啜饮虚拟长生不老药:死藤水科斯米克之旅,一个自我超越的虚拟体验的自我民族志细读

Q3 Arts and Humanities
Noah Miller, John Desnoyers-Stewart, Ekaterina R. Stepanova, Alexandra Kitson, Jim Bizzocchi, B. Riecke
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引用次数: 1

摘要

自我超越的体验通常是古代文化实践的一个组成部分,在精神仪式中使用迷幻物质,比如死藤水仪式。然而,死藤水含有二甲基色胺(DMT),这在许多国家是非法的。由于其非法,死藤水的经验是稀缺的,尽管潜在的好处,提高生活质量和减少精神病理。虚拟现实(VR)可以提供一种安全合法的迷幻体验,比如死藤水仪式。这些体验可能反过来唤起不使用致幻剂的自我超越情绪,扩展艺术和技术刺激自我超越的力量。为了探索沉浸式体验设计的潜力、限制和体验品质,我们对《Atlas V》的《Ayahuasca Kosmik Journey》进行了自我民族志细读分析。自我民族志使我们能够研究复杂的个人经历,而细读将这些经历与人工制品的设计联系起来。这使我们能够深入了解设计与体验之间的联系,并批判性地分析体验。由此产生的反思揭示了我们主观体验中突出的心理镜头,包括代理、化身、不适和自我超越的情绪。我们的分析阐明了空间性的重要作用,感官和主题的具体互动对巨大的自我超越效果,对比在叙事过渡中的作用以及意义如何植根于先前的经验。我们的分析揭示了沉浸式技术通过扩展我们的感官和超越自我来模拟自我超越体验的潜力和局限性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Sipping the virtual elixir: An autoethnographic close reading of Ayahuasca Kosmik Journey, a self-transcendent virtual experience
Self-transcendent experiences are often an integral component of ancient cultural practices that use psychedelic substances during spiritual ceremonies, such as ayahuasca ceremonies. Yet, ayahuasca contains dimethyltryptamine (DMT), which is illegal in many countries. Due to its illegality, ayahuasca experiences are scarce despite potential benefits of increased quality of life and reduced psychopathology. Virtual reality (VR) can provide a safe and legal glimpse of psychedelic experiences, such as an ayahuasca ceremony. These experiences may in turn evoke self-transcendent emotions without hallucinogenic substances, extending the power of art and technology to stimulate self-transcendence. To explore the potential, limits and experiential qualities that immersive experience design can afford for cyberdelic experiences, we conducted an autoethnographic close reading analysis of Atlas V’s Ayahuasca Kosmik Journey. Autoethnography allowed us to study complex and personal experiences while close reading connected those experiences to the design of the artefact. This allowed us to gain insights into the connections between design and experience and critically analyse the experience. The resulting reflection unveiled prominent psychological lenses in our subjective experience, including agency, embodiment, discomfort and self-transcendent emotions. Our analysis explicates the paramount role of spatiality, the sensorium and theme with embodied interaction for the self-transcendent effects of vastness, the role of contrast in narrative transitions and how meaning is rooted in previous experiences. Our analysis unveils the potential and the limitations of immersive technology to emulate self-transcendent experiences through extending our senses and transcending the self.
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来源期刊
Virtual Creativity
Virtual Creativity Arts and Humanities-Arts and Humanities (miscellaneous)
CiteScore
0.90
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