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French

ID: <

10670/1.pq3eek

>

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Topologies of immersion

Abstract

Virtual reality has shifted over the last 20 years from the academic and industrial world to the playful and general public sectors, thus putting the concept of immersion at the forefront. The advent of digital natives in the marketplace, the widespread use of accessible and easy-to-use material, the availability of easy-to-take applications create a favourable environment for the rapid dissemination of so-called immersive content. This rapid dissemination and the upsurge it creates must either consider the possibility of a paradigm shift in the questions of narrative, representation and immersion, or, on the contrary, the development of a new iteration and continuity of theories and practices. This means either consolidating knowledge around the current paradigms, or identifying or sketching those who will renew current practices. The approach proposed here is topology. Immersion, in fact, defines a number of spaces which must be characterised and compared. The first space is the classic space of the narrative to which the real one responds. However, this division does not describe the specialities and nature of each of them, how they articulate and communicate, how they are designed and experienced. In order to try to answer, it is necessary to investigate the question of immersion by its devices and to determine by them what is common or different. This presupposes the strong assumption that the container qualifies the content, that the conditions and circumstances in which a message is disseminated, here immersive illusion, are as important as the message itself. This investigation should provide some insights into the contribution of digital technologies to immersive narratives.

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