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Navigating the Penumbra of Virtual Reality: Perception, Cinematography, Psychology and Ethics

Research output: Chapters, Conference Papers, Creative and Literary Works › RGC 32 - Refereed conference paper (with host publication) › peer-review

Abstract

Since the coining of the term “virtual reality” (VR) by Jaron Lanier and development of head-mounted displays by pioneers such as Ivan Sutherland, VR has undergone several rounds of evolution, re-inventing itself slightly each time. It is only after over half a century, however, that this technology has now become accessible to the general consumer and therefore the mainstream. Not only that, anyone with access to this technology can now create content for VR - including artists. This raises questions about a creator’s responsibility for a user’s experience regardless of whether it relates to perception, aesthetics, psychology, ethics or multiple other factors. This panel examines several of these factors with an ultimate questioning of the impact VR artistic creations have on their audience and how these concerns factor into the design of an VR experience.
Original languageEnglish
Title of host publicationISEA2019 Gwangju LUX AETERNA
Subtitle of host publicationProceedings of the 25th International Symposium on Electronic Art
EditorsJuyong Park, Juhan Nam, Jin Wan Park
PublisherArt Center Nabi
Pages670-672
ISBN (Print)979-11-87275-06-0
Publication statusPublished - Jun 2019
Event25th International Symposium on Electronic Art (ISEA 2019): LUX AETERNA (Eternal Light) - Asia Culture Center, Gwangju, Korea, Republic of
Duration: 22 Jun 2019 → 28 Jun 2019
http://isea2019.isea-international.org
http://isea2019.isea-international.org/fullPro.asp

Conference

Conference25th International Symposium on Electronic Art (ISEA 2019)
Abbreviated titleISEA2019
PlaceKorea, Republic of
CityGwangju
Period22/06/19 → 28/06/19
Internet address

Bibliographical note

Information for this record is supplemented by the author(s) concerned.

Research Keywords

  • Virtual reality
  • behaviors
  • cinematography
  • empathy
  • ethics
  • gaming
  • immersion
  • perception
  • narrative
  • real-time
  • reflexivity

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