This thesis is concerned with the ways in which the medium of immersive virtual reality has been utilised in the art context since the early 1990s, with a view towards the contemporary relevance of the medium. Artworks that have been realised through both Head-Mounted Display (HMD) and CAVE Automatic Virtual Environment (CAVE) systems are discussed. The first chapter uses the 1993 Solomon R. Guggenheim exhibition 'Virtual Reality: An Emerging Medium' as a starting point in order to introduce the defining concepts of immersion and interactivity into the discussion. Thereafter, the second chapter is focussed on the body in relation to immersive virtual reality, examining the idea of virtual disembodiment in detail. This discussion is influenc...
As computer-driven display technology becomes more powerful and accessible, the online, virtual art ...
The article investigates how the use of extended reality technologies and interactive digital interf...
This paper addresses some of the central questions currently related to 3-Dimensional Inhabited Virt...
In this thesis, the phenomena of immersion and presence are explored through three bodies of work: a...
In cognitive psychology, immersive experiences depend on a series of “illusions” – presence, body ow...
This research study examines participatory interaction and emotional experiences in virtual environm...
This research study examines participatory interaction and emotional experiences in virtual environm...
Creating and experiencing immersive virtual environments with a performative nature designed for Vir...
This doctoral project brings to the fore the specificity of the artistic experience when the Virtual...
Thesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Huma...
Abstract. Presence is widely accepted as the key concept to be considered in any research involving ...
Presence is widely accepted as the key concept to be considered in any research involving human inte...
This paper analyzes from a pragmatic postphenomenological point of view the performative practice of...
This thesis aims to grasp virtual reality as a complex, interconnected technology and multi-sensory ...
This thesis maps out the overlaps, synergies and forces at play when designing for optimal immersive...
As computer-driven display technology becomes more powerful and accessible, the online, virtual art ...
The article investigates how the use of extended reality technologies and interactive digital interf...
This paper addresses some of the central questions currently related to 3-Dimensional Inhabited Virt...
In this thesis, the phenomena of immersion and presence are explored through three bodies of work: a...
In cognitive psychology, immersive experiences depend on a series of “illusions” – presence, body ow...
This research study examines participatory interaction and emotional experiences in virtual environm...
This research study examines participatory interaction and emotional experiences in virtual environm...
Creating and experiencing immersive virtual environments with a performative nature designed for Vir...
This doctoral project brings to the fore the specificity of the artistic experience when the Virtual...
Thesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Huma...
Abstract. Presence is widely accepted as the key concept to be considered in any research involving ...
Presence is widely accepted as the key concept to be considered in any research involving human inte...
This paper analyzes from a pragmatic postphenomenological point of view the performative practice of...
This thesis aims to grasp virtual reality as a complex, interconnected technology and multi-sensory ...
This thesis maps out the overlaps, synergies and forces at play when designing for optimal immersive...
As computer-driven display technology becomes more powerful and accessible, the online, virtual art ...
The article investigates how the use of extended reality technologies and interactive digital interf...
This paper addresses some of the central questions currently related to 3-Dimensional Inhabited Virt...