The key: Abstraction, embodiment, and proper distance within the virtual home

C. Holohan
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Abstract

The emergence of virtual reality (VR) humanitarian filmmaking as a genre over the past ten years has generated a large body of critical debate around the efficacy and ethics of VR as a tool for generating empathy towards marginalised communities. Whilst numerous studies have indicated the potential for VR to impact empathy levels of end users, there have been recurrent critiques of the power dynamics of VR production, as well as the value of empathy as a means of producing social change. Lacking in these discussions has been a detailed consideration of VR aesthetics and the extent to which stylistic strategies impact audience positioning. Through the example of the animated VR experience The Key (Celine Tricart, 2019), this article will explore experience design in the context of ethical debates around humanitarian VR. As an interactive, narrative experience that addresses themes of loss and displacement, The Key can be productively analysed in relation to both VR ethics and wider cultural understandings of home and belonging. Responding to ethical debates around proximity within immersive experiences, the article will examine aesthetic strategies within The Key for ensuring what Roger Silverstone has labelled “proper distance” between the user and the virtually represented space. Through its use of visual abstraction and simplification, as well as the limited physical interaction it affords with its virtual world, the virtual home of The Key will be understood as a site of resistance to universalising narratives of home, one which invites critical reflection on the factors that determine our access to shelter.
关键:虚拟家庭中的抽象、体现和适当距离
过去十年间,虚拟现实(VR)人道主义电影制作作为一种流派出现,引发了大量批判性辩论,围绕虚拟现实作为对边缘化社区产生移情作用的工具的功效和伦理问题展开。大量研究表明,VR 有可能影响最终用户的移情水平,但对 VR 制作的权力动态以及移情作为产生社会变革的一种手段的价值的批评也一再出现。在这些讨论中,缺乏对 VR 美学以及风格策略对受众定位影响程度的详细考虑。本文将以动画 VR 体验《钥匙》(Celine Tricart,2019 年)为例,探讨围绕人道主义 VR 的伦理辩论背景下的体验设计。作为一个涉及损失和流离失所主题的交互式叙事体验,《钥匙》可以结合 VR 伦理以及对家和归属的更广泛的文化理解进行富有成效的分析。为了回应关于身临其境体验中接近性的伦理争论,文章将研究《钥匙》中的美学策略,以确保用户与虚拟呈现的空间之间保持罗杰-西尔弗斯通(Roger Silverstone)所说的 "适当距离"。通过对视觉抽象和简化的使用,以及与虚拟世界之间有限的物理互动,《钥匙》中的虚拟家园将被理解为一个抵制普遍化家园叙事的场所,一个引人对决定我们获得住所的因素进行批判性反思的场所。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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