VR6–Whimsies Attic

I kind of disagree with this picture because sound is my first focus in life…I am quite sensitive with sounds…

—hearing is spherical, vision is directional;
—hearing immerses its subject, vision offers a perspective;
—sounds come to us, but vision travels to its object;
—hearing is concerned with interiors, vision is concerned with surfaces;
—hearing involves physical contact with the outside world, vision requires distance from it;
—hearing places us inside an event, seeing gives us a perspective on the
event;
—hearing tends toward subjectivity, vision tends toward objectivity;
—hearing brings us into the living world, sight moves us toward atrophy and death;
—hearing is about affect, vision is about intellect;
—hearing is a primarily temporal sense, vision is a primarily spatial
sense;
—hearing is a sense that immerses us in the world, vision is a sense that
removes us from it; (The Audible Past: Cultural Origins of Sound Reproduction)

Overall, I think visual is explosive while sound is more tolerant. It can be envolving in Evolutionary Factors, Sensory Processing and Overwhelming Stimuli.

This week we are looking at “IMMERSION & PRESENCE”.

“immersion” : The act of completely immersing oneself in, or diving into, another (artificial) world. This
concept is in contrast to the metaphor of a “window” (In the context of virtual reality, “immersion” is the
condition in which the user loses awareness of the fact that they are actually in an artificial world.)

It’s easy to feel nostalgic about the past. Because it’s so familar. Overall, virtual reality has the potential to change the world by transforming how we learn, entertain ourselves, collaborate, and experience the world around us. By providing immersive and interactive experiences, VR can reshape industries, improve accessibility, and unlock new possibilities for human interaction and personal growth.

Immersion means the player is caught up in the world of the game’s story (the diegetic level), but it also refers to the player’s love of the game and the strategy that goes into it (the nondiegetic level).

Presence: loosely as “the feeling of being there.”

  • The user’s expectations of the game or environment must match the
    environment’s conventions fairly closely;
  • The user’s actions must have a non-trivial impact on the environment;
  • The conventions of the world must be consistent, even if they don’t match those
    of “Meatspace”.

DIEGETIC AND NON-DIEGETIC SOUND

diegetic denotes sound that is perceived by the characters

Non-diegetic sound is heard exclusively by the audience

I sometimes feel like in VR, well, in our case, diegetic sounds are more realistic…

In virtual reality, the concept of ‘presence’ is described as the perception of
being physically present in a simulated, nonphysical world in a way that fully immerses the user. Reducing latency involves the entire processing pipeline, from the GPU, to the
application, to the display technology in the headset.

I feel like these two are very good examples to show the immersion and presence of VR. (Recommendation by Maria) Also I quite like the idea to engage body movements, it is like we can see the boundary between natural human and technology. The second video reminded me the visual effect I used in touch designer.