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>Presence, immersion and the panorama - a theoretical, technical and artistic inquiry into the nature of presence and immersion in virtual reality.
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Presence, immersion and the panorama - a theoretical, technical and artistic inquiry into the nature of presence and immersion in virtual reality.
In this thesis, the phenomena of immersion and presence are explored through three bodies of work: a theoretical investigation, the construction of an immersive panoramic virtual reality theatre, and the creation of an interactive immersive artwork. In the first part, the concept of immersive mimesis is introduced to understand the assumptions and ramifications of the very idea that the âbeing thereâ we enjoy in the real world might be possible in a mediated experience. Drawing on J. J. Gibson's ecological approach to perception, presence is identified as active perception of a light field, a notion which is further refined to the act of creating and detecting invariant structures in multi-modal stimuli. This framing of presence serves as a common basis for understanding the immersive roles of a variety of perceptual phenomena, including the 10 degrees of freedom of vision, ecological optics, stereoscopy, ego-motion, vection and perceptual rest-frames, binding of stimuli into singular percepts, cross-sensory enhancements and transfer, interaction and perception of causality, and the destructive effect of the image when used as a surrogate for the light field. The second part involves the creation of a panoramic multi-user immersive theatre based not only on contemporary virtual reality techniques and technologies, but on the understanding of immersion and presence arrived at above. Four pivotal features distinguish it from its panoramic heritage: omnistereoscopic imagery, spatial audio, real-time computation and interactivity. Finally, in order to explore the immersive and aesthetic potential of this new incarnation of the panorama, a work of art is conceived. La Dispersion du Fils, an algorithmic invocation of the tragedy of Actaeon, takes the form of a never-ending, never-repeating voyage through fields and structures constructed wholly from moving images and sound. In this work, all the elements of the theory of presence developed above are explored, demonstrating that contemporary presence theory can inform artistic creation and that the pursuit of an art of immersion can provide insight into the nature of presence.
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机译:在这篇论文中,沉浸和存在的现象通过三个工作主体进行了探索:理论研究,沉浸式全景虚拟现实剧院的建设以及交互式沉浸式艺术品的创作。在第一部分中,引入了沉浸式模仿的概念,以理解这种介意的假设和后果,即我们在现实世界中享受的“在那儿”可能是通过媒介体验实现的。利用吉布森(J. J. Gibson)的生态学感知方法,存在被识别为对光场的主动感知,这一概念被进一步提炼为在多模态刺激中创建和检测不变结构的行为。这种存在的框架是理解各种感知现象的沉浸式作用的通用基础,包括10个视觉自由度,生态光学,立体镜,自我运动,对流和感知静息框架,刺激与当用作光场的替代物时,奇异的感知,交叉感官增强和传递,因果关系的交互作用和感知以及图像的破坏性效果。第二部分涉及不仅基于当代虚拟现实技术和技术,而且基于上面对沉浸感和存在感的理解,创建全景多用户沉浸式影院。四个关键特征使其与全景遗产区分开来:全立体图像,空间音频,实时计算和交互性。最后,为了探索这种新的全景化身的沉浸式和美学潜能,构思了一件艺术品。 La Dispersion du Fils是Actaeon悲剧的一种算法调用,采取的形式是永无止境,永不重复的航行,这些航行完全是由运动图像和声音构成的。在这项工作中,探索了以上开发的在场理论的所有要素,表明当代在场理论可以为艺术创作提供信息,而对沉浸式艺术的追求可以提供对在场本质的洞察力。
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