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Immersion

Last revised 11/1/2017. Return to Major concepts. See virtual, interaction, cave, glasses, camera.

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Immersion, as complete as possible, is the keyword of virtual reality. But it is not without dangers, and is not necessary in general.



- A major thinker about immersion and digital is Judith Guez.
- Read our communication a Laval Virtual 2013 "Immersion, from goggles to transmedia".

- A lot in Digital Storytelling. A creator's guide to interacdtive entertainment. [Miller, 2014].

Immersion is a form of human-computer interaction where the user's vision field is totally composed by generated images and frequently "surround" sound, plus possibly haptics and odors. Such an environment is obtained
- by a dedicated room (cave)
- with goggles, gloves and possibly a full suit.

Immersion is typical of virtual reality.

Beware: consraints are heavy. In some case, an excessive immersion may be dangerous:
- loss of contact with the external real worls,
- disharmony between external perception (vision) and internal (internal ear and its slant sensors, for instance),
- excessive stimulation, see for instance our note about our note about an immersive work by Kurt Hentsclhager.

Some references

< Les figures de l'immersion. by Bernard Guelton (ed.). Presses universitaires de Rennes, 2014. Not particularly related to Art.
< Manifeste des arts immersifs. Edited by Anaïs Bernard. Presses Universitaires de Nancy 2014.
- A full book by [Rose, 2011], who says for instance: "... immersiveness is what blurs the line, not just between story and game, but between story and marketing, story teller and audience, illusion and reality" (p. 15) .
- A full chapter (56 pages) in [Leloup, 2013].
< Corps et immersion, sous la direction de Catherine Bouko et Steven Bernas. L'Harmattan 2012. Alas nothing digital nor about virtual reality.
< Virtual Art. From Illusion to Immersion. by Oliver Grau, MIT Press, 2003
< Virtuelle Kunst in Geschiche und Gegenwart. Virtuelle Strategien. by Oliver Grau. Reimer, Berlin, 2001.

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