Aesthetics of Immersion in Interactive Immersive Installation: Phenomenological Case Study
Aesthetics of Immersion in Interactive Immersive Installation: Phenomenological Case Study
Aesthetics of Immersion in Interactive Immersive Installation: Phenomenological Case Study
Abstract
This paper examines the aesthetics of immersive experience in
Light Strings, an interactive immersive environment. One of
prominent aspects of Interactive Art is the notion of immersion.
The concept of immersion is generally defined as a viewer
forgetting the real world outside of the virtual environment and
by a sense of being in a make-believe world generated by
computational hardware and software. As an interactive artist and
researcher, I conceive of immersion as any experience where
integrated bodily, conscious, and pre-conscious states thoroughly
intertwine with the world. Moreover immersion is where mind,
body and environment interweave and communicate with each
other inside of technically-mediated, spatially enclosed, and
sensuously-interactive computational environments. Light Strings
was created based on my previous art practice and research into
immersion as a way to study participants experiences with the
artwork. In the participant study of Light Strings, participants
were encouraged to describe the felt experiences of the
installation through phenomenologically oriented research
methods. As a result, an experiential model of the participants
experiences was developed by exploring bodily, spatial, and
contextual consciousness with temporal considerations.
Keywords
Immersive installation, aesthetics of immersion, immersive Consciousness, audio-visual, case study
Introduction
One prominent aspect of Interactive Art is a notion of
immersion. Immersion has been historically explored
mostly by literary and film theorists and more recently, by
Virtual Reality (VR) scientists and artists. It is generally
defined as a viewer forgetting the real world outside of
the virtual environment and by a sense of being in a
simulated world generated by computational hardware and
software. Most research into immersive experience has
been conducted from a scientific perspective. The scientific
research tradition typically standardizes or objectifies
results and doesnt focus on the meanings and qualities of
experience. Similar to other scientific studies, immersion
researchers have largely used quantitative/empirical
methods, such as measuring physiological data and
conducting surveys after the participants experience. [1-3]
Background
Understanding Immersion
The sense of immersion has been explored for a long time
but there is no set or universally agreed upon definition for
this term because all approaches converge on the word
immersion from different knowledge areas. The term is
widely used for describing immersive virtual reality, installation art and video games, but no one meaning
dominates. Its meaning remains vague, but common to
each meaning is the connotation of being absorbed, engaged and embraced. Different disciplines use these differ-
Contemporary Views
Immersion in New Media
Since the 1990s, more in-depth research on immersion has
been conducted in the Arts and Humanities. The result is
two streams of scholars and artists. One stream explores
various immersive experiences in different realms:
videogames, narrative, and human experience. The other
stream focuses on building immersive experience within
immersive VR spaces.
Salen & Zimmerman call immersion double
consciousness, that the game player is fully aware of the
character as an artificial construct. They argue that this
makes character-based game play a rich and multi-layered
experience. [7] For Bolter and Gromala, a participants
awareness oscillates between feeling immersed and being
aware of an immersive environment. However participants
most of the time are still aware of the real environment and
get immersed from the interplay between real media and
virtual contents. [8]
Many other researchers have focused on the desire to
use technology as the defining factors in immersion; they
describe the term immersion as immersion into presence,
a state of being engaged; in this way presence is a psychologically emergent property of an immersive system. Immersion describes a condition; presence describes an associated state of consciousness. [9] Carol Manetta and Richard Blade defined immersion as an observers emotional
reaction to being part of a virtual world. [10] They consider immersion as mental process created during the use of
immersive VR systems that include HMDs and other
equipment. Immersion can be stimulating process, but in
most cases immersion absorbs and provokes a process, a
change, and a passage from one mental state to another.
[11]
Immersion in Interactive Art
Immersion is in part a spatial experience, in the sense of
enveloping the participant in a discrete and panoramic
space. Moreover, it is also a temporal experience when
combined with computational components. It creates an
intimate connection as a constitutive element of
reflection, self-discovery, and the experience of art and
nature. [11] Immersion is considered paradoxically as
distance, as absorption, and as space and time blur in the
immersive environment. The pioneering immersive artist
Davies explored the concept of immersion using the
metaphor of scuba diving (submersing in water) and using
a concept of cognitive absorption in her projects [4].
Around the 1960s, early new media artists conducted
experiments related to immersion. Artists and designers
have new possibilities for interactive immersive works
become more accessible and more powerful with
programming tools. In relation to VR art, the sense of
Methodology
Methodological Background
Art has been acknowledged as research among practitioners, theorists, and educators. [14] In contrast to academic
and scientific research emphasizing the generalizability
and repeatability of knowledge, art research expresses a
form of experience-based knowledge [15] and explores
subjective qualities of experience. Artists identify researchable problems discovered in practice, and respond or
solve them through professional practice. Therefore, artists
know their works and the questions around the works better than any other researchers. An artist is a researcher who
has multifaceted roles: material experimenter, space designer, fabricator, critic, documenter and audience. [16] In
other words, it is ideal that artists take a lead role in the
research of their works, rather than being separated from
the research process. In that respect, artists research activities seem to be appropriate for Baumgartens classical definition of the aesthetic domain.
Phenomenological Approach
In the realm of art research, there has not been much work
dealing with research methods because artists interests
often lean more towards creating new works than investigating the aesthetic qualities and meanings of participant
experience. However recent movements in interactive art
indicate that some interactive artists put value on the quali-
provoke a strong visceral feeling. The branching and joining of physical material and technology in my work echoes
the symbiotic relationship between human and technology,
exploring the idea of hylozoism [21] or life from material. In the process of art creation, fiber optics are not simply
cold plastic strands to me. They live in the space the same
as other computer generated interactive elements and participants as well as myself. This encourages active, self
determined relationships within a work of art.
beings in the same space. They dont care about the pink
ones or the participant.
Sound System
The sound system works along with the visual system to
create an immersive environment. Our goal was to create
natural but elemental sounds that respond to the participants movement. They work as environmental sound
agents similar to air in that they move around regardless of
human existence and people can feel them through the
movement of their bodies. The environment contains initial
sound elements from white noise in Max, a visual programming language for music and multimedia. They are
activated when the participants movement is detected in
the space and come and go while interacting with the participant.
Study Design
In the study, I focused on getting participants experience
from their first-person perspectives. To support the
subjective first-person data, other data collection methods
such as interviewing (second-person) and video recording
(third-person) were also used. I used Light Strings as a case
study to look at participants qualities of aesthetics of
immersive experience. The overall process can be
summarized as 1) gathering a full set of nave descriptions
from participants who had experienced Light Strings; 2)
analyzing the descriptions in order to grasp common
elements that make the experience what it is; and 3)
describing or giving a clear, accurate and articulate account
of the phenomenon so that it can be understood by others.
Participants and Study Condition
16 participants were recruited through an open email call
that was available to the general public. They were given
ample opportunity to accept or decline. They were asked to
4people
Session
1
Both
Session
2
Visual
Session
3
Sound
4people
Both
Sound
Visual
1:30-2h
4people
Visual
Sound
Both
1:30-2h
4people
Sound
Visual
Both
1:30-2h
Duration
1:30-2h
Procedure
Participants in the study were asked to experience Light
Strings, three times for as long as they want to stay. They
were free to do anything and there were no time limitations
on how long they stayed in the installation. Participants
experienced Light Strings aesthetically via the artworks
kinaesthetic tactile quality as well as visual and auditory
qualities. While the participants were experiencing Light
Strings, their movement inside of the installation was video
captured. Light Strings was already capturing the
participants movement from above using two IR cameras
to analyze movement in the space in order to create
responsive virtual agents that the participants can interact
with. Therefore, I was able to record the camera capture
screen using another video camera. This video data was
digitized and processed to investigate how the participants
moved and behaved in the installation. I did not extract the
video images from the motion analysis process because
recording a video at the same time as analyzing it uses too
much of computers processing ability and made the entire
system unstable.
After each session of experience, the light level of the
room was adjusted for the next activity and the participant
was guided to a writing station. Participants were provided
a single card with three open-ended questions: What did
you experience?, How did you experience? and How
did you feel? They were asked to write down their
experiences quickly and fearlessly when answering the
questions. The quick writing process without analytical
thinking helps to extract their subjective experience
effectively. The participants were instructed: think back
and describe your subjective experience of the artwork as
much detail as possible. They were assured of the
confidentiality of the information. They could write, note
Immersive Consciousness
Spatial Consciousness
Many participants described Light Strings as a space not an
object. This is important that they perceived it not just by
seeing with their eyes but via embodied seeing through the
whole body. Light Strings provided an opportunity to expand their conscious experience through the space. Participants spatial consciousness can be characterized by an
emphasis on the sensation of a different world, metaphoric
space, embodied space, and vast or proximal scales.
Different Space/World
In the installation, many participants experienced a
different space/world, very different from outside.
Moreover the participants experiences in each session
Metaphoric Spaces
After experiencing Light Strings, many participants
reported that it is difficult to describe their experience in
words. In the process of perceiving the space, the
participants attempted to relate their bodily feeling to their
previous knowledge or experience using metaphors (all 16
participants). Qualities of physical sensation evoked
metaphors. The prevalence of metaphors means that as the
participants were paying attention to their physical
sensations, their imagination generated metaphors for the
experience. The richness of poetic description really came
from the interplay of their experience with the media of the
system. This shows the success of the piece in terms of
immersion.
Embodied Space
Space is often defined by constituent and their behaviours:
how inhabitants make a connection to environmental behaviors and how they frame it constitutes their space. If we
look at Light Strings in terms of experiential qualities, it
can be interpreted as a playful and meditative space. The
most obvious qualities that the participants felt from the
space were playfulness and meditativeness. These were
characterized by the participants as extremely embodied. In
the descriptions of the participants experience, two different spaces (playful and meditative spaces) were being appeared depending on interaction with the environment.
It felt very playful, kind of organic experience. It was very
flexible and fluid and promoted my curiosity and sort of
seemed to engage back because it was responsive and I really
liked that. I just felt very open to it and sort of calm and curious at the same time.
Very small like um..at one point I just started collecting one
string with another string and looking at it and then another
string..its like watching insects. As opposed to running around
in a forest trying to climb trees. Thats kind of the experience,
its more quiet, more gentle, more detail.
Acknowledgements
Dr. Greg Corness; Dr. Diane Gromala; Dr. Thecla
Schiphorst; School of Interactive Arts and Technology at
Simon Fraser University: Department of Visualization at
Texas A&M University
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