- Immersion (virtual reality)
Immersion is the state of
consciousness where an immersant's awareness of physical self is diminished or lost by being surrounded in an engrossing total environment; oftenartificial . ["Immersive Ideals / Critical Distances",Joseph Nechvatal 1999Planetary Collegium ] This state is frequently accompanied by spatial excess, intense focus, a distorted sense of time, and effortless action.cite web | last =Varney | first =Allen | title =Immersion Unexplained | publisher =The Escapist | url = http://www.escapistmagazine.com/issue/57/19 | format =HTML | date=August 8, 2006| accessdate = 2007-04-06 ] The term is widely used to describeimmersive virtual reality ,installation art andvideo games , but it is not clear if people are using the same word consistently. The term is also cited as a frequently-usedbuzzword , in which case its meaning is intentionally vague, but carries the connotation of being particularly engrossing.The sensation of total immersion in
virtual reality (VR) can be so described: "You lose your critical distance to the experience and get emotionally involved. It could be not only a game you are a part of, but any kind of experience. ... You feel as if it is very real but know it is not." Interactive computer art first became a compositional art medium whenMyron Krueger made "videoplace" (1970). Visitors could enter a computer-generated graphic world, interact with other participants of both human and creature form. This full-body, telecommunication computer experience was the first of its kind. Krueger also coined the term "artificial reality". [cite book|last=Popper|first=Frank|title=From Technological to Virtual Art|publisher=The MIT Press|2007|isbn=026216230X]Types of immersion
[
Virtual reality HMD] According to Ernest Adams, author and consulter on game design, immersion can be separated into three main categories:;Tactical immersion:Tactical immersion is experienced when performing tactile operations that involve skill. Players feel "in the zone" while perfecting actions that result in success.
;Strategic immersion:Strategic immersion is more cerebral, and is associated with mental challenge. Chess players experience strategic immersion when choosing a correct solution among a broad array of possibilities.
;Narrative immersion:Narrative immersion occurs when players become invested in a story, and is similar to what is experienced while reading a book or watching a movie.
Staffan Björk and Jussi Holopainen, in "Patterns In Game Design", divide immersion into similar categories, but call them sensory-motoric immersion, cognitive immersion and emotional immersion, respectively. In addition, they add two new categories:
;Spatial immersion:Spatial immersion occurs when a player feels the simulated world is perceptually convincing. The player feels that he or she is really "there" and that a simulated world looks and feels "real".
;Psychological immersion:Psychological immersion occurs when a player confuses the game with real life.
;Sensory immersion:The experience of entering into the three-dimensional environment, and being intellectually stimulated by it. The player experiences a unity of time and space as the player fuses with the image medium, which affects impression and awareness.
ee also
*
Immersive digital environment
*Immersive reality gaming
*Immersive virtual reality
*Conceptual art
*Environmental sculpture
*Cave Automatic Virtual Environment
*Interactive art
*Modern art
*Neo-conceptual art
*Performance art
*Street installations
*Video installation
*Sound installation
*Sound art References
*cite web | last =Adams | first =Ernest | title =Postmodernism and the Three Types of Immersion | publisher =
Gamasutra | date =July 9, 2004 | url =http://designersnotebook.com/Columns/063_Postmodernism/063_postmodernism.htm | format =HTML | accessdate =2007-12-26
*cite book | last =Björk | first =Staffan | coauthors =Jussi Holopainen | title =Patterns In Game Design | publisher =Charles River Media | date =2004 | pages =423 | url =http://books.google.com/books?id=IFQfyODK4wAC | isbn =1584503548
* [http://www.eyewithwings.net/nechvatal/ideals.htm Immersive Ideals / Critical Distances : A Study of the Affinity Between Artistic Ideologies Based in Virtual Reality and Previous Immersive Idioms] byJoseph Nechvatal 1999Planetary Collegium
*Oliver Grau , "Virtual Art: From Illusion to Immersion" MIT-Press, Cambridge 2003
* Allen Varney, (August 8, 2006). "Immersion Unexplained" in "The Escapist"
*Frank Popper , "From Technological to Virtual Art", MIT Press. ISBN 026216230X.
*Oliver Grau (Ed.): "Media Art Histories", MIT-Press, Cambridge 2007
*Joseph Nechvatal , "Immersive Excess in the Apse of Lascaux", Technonoetic Arts 3, no3. 2005External links
* [http://press.nokia.com/PR/200505/994772_5.html N-Gage At E3 Showcases Immersive Games And Next-Generation Mobile Gaming] - example of the term being used as a buzzword.
* [http://www.eyewithwings.net/nechvatal/ideals.htm Immersive Ideals / Critical Distances : A Study of the Affinity Between Artistic Ideologies Based in Virtual Reality and Previous Immersive Idioms] by Dr.Joseph Nechvatal
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