Conference Paper/Proceeding/Abstract 1189 views 718 downloads
Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming
Lecture Notes in Computer Science, Pages: 23 - 38
Swansea University Author: Leighton Evans
-
PDF | Accepted Manuscript
Download (232.3KB)
DOI (Published version): 10.1007/978-3-030-50164-8_2
Abstract
The emergence of Virtual Reality (VR) as a viable consumer medium for gaming offers an opportunity toreconceptualise understandings of immersion, embodiment and presence in gaming. However, many of thediscourses and attempts to conceptualise experience in VR games conflate these terms rather thanund...
Published in: | Lecture Notes in Computer Science |
---|---|
ISBN: | 9783030501631 9783030501648 |
ISSN: | 0302-9743 1611-3349 |
Published: |
Cham
Springer International Publishing
2020
|
Online Access: |
Check full text
|
URI: | https://cronfa.swan.ac.uk/Record/cronfa54686 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
first_indexed |
2020-07-11T11:33:56Z |
---|---|
last_indexed |
2022-06-16T03:12:28Z |
id |
cronfa54686 |
recordtype |
SURis |
fullrecord |
<?xml version="1.0"?><rfc1807><datestamp>2022-06-15T16:10:08.6224453</datestamp><bib-version>v2</bib-version><id>54686</id><entry>2020-07-11</entry><title>Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming</title><swanseaauthors><author><sid>cc05810f3465ddddd6814e131f4e9a79</sid><ORCID>0000-0002-6875-6301</ORCID><firstname>Leighton</firstname><surname>Evans</surname><name>Leighton Evans</name><active>true</active><ethesisStudent>false</ethesisStudent></author></swanseaauthors><date>2020-07-11</date><deptcode>AMED</deptcode><abstract>The emergence of Virtual Reality (VR) as a viable consumer medium for gaming offers an opportunity toreconceptualise understandings of immersion, embodiment and presence in gaming. However, many of thediscourses and attempts to conceptualise experience in VR games conflate these terms rather thanunderstanding each as a state of engagement with a VR environment or game. This results in a lack ofunderstanding of the importance of design and intentionality in the VR game with regards to immersion,embodiment and presence. Using a post-phenomenological approach, this paper differentiates immersion,embodiment and presence as three kinds of relation utilising the I – technology – world schema. Thisapproach allows for an understanding of these states of engagement as layered and hierarchical rather thaninstantly emergent on the part of the technology. The hermeneutic relation between the user and VR game[I → (technology – world)] that indicates presence can be understood as a feeling of place or placehood inVR and is intentionally the state aimed for as optional in VR games. The importance of technologicalintentionality as a co-constructor of embodiment and presence is exemplified through an analysis of userreviews of VR games either built-for VR or ported to VR. Built-for VR games create the possibility of asense of place for the games by incorporating the possibility of embodiment and presence into the designof control and movement while ported VR games fail to immerse because of a lack of technologicalintentionality towards these goals.</abstract><type>Conference Paper/Proceeding/Abstract</type><journal>Lecture Notes in Computer Science</journal><volume/><journalNumber/><paginationStart>23</paginationStart><paginationEnd>38</paginationEnd><publisher>Springer International Publishing</publisher><placeOfPublication>Cham</placeOfPublication><isbnPrint>9783030501631</isbnPrint><isbnElectronic>9783030501648</isbnElectronic><issnPrint>0302-9743</issnPrint><issnElectronic>1611-3349</issnElectronic><keywords>Virtual Reality, Post-phenomenology, Gaming, Embodiment, Presence</keywords><publishedDay>10</publishedDay><publishedMonth>7</publishedMonth><publishedYear>2020</publishedYear><publishedDate>2020-07-10</publishedDate><doi>10.1007/978-3-030-50164-8_2</doi><url/><notes/><college>COLLEGE NANME</college><department>Media</department><CollegeCode>COLLEGE CODE</CollegeCode><DepartmentCode>AMED</DepartmentCode><institution>Swansea University</institution><apcterm/><lastEdited>2022-06-15T16:10:08.6224453</lastEdited><Created>2020-07-11T12:29:26.1422405</Created><path><level id="1">Professional Services</level><level id="2">ISS - Uncategorised</level></path><authors><author><firstname>Leighton</firstname><surname>Evans</surname><orcid>0000-0002-6875-6301</orcid><order>1</order></author><author><firstname>Michal</firstname><surname>Rzeszewski</surname><orcid>0000-0002-2170-335x</orcid><order>2</order></author></authors><documents><document><filename>54686__18027__809be284a4c74912b373ea6e42498a13.pdf</filename><originalFilename>54686.pdf</originalFilename><uploaded>2020-08-24T12:37:21.9663680</uploaded><type>Output</type><contentLength>237879</contentLength><contentType>application/pdf</contentType><version>Accepted Manuscript</version><cronfaStatus>true</cronfaStatus><embargoDate>2021-07-10T00:00:00.0000000</embargoDate><copyrightCorrect>true</copyrightCorrect><language>eng</language></document></documents><OutputDurs/></rfc1807> |
spelling |
2022-06-15T16:10:08.6224453 v2 54686 2020-07-11 Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming cc05810f3465ddddd6814e131f4e9a79 0000-0002-6875-6301 Leighton Evans Leighton Evans true false 2020-07-11 AMED The emergence of Virtual Reality (VR) as a viable consumer medium for gaming offers an opportunity toreconceptualise understandings of immersion, embodiment and presence in gaming. However, many of thediscourses and attempts to conceptualise experience in VR games conflate these terms rather thanunderstanding each as a state of engagement with a VR environment or game. This results in a lack ofunderstanding of the importance of design and intentionality in the VR game with regards to immersion,embodiment and presence. Using a post-phenomenological approach, this paper differentiates immersion,embodiment and presence as three kinds of relation utilising the I – technology – world schema. Thisapproach allows for an understanding of these states of engagement as layered and hierarchical rather thaninstantly emergent on the part of the technology. The hermeneutic relation between the user and VR game[I → (technology – world)] that indicates presence can be understood as a feeling of place or placehood inVR and is intentionally the state aimed for as optional in VR games. The importance of technologicalintentionality as a co-constructor of embodiment and presence is exemplified through an analysis of userreviews of VR games either built-for VR or ported to VR. Built-for VR games create the possibility of asense of place for the games by incorporating the possibility of embodiment and presence into the designof control and movement while ported VR games fail to immerse because of a lack of technologicalintentionality towards these goals. Conference Paper/Proceeding/Abstract Lecture Notes in Computer Science 23 38 Springer International Publishing Cham 9783030501631 9783030501648 0302-9743 1611-3349 Virtual Reality, Post-phenomenology, Gaming, Embodiment, Presence 10 7 2020 2020-07-10 10.1007/978-3-030-50164-8_2 COLLEGE NANME Media COLLEGE CODE AMED Swansea University 2022-06-15T16:10:08.6224453 2020-07-11T12:29:26.1422405 Professional Services ISS - Uncategorised Leighton Evans 0000-0002-6875-6301 1 Michal Rzeszewski 0000-0002-2170-335x 2 54686__18027__809be284a4c74912b373ea6e42498a13.pdf 54686.pdf 2020-08-24T12:37:21.9663680 Output 237879 application/pdf Accepted Manuscript true 2021-07-10T00:00:00.0000000 true eng |
title |
Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming |
spellingShingle |
Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming Leighton Evans |
title_short |
Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming |
title_full |
Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming |
title_fullStr |
Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming |
title_full_unstemmed |
Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming |
title_sort |
Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming |
author_id_str_mv |
cc05810f3465ddddd6814e131f4e9a79 |
author_id_fullname_str_mv |
cc05810f3465ddddd6814e131f4e9a79_***_Leighton Evans |
author |
Leighton Evans |
author2 |
Leighton Evans Michal Rzeszewski |
format |
Conference Paper/Proceeding/Abstract |
container_title |
Lecture Notes in Computer Science |
container_start_page |
23 |
publishDate |
2020 |
institution |
Swansea University |
isbn |
9783030501631 9783030501648 |
issn |
0302-9743 1611-3349 |
doi_str_mv |
10.1007/978-3-030-50164-8_2 |
publisher |
Springer International Publishing |
college_str |
Professional Services |
hierarchytype |
|
hierarchy_top_id |
professionalservices |
hierarchy_top_title |
Professional Services |
hierarchy_parent_id |
professionalservices |
hierarchy_parent_title |
Professional Services |
department_str |
ISS - Uncategorised{{{_:::_}}}Professional Services{{{_:::_}}}ISS - Uncategorised |
document_store_str |
1 |
active_str |
0 |
description |
The emergence of Virtual Reality (VR) as a viable consumer medium for gaming offers an opportunity toreconceptualise understandings of immersion, embodiment and presence in gaming. However, many of thediscourses and attempts to conceptualise experience in VR games conflate these terms rather thanunderstanding each as a state of engagement with a VR environment or game. This results in a lack ofunderstanding of the importance of design and intentionality in the VR game with regards to immersion,embodiment and presence. Using a post-phenomenological approach, this paper differentiates immersion,embodiment and presence as three kinds of relation utilising the I – technology – world schema. Thisapproach allows for an understanding of these states of engagement as layered and hierarchical rather thaninstantly emergent on the part of the technology. The hermeneutic relation between the user and VR game[I → (technology – world)] that indicates presence can be understood as a feeling of place or placehood inVR and is intentionally the state aimed for as optional in VR games. The importance of technologicalintentionality as a co-constructor of embodiment and presence is exemplified through an analysis of userreviews of VR games either built-for VR or ported to VR. Built-for VR games create the possibility of asense of place for the games by incorporating the possibility of embodiment and presence into the designof control and movement while ported VR games fail to immerse because of a lack of technologicalintentionality towards these goals. |
published_date |
2020-07-10T04:08:22Z |
_version_ |
1763753593430605824 |
score |
11.037275 |