Abstract:Virtual Reality (VR) has traditionally required external sensors placed around a designated play space. In contrast, more recent wired and wireless systems, such as the Oculus Rift S (released in March 2019) and the Oculus Quest (released in May 2019) use cameras located on the outside of these devices to monitor their physical position. Users can now mark out a physical space that is then digitally tracked within their display. Once a play space has been established, users are alerted if they come close to br… Show more
“…More recent VR HMD, such as Oculus Quest, allows ‘6 Degrees of Freedom’ (6DOF), and are not tethered to a personal computer. Saker and Frith (2020) show that such systems now mean physical space is increasingly being incorporated into the digital space to create what they term coextensive space ‘a symbiotic relationship between physical and digital that is increasingly proximate, extensive and transformative’ (Saker & Frith, 2020, p. 1436).…”
Whilst virtual reality (VR) has a long history, recent technological advancements, increased accessibility and affordability have seen its usage become widespread within western consumer society. Despite the relevance of VR to Geography, these more recent developments have escaped scholarly attention. This paper takes a critical perspective on the development of VR and its varied applications, and how emerging theoretical debates within cultural and digital geography can critically attend to the social and cultural implications of VR technologies. The paper begins by considering how VR spaces are imagined and communicated to publics in ways that promote popular understandings of, and desires for, virtual spaces. Next, the paper critically addresses the cultural politics of VR content, particularly drawing attention to the socio-spatial differences evoked through VR. The paper goes on to argue for the need to consider VR through the concept of interface as a way of critically attending to the broader techno-socio relations and the embodied spatial encounters they produce. Finally, some methodological implications for thinking with and through VR are outlined.
“…More recent VR HMD, such as Oculus Quest, allows ‘6 Degrees of Freedom’ (6DOF), and are not tethered to a personal computer. Saker and Frith (2020) show that such systems now mean physical space is increasingly being incorporated into the digital space to create what they term coextensive space ‘a symbiotic relationship between physical and digital that is increasingly proximate, extensive and transformative’ (Saker & Frith, 2020, p. 1436).…”
Whilst virtual reality (VR) has a long history, recent technological advancements, increased accessibility and affordability have seen its usage become widespread within western consumer society. Despite the relevance of VR to Geography, these more recent developments have escaped scholarly attention. This paper takes a critical perspective on the development of VR and its varied applications, and how emerging theoretical debates within cultural and digital geography can critically attend to the social and cultural implications of VR technologies. The paper begins by considering how VR spaces are imagined and communicated to publics in ways that promote popular understandings of, and desires for, virtual spaces. Next, the paper critically addresses the cultural politics of VR content, particularly drawing attention to the socio-spatial differences evoked through VR. The paper goes on to argue for the need to consider VR through the concept of interface as a way of critically attending to the broader techno-socio relations and the embodied spatial encounters they produce. Finally, some methodological implications for thinking with and through VR are outlined.
“…are continuously producing, packaging, re-packaging, recording, discarding, modifying, transferring, disseminating, accessing, and using information." In contrast, we contend that physical space is concrete and separate from the immersed VS (Saker & Frith, 2020); it is the space in which all material objects are located and all events occur (Zlatanova et al, 2020). Further, we agree with Kosari and Amoori (2018), who stated that virtual and physical spaces have the capacity to shape each other, that as users switch between the two spaces, "they live in a blended synthetic Third Space that has the characteristics" (p. 181) of virtual and physical spaces.…”
Section: Theoretical Background and Lefebvrian Frameworkmentioning
Since the conception and exponential growth of social networking sites (SNSs), technology has advanced sufficiently to allow access to them at any moment for any reason. This has given users a “virtual space” (VS) in which to communicate and “live” within (e.g., Facebook), a space which disparate research has shown to have an impact on users’ behaviors, thoughts, and emotions. The present study aimed to examine the potential for SNSs to influence the physical, mental, and social well-being of undergraduate students. To explore this in a unified fashion, we conducted in-depth interviews with 25 participants across three qualitative studies. All interview transcripts were analyzed using a recursive deductive thematic analysis. Lefebvre’s trialectic of space was examined for its applicability to students’ experiences of VS vis-à-vis SNSs. Lefebvre’s spatial triad provides a novel and coherent framework to untangle and explain the multifaceted and often complicated nature of SNS use. Analysis found correspondence between Lefebvrian triadic space and SNSs to explain the pervasive, dominant, and sometimes pathological role that SNSs can have upon everyday functioning. Implications are that a Lefebvrian approach can inform future research as a means to untangle and explain the multifaceted and often complicated nature of SNS use.
“…New developments in VR include the use of physical space to render a more “present” experience. Rather than seeing physical space as an obstacle to be surmounted in the quest for “presence,” new advances seek to co-opt it (Saker and Frith, 2020).…”
The paper brings together two segments of contemporary humanitarian practice – celebrity advocacy and virtual reality (VR) – in order to more fully comprehend the relationship between emergent technologies and humanitarian advocacy efforts. Numerous VR documentaries intended to immerse audiences into the full experience of “distant suffering” have been crafted for audiences in the global North. Between 2015 and 2019, the United Nations invested in at least 21 VR documentaries covering crisis situations around the world. VR’s popularity is premised on the promise of bringing spectators and “distant sufferers” together through immersive experiences. Performances of humanitarian advocacy use traditional representational tools of Western humanitarian discourse. This leads to the question whether advocacy efforts using immersive VR flatten real and material differences that exist between sufferers and spectators in safe zones through the “illusion of co-suffering”? To what extent do such experiences risk “improper distance” by translating the irreducible alterity of other lives into familiar terms?
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