, the canvas
space of Tilt Brush. Referred to as: outside, nowhere, blank space
3. The Virtual Construction
The three dimensional experienced space - in this experiment, the
drawing created by participants. Referred to as: inside, cocoon, my
space
During the video response and interviews, all three spaces were discussed
by participants using the words inside and outside, and the multiple
relative uses of these terms by participants highlights the perceived spatial
relationships between the distinct spaces. There was an inside/outside
69
relationship between virtual reality(inside) and physical reality(outside), but
also within virtual reality itself, between the virtual construction(inside) and
the virtual environment(outside). This can be summarised as:
However, there was not a strong perception of being inside both the
physical room and the virtual environment simultaneously. Collisions and
glitches that caused breaks in presence gave participants an awareness of
the world outside, but when present, the participant described being in a
separate reality, not being inside the physical room. Therefore:
It is crucial to distinguish the two distinct kinds of virtual space, because they
were perceived to have different states of reality. The virtual environment
is described with words of emptiness and non-existence - blank and
nowhere - whilst the virtual construction is described with spatial and
inhabitable words - a cocoon, a hut, a womb. However, when describing
virtual reality as a whole, it was referred to as a non-reality, an illusion, a
dream, in comparison to the real world of physical reality. This leads to the
conclusion that:
The virtual construction is less real than the physical room, but more real
than the virtual environment.
70
C H A P T E R 5 : D i s c u s s i o n
This relative reality also highlights the crucial role that delineation of space
plays in perception and experience. As one participant stated regarding
their virtual construction: once I had a [virtual] floor in place I was more
comfortable that I wasnt...in nowhere. 111 While physicality is an important
part of the experience, there is no difference between the technology
displaying the environment and the construction, but a few textured lines in
explorable space transform a blank sky into a cocoon, outside into inside,
and nowhere into somewhere.
108 Sutherland, I. (2017). The Ultimate Display. 1st ed. [ebook] Available at: http://worrydream.com/refs/
Sutherland%20-%20The%20Ultimate%20Display.pdf [Accessed 11 Dec. 2017].
109 Slater, M. (2017). Depth of Presence in Virtual Environments. [online] Available at: http://publicationslist.org.
s3.amazonaws.com/data/melslater/ref-24/depth%20of%20presence.pdf.
110 Welsh, T. (2016). Mixed realism. 1st ed. Minnesota: University of Minnesota Press.
111 DS:IN2:2015
71
C H A P T E R 5 : D i s c u s s i o n
Fig. 20.
72
5.2
This linguistic mimicry highlights the lack of, and the need for, an established
vocabulary regarding Virtual Reality. Although participants did describe their
construction as a cocoon or hut, they often referred to them as simply it,
or the thing. One quote by on participant demonstrates the complexities of
attempting to explain the overlapping spaces involved, and the inadequacy
of the language used to describe them:
I felt fine scaling it at the beginning because I didnt have the thing, but
once I had the thing I didnt want to turn it around anymore. You have
constructed the thing and its like this - you dont want to move it around
because its static in this space 113
112 It is important to emphasise that this distinction was not between architectural and non architectural
participants all participants used both types of term.
113 JJ:IN2:2345
73
sentence, it is used to refer to both spaces, as well as the virtual environment
being referred to as this space. Although statements like this can be
decoded when analysed, they can obfuscate meaning and complicate
explanations, and are almost meaningless outside of the context of their
context. A defined set of terms would allow both those who experience the
space to describe it and those who do not to understand it. Giving future
participants terms derived from descriptions - such as virtual environment
and virtual construction - to describe their experience would facilitate more
detailed communication.
74
C H A P T E R 4 : R e s u l t s
This kind of roof is covered with leaves put together, so that neither
the sun nor the rain can penetrate therein; and now the man is lodged.
Indeed cold and heat will make him fencible of their inconveniences
in his house, open on every part; but then he will fill up between the
space of the pillars, and will then find himself secure. Such is the step
of simple nature: It is to the imitation of her proceedings, to which art
owes its birth 114
The participants process was almost identical to this, but rather than
seeking shelter from the rain, they sought
Laugier suggested his theory of the creation of the primitive hut in order to
criticise the architecture of the time. It demonstrated what he believed to be
the essential and forgotten aspects of the creation of space, which should
return to being the focus of architectural design. In the primitiveness of their
construction, the participants cocoons exhibit the essential aspects of their
creation, defined not by the proportions of materials, or the need for shelter,
but by the scale of the participants body, and the non-reality of a boundless
virtual environment. While the participants were no doubt influenced by the
various constraints of the experiment, the spaces defined and the language
used to describe them still clearly demonstrate that the scale of the body
and the physicality in interaction are essential to the reality of the virtual.
This has been the downfall of so many virtual environments, with countless
visions of virtual space that bear no relationship to the scale of the person
experiencing the space itself, imagined cyberspaces that are derived more
from the nature of the program that produces them than the person that
explores them.
114 Laugier, M. (1755). Essay on Architecture. 1st ed. London, Printed for T. Osborne and Shipton.p11
75
Fig. 21.
Fig. 22.
The primitive hut at the birth
of architecture The primitive virtual hut
76
When setting out the initial concept of what would later develop into VR,
Morton Heilig said that although It would seem from the preceding analysis
that my conception of the function of the cinema of the future is to faithfully
reproduce mans superficial and immediate perception of the world about
him. Nothing could be further from the truth. The history of art demonstrates
over and over again that some of the most valid experiences come from the
inner and not the outer world. 115. These primitive virtual huts certainly owe
their birth to inner experience, and, like the primitive physical huts before
them, exhibit the essentials of virtual architecture which should inform
future virtual architectural design.
115 Heilig, M. (1992). EL Cine del Futuro: The Cinema of the Future. Presence: Teleoperators and Virtual Environments,
1(3), pp.279-294.
77
78
06
CONCLUSION
University Press.
79
C H A P T E R 6 : C o n c l u s i o n
80
6.1
Dissonant Design
This thesis began with the desire to unshackle virtual reality from the
physical world, but the ethnographic approach to participants experiences
has demonstrated that physicality is integral to our understanding of space
and our perception of reality. While the experience provided by modern VR
systems is restricted by the constraints of current technology - the headsets
field of view, the processing power of a computer, the 3 neglected senses -
even a theoretically perfect VR system would still contend with an exisiting
understanding of the physical world.
116 AN:IN2:3300
81
simultaneously, integrating virtual objects into physical environments that
interact with and are indistinguishable from it. The key difference between
the concepts of VR and MR is that whereas the VR paradigm presumes
an opposition between virtual and material environments, the mixed reality
paradigm acknowledges the fluid interpenetration of realms. 117 While
MR represents a different method of experiencing Virtual Environments,
acknowledging this fluid interpretation of reality in VR as well will allow the
creation of innovative virtual architectures and provide greater experiential
presence.
117 Welsh, T. (2016). Mixed realism. 1st ed. Minnesota: University of Minnesota Press.
82
C H A P T E R 6 : C o n c l u s i o n
83
84
85
Bibliography
Bachelard, G., Jolas, M., Danielewski, M. and Kearney, R. (1992). The Poetics
Baudrillard, J. and Glaser, S. (2014). Simulacra and simulation. 1st ed. Ann
Beckmann, J. (1999). The Virtual Dimension. 1st ed. New york: Princeton
Architectural Press.
University Press.
cyberspace/Colonizing_Virtual_Reality.pdf.
at: http://cultronix.eserver.org/chesher/?utm_source=friendfeedlikes&utm_
Dezeen. (2017). Virtual reality design | Dezeen. [online] Available at: https://
Group.
stable/42577680.
94.
86
Heilig, M. (1962). Senorama Stimulator.
Heilig, M. (1992). EL Cine del Futuro: The Cinema of the Future. Presence:
University Press.
Heim, M. (1994). The Metaphysics of Virtual Reality. 1st ed. New York: Oxford
University Press.
Minnesota Press.
nature.com/neuro/journal/v18/n1/full/nn.3884.html.
2017].
Kant, I. and Meiklejohn, J. (1781). The Critique of Pure Reason. 1st ed.
Gutenberg.
Latour, B. (2011). Give me a Gun and I will Make All Buildings Move : An
fr/node/206.
87
MOORADIAN, N. (2006). VIRTUAL REALITY, ONTOLOGY, AND VALUE.
Rheingold, H. (1995). Virtual reality. 1st ed. New York, NY: Simon & Schuster.
Salen, K. and Zimmerman, E. (2011). Rules of play. 1st ed. Johanneshov: TPB.
House.
www.scribd.com/document/319259830/Utopic-Simulations [Accessed 26
Apr. 2017].
Slater, M., Brogni, A. and Steed, A. (2003). More Breaks Less Presence.
bipspres.pdf.
88
B i b l i o g r a p h y
ref-24/depth%20of%20presence.pdf.
pp.603-616.
Sutherland, I. (2017). The Ultimate Display. 1st ed. [ebook] Available at: http://
worrydream.com/refs/Sutherland%20-%20The%20Ultimate%20Display.pdf
The Verge. (2017). The Rise and Fall and Rise of Virtual Reality. [online]
2017].
Virtual Reality Tomorrows World BBC 1990. (2016). [image] Available at:
Weinbaum, S. (1949). A Martian odyssey. 1st ed. Reading, Pa.: Fantasy Press.
Press.
89
90
Figures
Fig. 01 https://www.jerkersearcher.com/sffaudio_pdfs/
PygmalionsSpectaclesByStanleyGWeinbaumFS.pdf
Fig. 02 http://www.mortonheilig.com
Fig. 03 http://noobist.com/gaming/accessibility-of-vr-the-future-of-
virtual-reality/
Fig. 04 TRON screenshot
Fig. 05 http://www.vizzed.com/games/ms-pacman-(bootleg-(encrypted))-
mame-arcade-52978-game
Fig. 06 http://www.theverge.com/a/virtual-reality
Fig. 07 http://www.theverge.com/a/virtual-reality
Fig. 08 http://assassinscreed.wikia.com
Fig. 09 http://assassinscreed.wikia.com
Fig. 18 http://www.alice-in-wonderland.net
Fig. 21 http://www.promolegno.com/fileadmin/promolegno/media.it/
materialegno/Buch_seite248_01.jpg
91
Appendices
A. Ethnographic Study 3
A . 1 D a t a C o l l e c t i o n 4
A . 2 D e s c r i p t i v e Q u e s t i o n M a t r i x 5
A . 3 D o m a i n A n a l y s e s 1 0
A . 4 Ta x o n o m i c A n a l y s e s 1 3
A . 5 C o m p e n t i a l A n a l y s e s 1 5
B. Transcripts 19
B . 1 J o h a n n a 2 1
B . 2 D o m i n i c 2 7
B . 3 J e n n y 3 3
B . 4 A g o s t i n o 3 7
A
Ethnographic Study
3
Step1-DataCollection
Interviews
Recordings:
Filmsonattacheddrive
Viewableonlineat:https://www.youtube.com/user/Jaggsper
Transcripts:attheendoftheappendix
Images
Participantsphotos:onattacheddrive
Authorsphotos:onattacheddrive
Models
TiltBrushandFBXfilesonattacheddrive
Viewableonlineat:https://sketchfab.com/elburro/models
4
Step2-DescriptiveObservation
DescriptiveQuestionMatrix
5
AboutSPACE
Spacevs.Space,Object,Act,Activity,Event,Time,Actor,Goals,Feelings
Space/Space
Physicalcontainingspace-theroominwhichtheparticipantisexperiencingVR
Virtualenvironment-Theemptyvirtualworldofpotential
InsideVirtualspace-thespacecreatedthroughuseofvirtualtool
Outsidevirtualspace
HybridPerceivedspace-spaceimaginedonto/intendedinvirtualspace
Space/Objects
Physical Space - Visual Interface, Control Interface, Synchronised objects,
unsynchronisedphysicalobjects
Virtual world - Virtual UI, Virtual Tools, Synchronised objects, unsynchronised virtual
objects,virtuallyconstructedobjects
Virtualconstructedspace-virtuallyconstructedobjects
Space/Act
All Acts occur simultaneously in both the physical and virtual space, but manifest
themselvesdifferently
Space/Time
PhysicalSpace-BeforeenteringVirtual,afterleavingvirtual
VirtualSpace-wheninvirtual
Perceivedspace-breakinpresence
Space/Actors
Physicalspace-Participantsphysicalself
Virtualspace-Participant'svirtualavatar,virtualcharacters?
PerceivedSpace-Participant'svirtualavatar
Space/Goals
VirtualSpace-toconstructandexperiencevirtualspace
HybridPerceivedspace-tocreateinendlessvirtualwithinphysicalboundary
Space/Feelings
Physical Space - Break in presence, Virtual action impulse when outside of virtual
world(ieassassinscreed,wantingtoclimbwalls),Nausea
VirtualSpace-immersion,awe?
6
AboutOBJECTS
Objectsvs.Space,Object,Act,Activity,Event,Time,Actor,Goals,Feelings
Objects/Objects
PhysicalVisualInterface-theheadsetworntoseeVR
PhysicalControlInterface-thecontrollerusedtoactwithinVR
VirtualUserInterface-menusandtoolbarsusedtoselecttools
VirtualTools-varietyoftools/pens/brushesusedtoconstructwithinvirtual
Tools
Textures
Brushes
Synchronised Virtual/Physical Objects -objectsvirtuallyreconstructedandmapped
withinvirtualspacetomirrorphysicalspaceandprovidehapticfeedback
Unsynchronised Physical Objects -nonvirtuallyreconstructedobjectsexistingwithin
thephysicalspacethatmayaccidentallybecollidedwith
UnsynchronisedVirtualObjects-virtualobjectsthathavenophysicalparallel
Interactiveandnoninteractiveobjects?
Virtuallyconstructedobjects?
Physical/Postphysicalobjects?
Objects/Space
Physical Visual Interface - blocks visual perception of physical space and provides
virtualvisualinput
Physical Control Interface - maps physical movement onto virtual movement
providingphysicalbodyscaletovirtualspace
VirtualUserInterface-providesvirtualvisuallinktophysicalinterface
VirtualTools-allowsuserstoembodyandinteractwithvirtualspace
Synchronised Virtual/Physical Objects - physical embodiment of virtual objects
synchronises both spaces, creating a unified perceived reality (the opposite of a
breakinpresence)
Unsynchronised Physical Objects - causes separation in perception of physical and
virtual space (a break in presence), with user remembering illusion of virtual and
embodiment of physical - virtual spaceceasestobeperceivedasspace,itisreduced
toimage
Unsynchronised Virtual Objects - if immersed in virtual experience, willbeaccepted
asabelievablepartoffabricofvirtualspacethatcanbevirtuallyinteractedwith
Objects/Acts
PhysicalVisualInterface-usedtoperceiveandpartakeinallvirtualacts
PhysicalControlInterface-usedtophysicallyembodyallvirtualacts
VirtualUserInterface-usedtoselectvirtualtools
VirtualTools-usedtoenactallvirtualacts
SynchronisedVirtual/PhysicalObjects-
UnsynchronisedPhysicalObjects-
UnsynchronisedVirtualObjects-canbevirtuallyinteractedwith
7
Objects/Time
PhysicalVisualInterface+PhysicalControlInterface
Before+afterenteringvirtual:apieceoftechnologicalhardware.
When inside virtual: awareness of physical objects lost, but they enable
physical/virtualinteraction
VirtualUserInterface
Before+afterenteringvirtual:notperceived
Wheninsidevirtual:interfaceforselectingvirtualtools
VirtualTools
Beforeenteringvirtual:notperceived
When inside virtual: method of acting within virtual world:interacting,constructing,
recordingandnavigatingthroughthevirtualspace
Afterleavingvirtual:rememberedandpotentiallymissed/attemptedtouse(AC2)
SynchronisedVirtual/PhysicalObjects
Beforeenteringvirtual:physicalobjects
When inside virtual: virtual objects with physical haptic feedback and physical
memories(ifnoticed)
Afterleavingvirtual:physicalobjectswithvirtualmemories
UnsynchronisedPhysicalObjects
Beforeenteringvirtual:physicalobjects
Wheninsidevirtual:notperceived.collisioncausesbreakinpresence
After leavingvirtual:physicalobjects,ifcollidedwith,maybeassociatedwithvirtual
memory(ohitwasthefireplacethatihit!)
UnsynchronisedVirtualObjects
Before+afterenteringvirtual:notperceived
Wheninsidevirtual:objectsthatfillvirtualspace
Objects/Feelings
PhysicalVisual+ControlInterface-delaycancausebreakinpresenceandnausea
Synchronised Virtual/Physical Objects - memory can cause virtual action impulsein
physicalworld
UnsynchronisedPhysicalObjects-collisioncancausebreakinpresence
UnsynchronisedVirtualObjects-interactioncancausefurtherinvestmentinvirtual
AboutACTS
ACTSvs.Space,Object,Act,Activity,Event,Time,Actor,Goals,Feelings
Acts/Acts
Movearm
Presscontroller
Choosetool
VirtualDrawingstroke(alltools)
Rescalevirtualconstruction
Rotatevirtualconstruction
Erase
Undo
TakephotoswithinVR
8
Movephysicalposition AboutFEELINGS
Teleport(Movevirtualposition) FEELINGSvs.Space,Object,Act,Activity,,Time,Actor,Goals,Feelings
Virtualinteractions
Physicalcollision Feelings/Feelings
Glitch
Immersion
Re-catch
Annoyance
Re-sync
Satisfaction
Frustration
AboutACTIVITIES Encasement
ACTIVITIESvs.Space,Object,Act,Activity,Time,Actor,Goals,Feelings Fun
Breakinpresence
Activities/Activities Virtualactionimpulsewhenoutsideofvirtualworld
Drawing Nausea
Deleting Awe
Moving Excitement
Modelling Discovery
RecordingImages Empowerment
Freedom
Happy
Ownership
AboutTIME
Skepticism
TIMEvs.Space,Object,Act,Activity,Time,Actor,Goals,Feelings
Violated
Helpless
Time/Time Strangeness
Beforeenteringvirtual Surprise
Wheninsidevirtual Disconcerting
Aftervirtualexperience Boredom
Experiencingabreakinpresencewhenwithinvirtual
AboutACTORS
ACTORSvs.Space,Object,Act,Activity,Time,Actor,Goals,Feelings
Actors/Actors
ParticipantsPhysicalSelf
Participant'sVirtualAvatar
VirtualCharacters?
AboutGOALS
GOALSvs.Space,Object,Act,Activity,Time,Actor,Goals,Feelings
Goals/Goal
Tocreateavirtualspace
Toexperienceavirtualspace
Encasement
9
Step3-DomainAnalyses
Step3.1Domaincompositionandidentification
10
Immersion PositivePresence NamesofFeelings
Annoyance NegativePresence
Encasement BreakinPresence
Fun
Breakinpresence
Virtualactionimpulse
Nausea
Awe
Excitement
Discovery
Empowerment
Freedom
Happy
Ownership
Skepticism
Strangeness
Surreal
11
Step3.2-Semanticanalysis
SINGLESEMANTICRELATIONSHIPS
RATIONALE (X is a reason for doing Y) - Creating enclosure is a reason for using the
solidtools
- Ownership of the space is a reason for
repairingglitches
- interactionisareasonforconstruction
- Presenceisareasontore-sync
LOCATION FOR (X is a place for doing Y) - The virtual environment is a place to create
chaos
ACTION - The virtual environment is a place to create
enclosure
12
Step4-TaxonomicAnalyses
CT-CoverTerm
IT-IncludedTerm
KINDSOFSPACE
CTPhysicalReality
ITTheRoom
Physicalboundary
Camerasfieldofview
Outsideenvironment
Exteriorspace
Therealroom
Theactualroom
ExteriorSphere
ITThePhysicalWorld
Thenormalworld
Therealworld
Otherspace
PhysicalReality
13
CTVirtualReality KINDSOFACT KINDSOFFEELING
ITVirtualConstruction ITCreating CTPresence
Drawing Drawing ITPositiveFeelings
Cocoon Painting Encasement
Hut Fillingin Ownership
Cave Surrounding Happiness
Myspace Decorating Fun
Inside Constructing Satisfaction
Encasement Building Homely
Dome ITChoosingTool ITNegativeFeelings
Room Pointing Violated
Sphere ITErasing Buried
Facade Erase Pierced
Structures Undo Helpless
Object Housekeeping Disconcerting
Womb Repairing CTBreakinpresence
Wonderland Cleaning Annoyance
Wall Scaling Frustration
Ceiling Moving Dependance
Floor Glitch Uncomfortable
ITVirtualEnvironment Inhabiting Realisingtheillusion
Outside Recording Controlled
Boundless Photographing Skepticism
Blacksky Selfie VirtualActionImpulse
Nowhere
Blankspace
WAYSTOCONSTRUCTINVIRTUALREALITY
Non-reality
SensoryProsthesis Creating
Illusion Solidtools
Representation Fire
Dream Smoke
ImaginedSpace Bubbles
AnotherSkin LineTools
Light
FunctionTools
Linear
Mirror
Erasing
Housekeeping
Repairing
Undoing
14
Step5-ComponentialAnalyses
Descriptions Dimensionsofcontrast
ofPhysical
Environment SpatialTerm TermofExistence ReferencetoReality:
POSITIVEorNEGATIVE
Descriptions Dimensionsofcontrast
ofVirtual
SpatialTerm TermofExistence ReferencetoReality:
Environment
POSITIVEorNEGATIVE
Nowhere NO NO NEGATIVE
Nonreality NO NO NEGATIVE
Illusion NO NO NEGATIVE
Representation NO NO NEGATIVE
Dream NO NO NEGATIVE
15
Descriptionsof Dimensionsofcontrast
Virtual
SpatialTerm ReferencetoSpatial ManMadeTypology NaturalTypology
Construction
Reality:
POSITIVEor
NEGATIVE
16
Kindsof Dimensionsofcontrast
Feelings
SpatialTerm SuggestsPresence POSITIVEorNEGATIVE
PRESENCE
BREAKINPRESENCE
Annoyed NO NO NEGATIVE
Frustrated NO NO NEGATIVE
Dependant NO NO NEGATIVE
Uncomfortable NO NO NEGATIVE
RealisingIllusion NO NO NEGATIVE
Controlled NO NO NEGATIVE
Skeptical NO NO NEGATIVE
17
18
B
Tr a n s c r i p t s
19
20
JOHANNA
Name Johanna
Age 25
Tech proficiency 8
How long do you spend with computers a week Everyday
Artistic proficiency 9
How often do you draw? All the time
Used VR before? - no
Was it like any other activity? What's the closest existing experience you can compare it to?
0256 being underwater...like diving, having a mask on
21
0900 it's really fun scaling it up again and trying to go through the door...it's like alice in wonderland
0930 went into the second room, i wanted it to be more fun
1000 i wanted to build a dome and draw around me, but the whole thing was too small so it was a bit
strange
1010 i like to be not standing...i could see everything better...i had the feeling that if i am closer to the ground it's
easier
1040 it was really fun to draw over my head, it's really different from how you would draw any space in a 3d
program
1110 then i filled in the walls...all segments with different pens...it's actually really nice, when it's really dense
it's like a wall
1200 it would be nice to fill them with one click
1230 then it got like a really christmassy decorated room
1300 i like smoke...it was the most real element...if you put it around it's actually like smoke which is much
nicer than the pen
1350 i like the things that move, they are less static...they make the space very different
1445 then i walked through the door and i realised that it's far too small...it was two different sizes. The stair
had one scale and everything else was different
1515 then i decorated the ceiling with some lights
1535 then i went back in to do a selfie...this one actually really felt more like a space than the first room
because of the ceiling and crazy lights
1600 oh it's so strange (seeing selfie taking)
1640 (from end of experiment) it's really weird scaling stuff...when you scale it down and you don't scale it up
again, you become like a tiny person
Was it like any other activity? What's the closest existing experience you can compare it to?
1840 Painting a wall...but it is like being underwater somehow..especially when you can't really feel the end
of the space, it's all black around you... you don't really know where the boundaries are which makes me feel
really strange...insecure. You could go everywhere, but you know you can't go everywhere
22
Why can't you go everywhere?
1920 because you know it's physically bound to one space
Why did you choose to take the image that you did?
2100 to try to get as much of the space in as possible, get a good angle. I quite liked the space when you
looked up, so i tried to take a photo looking up
When you were in the VR, you hit the bin. Can you describe how this felt?
2135 i felt like, why isn't this space wider? Why did i just hit something? It's really weird because you don't
see that there is an end and you wish that there is no end to it
You also said you liked the scaling. Why did you like the scaling?
2155 because this is something you never have...in the real world! It's like when in alice in wonderland, and
she grows and the space is small - this is like the inverse of that. I felt really surprised afterwards when i tried to
walk through the door i made - As soon as you define the space you try to use it - and it was too small, but
just because i made it this way. This was really fun
Why did you mostly stay in one corner of the Physical room?
2245 It was because i wasn't used to using all the options of the space. Maybe because I'm in front of the
screen drawing in one perspective all the time. But then as soon as i started drawing around me it was like
oh this is the thing that makes this really cool, and drawing over yourself, and looking around.
Can you describe how it felt going through your tiny door?
2321 it felt really surreal. I drew the thing, scaled it, and went through it, pretending i am actually in my own
space, using the space as i drew it. It was really strange.
Why did you not move the (virtual) space when you kept walking into the (physical) table?
2345 I felt fine scaling it at the beginning because I didn't have the thing, but once i had the thing I didn't want
to turn it around anymore. You have constructed the thing and it's like this - you don't want to move it around
because it's static in this space
You were surprised when watching the experiment how long it took you to draw the stairs
23
2500 yeah i realised how long it took to build the stair which seemed really easy, very basic to imagine. But
actually drawing it i think if i had drawn it at a tiny scale and scaled it up it would've been much easier. The
second part i drew really fast compared to this... because i got more loose with being in the space after i
scaled and walked through it.
You said you found it easier closer to the ground, why do you think that is?
2715 i had the same feeling last time...it felt more close...maybe because i scaled the thing wrong and the door
was so small so i became a tiny person.
You kept saying you wanted to draw around you, can you explain that impulse?
2815 it was really fun...like something you can't do in any other space. Its really fun to go around and follow
and be on every side at the same time.
How did it feel when you took the selfie and you could see the little square that represented your head?
2920 i didn't really see it at first, i thought where am I?...taking a picture made it feel really like i am in a weird
place and i want people to remember it, which is really strange. It was as I would go to an event and take a
picture of myself
2955 in my mind i am like oh i am actually taking this picture of myself in the space. It's really hard to
describe but it makes it really real - the space itself...because you can actually take a picture of it and show it
How is it different?
3045 it's not there anymore on the screen, it doesn't exist. But when you're in it, it exists
24
3100 in the VR it's actually there, you can actually imagine ok this is a space and it's there and you feel like it's
more real. When you see it on the screen it's really flat and you're aware that this is not really a room
Is it real or unreal?
3120 different real...it is real because it exists as a space. It's not unreal. It's like in a dream...its like a space you
can't really describe but you can still be in
25
26
DOMINIC
Name Dominic
Age 46
Profession IT Support
Tech proficiency 7
How long do you spend with computers a week 40
How often do you play video games
Artistic proficiency 6
How often do you draw? Once a month
Used VR before? no
Was it like any other activity? What's the closest existing experience you can compare it to?
0305 no...it's similar to playing a videogame but much more immersive and interactive
27
0415 it's like being inside something else, having all your sense taken away and a load of new ones imposed
upon you. Your normal cause and reaction is different...normally when you move your arm, you see your arm
move, but it could be anything.
Real or unreal?
0535 when you're doing it, it's real...and afterwards you forget the immersive experience...like a dream, a
memory that you can't quite grasp
28
1230 When i was outside of it, i wasn't interacting with it. When i was inside it felt more like mine
1245 toying with the idea of creating textured spheres to exist in and then walk from one to the other
1305 wondered how my creation would interact with other structures. Had the thought of putting it on a
pedestal...kind of changed the aspect of the whole thing
1355 had enough of trying to manipulate the environment, i just wanted to be back in it
1420 it's a sensory experience i don't think you could have anywhere else really.
1435 Trying to take photos was weird because it's just too enormous to record...it did nothing for the feeling of
it. I don't think you could record it - if i looked at the pictures i don't think id remember how i felt inside
Was it like any other activity? What's the closest existing experience you can compare it to?
1735 no...dancing?
Why did you choose to take the image that you did?
1810 the first one i thought it would represent what it felt like inside but it didn't at all, it just became a postage
stamp of a whole environment. Then i shrunk it down but that wasn't very good either...none of the images i
took resembled it
29
1850 yes definitely, i'm very happy with it. Any preconceived ideas i had were to create something i could
walk through, like a forest, but once i was in there the fact that you could create something outside of the
normal experience was much more appealing
Why didn't you want to recreate the floor that was real?
2100 you could go in there and create a room like the room you're standing in, but there would be no point
would there? You could just take the helmet off and be in the room you're in. So it would be good to create a
floor of smoke or fire or something different.
You said you had completely forgotten about the outside environment - did you ever have perception of
both?
2130 When i bashed into things, but i didn't really mind that. It was kind of fun, i didn't care what it was, whether
it was the wardrobe or whatever, it didn't bother me. I was in my space - it didn't matter what i was bashing into.
If i had smashed a bottle it wouldn't have mattered at that time, because i was removed i guess.
You said it had the physicalness of painting which you don't normally get with a keyboard, what's the
difference?
2400 with a keyboard you're always having to use some creative energy to project yourself into whatever you
are creating, be it playing a game or painting on the screen sat in a chair, it's kind of a separation that you have
to create for yourself, whereas in Virtual Reality you don't have to create that separation, it's there so you are
separated. That whole i'm sitting here doing that over there doesn't exist - you are inside it.
30
2440 also the fact that its physical really helps because physicality release endorphins in your brain, and that's
like a feedback. So you're being physical and creating stuff and that's making you more happy.
You kept saying you're really happy inside it. Can you explain that?
2530 i think it was so bright, i was so happy. Not that i had created it, just that it was a space that i could inhabit.
And it was something that i could never inhabit other than in that situation so i was very happy.
Do you think you would have the same happiness stepping into someone else's world?
2630 probably not because i wouldn't have had the physicality of doing it...i think i was happy because i was
prancing around and i didn't care...once i was in it it was a manifestation of that careless creation
2655 but when i stopped creating it, it was like oh what do i do now? This is great but now i need to add some
more...once id done it, i just wanted to keep building it, because it wasn't really about the being in it it was about
the making of it
You also said you wanted to create chaos, why this urge?
2725 i think you read a lot about chaotic systems, be it atoms or whatever, and everything is so ordered in your
existence...if you can create chaos and be in it, it's great, why not?
After you came out, were you interested in what happened in the physical world?
2845 after a bit, after id calmed now a bit. I was like oh what did i knock over. But i guess i knew really that i
hadn't done any major damage...i didn't really care
31
3000 I wanted to have an out of body experience. I wanted to see that feeling from the outside. But when it
was outside it was just a mess, so then i thought i'd just go back inside because it didn't really mean anything. I
wanted to see it from the outside to see if i could see the feeling i was having inside from outside, but it wasn't.
3040 it was museum exhibit a of something that somebody created and it just looked like a ball so it wasn't
particularly good.
3100 if i'd been here all day i would've created a series of cocoons all of different feelings...but then i didn't
know how to interact with the software enough to move that on top of that and create another one.
When taking the photo you said it's too enormous to record...i don't think it's what i feel - what was lost?
3140 it surrounded me, you can't take a photo of something that surrounds you unless you've got a 3d
camera, but again you'd have to display that in a two dimensional way. Because it is all around me that would
never come out in a 2d format...it could only be there, it couldn't be anywhere else
Is it real or unreal?
3215 it was definitely real. I feel like it's gone now...i want to create another one with a different mood.
32
JENNY
Name Jenny
Age 43
Profession Lawyer
Tech proficiency 4
How long do you spend with computers a week 40
How often do you play video games Once a year
Artistic proficiency 3
How often do you draw? Once a year
Used VR before? no
Was it like any other activity? What's the closest existing experience you can compare it to?
0300 i don't think there is anything like it. The closest thing is probably an immersive art experience in a
gallery...because you forget where you are. Even though you know it's not real, it starts to feel more real than
reality.
33
Have you thought of it since?
0350 yes a lot. I didn't want to leave, i didn't want to take it off, and then for a couple of days after that i kept
going back to that experience and i just wanted that to be where i was. It stayed with me a lot
0415 initially it was like a place Id been and I wanted to go back there. Now it feels more like an experience I
had. It's kind of fading, like holiday memories fade over time.
Real or unreal?
0444 very real
34
How long ago? - 15 minutes
How long did you spend? - 15 minutes
Did you have that awareness of the actual room last time you used it?
2105 yes, but again, only when i was banging into things. Even though you can see the edges of the room, it
didn't feel like that was the edge, i felt like i could go further than that, but then you find yourself hitting into
things...It's annoying, it's like that real world is impinging on my experience, i find it very frustrating
You said that you wanted to make as much mess as you could and inhabit it, why?
2220 there are so many colours and textures, it was like how much can i make that i can then pass through,
see it from a distance, walk through it. That's the kind of thing that you can't do in the real world but you can
do in that space
You said you were surprised by bars on the other side of the mirror...
2245 i forgot that it was a mirror, so it was like i was going to draw the bars on one side, walk through, get to
the other side of the mirror and i'd be free. But it's a mirror so they were still there.
35
So walking through was part of the reason why you made the bars?
2300 yes i made the bars so that i could walk through them and be on the other side...i was drawing things
that i could then experience
And you couldn't do that in the space you had teleported to?
2420 i could have done, but i felt like that wasn't my space. I felt like i had gone somewhere...that i didn't
really want to be...even though i could have just recreated it
When you watched the recording you said it has nothing to do with what i was doing...it looks fake...i was in
the space. How would you describe the difference between using VR and watching the recording?
2530 they are completely different things. Watching it is just like watching a flat video of something that bears
a resemblance to what i did but is no way the same thing because where i was was completely 3D, I could
move around it, look at it, but this was just a flat thing happening on the screen that i couldn't interact with.
2600 it's a bit like the difference between a cinema...and going to see a play...where there's interaction and
you're part of what is happening
You said the dress form was like a huge structure and that it was unexpected. What was your
perception of that object?
2725 it was like something else, that's not what a dress form should look like, it should be about the size of a
normal person, so the first thing i wanted to do was bring it down to what it should be...it should be about the
same size as me
When you were drawing on the dress form, you said you almost forgot that it was 3d...
2800 yes, i was trying to draw around it from where i was standing and it wasn't working, and then i was like
oh i can just walk around it
That's a little strange considering how you said how immersive and three dimensional you found the
moon to be - why might there be a difference between those two objects?
2830 it was a stranger object...in terms of the moon, it took on different properties as i made it bigger and
smaller but it was still this moon that i recognised, whereas the dress form should only be one size...it just felt a
bit flat...i didn't really have a reaction with it, i wasn't really involved with it, which i think made me forget that i
could walk around it
Is it real or unreal?
2920 it's completely real
36
AGOSTINO
Name Agostino
Age 26
Tech proficiency 8
How long do you spend with computers a week >70
Artistic proficiency 5
How often do you draw? - 2 days a week
Draw with computers? - Yes
Used VR before? - no
Was it like any other activity? What's the closest existing experience you can compare it to?
0430 being in a white room in which you can spray paint all over space that is completely up to you
37
EXPERIMENT RESPONSE 07:30 - 19:30
0752 Like when going to dive...actually that's quite a similar experience
0817 Paper tool interesting because it's thick and thin...really promising to delineate space
0835 reach of my body standing on one spot, what space would it produce
0845 Cocoon
0920 Stopped at my back...because i Didn't want to switch the position of my feet
0950 Had to keep my space really really clean...glitches like this were really annoying so i had to get rid of
them as soon as possible they were intruding into my space
1040 left side...right side memory of starting position
1100 Something that you can never do...you can never build a space from within a space.
1120 Experienced a lot of terrible glitches, had to get rid of them...actually quite satisfying
1153 it was quite annoying that you feel that you're not only dependant on the thing you draw and on your
own capabilities of delineating space but also on the vision of the outside cameras that you have no
awareness of
1215 start to hit points in which you can't succeed
1305 Bottom bit especially frustrating, which is normally easiest part to build
1325 Did some more housekeeping, repaired some bits
1330 Could already feel the space you could produce using your own body which was really interesting
1415 This was actually quite frustrating
1430 This was the point where i hit the pavement, so i couldn't go any further
1455 quite happy with the space i have defined, thought about what i could add to it
1500 Went through the pallet... found this really nice thing called light...started to draw a lightbulb on my
ceiling
1555 thought about what other pen i could introduce, or what other tool
1610 Stepped out of my cocoon and i decided to add some facade from the outside
1620 Which was fun because i could trace geometry i created from within from outside the cocoon which
was quite interesting.
1700 at this point i could really feel the confinements of the space outside of virtual reality which was really
defined, so i started to hit all sorts of shelves and things
1755 sometimes I had to step back into it to erase things
1815 I felt really weird because you don't have any transition between inside and outside...you can just move
straight through something you have drawn, there's no resistance to it which is really weird...something you
create within VR is really purely virtual because it doesn't oppose anything to your movement
1850 at this point my hut was nearly finished, you could some internal and external structures
38
How did it feel?
2015 great
Was it like any other activity? What's the closest existing experience you can compare it to?
2120 Clean up after the glitches that would intrude...really annoying because they had nothing to do with my
body
2135 that's difficult...maybe like sitting on a beach and building a huge sand ball around you where you have
endless resources of material and you start playing with it..but it's really difficult to relate it to anything outside
of VR
When you stepped back into the Cocoon, you lifted your leg up...
2513 i found that really strange because i didn't consider any opening...stepping in and stepping out you
always experience a sort of threshold and its really strange not to have that in VR
2540 it was weird to realise there is nothing stopping me from stepping back into it
39
bounds of what you can do...it would be much more interesting to know that you can really move freely in
space not just in the view of these two cameras
2850 i find the idea of some exterior sensors controlling you quite strange
You talked about housekeeping and repairing, these are quite loaded terms, why did you use these?
3030 i was really aware that what i was doing was some kind of man made cave or cocoon...every glitch that
went into the space i needed to get rid of to keep the space clear
You talked about inside and outside the cocoon, how do they feel different?
3220 well one is like a dome that encapsulated you, and when you step outside you just see black sky
[mimes quotation marks] and the thing from an object point of view and not from a space point of view any
more
Is it real or unreal?
3300 before i said it is realand in some aspects it is, but something i found very strange is the fact that your
body is not impacting with it. I find that this is something makes it belong to the virtual world and not to the
real world
3325 inbetween i almost started to treat the space as real...but at some point you just get the idea that that's
just an illusion, a representation of something, its just within the drawing and not within the physical
boundary. I guess this proved it to be much more virtual
40