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The meanings and experiences of virtual reality

Posted on:2004-03-21Degree:Ph.DType:Dissertation
University:The University of New Brunswick (Canada)Candidate:Brayton, JenniferFull Text:PDF
GTID:1468390011474249Subject:Sociology
Abstract/Summary:
This research explored the meanings given to virtual reality by new and experienced users in the field of entertainment technology. It was hypothesized that experienced users would have a different understanding of virtual reality, compared to new users, as a result of personal experience. The data was collected through in-depth interviews, and participant observation during game play. Forty-one participants from Ottawa and satellite cities were recruited on-site using posters, flyers and informational handouts. Information was also posted in the general geographic region, and messages sent to electronic mailing lists. Participants self-selected themselves into the research, and the purpose of the study was outlined prior to the pre-experience interview. Participants were interviewed, prior to, and immediately following, a practical experience using a virtual reality game, Zone Hunter. The findings show that both new and experienced users raised three major elements as key to their understanding of virtual reality: telepresence, engagement and subjective viewpoint. Where the two groups differed was in the importance they placed on these elements. In addition, experienced users also felt immersion and interaction were necessary pre-conditional elements for telepresence, engagement and viewpoint. The post-experience interview demonstrated that while both groups were satisfied with their encounter with Zone Hunter, they were dissatisfied that their experiences of virtual reality did not fully match the expectations contained within their definitions. Negative aspects of the experience---low quality graphics, blurry focus, unclear rules of the game world, and the use of buttons on a controller as an interface---prevented the participants from experiencing immersion and interaction, and ultimately, telepresence and engagement.; There are three central conclusions that can be reached as a result of this research. First, personal encounters with technology significantly change one's understanding of the social meanings allocated to technology. With experience utilizing virtual reality, new users became similar to experienced users in recognizing that telepresence and engagement cannot occur without a high level of interaction and immersion with the virtual realm. Their conceptual framework changed as a result of personal experience. Second, while participants never experienced telepresence in the virtual realm due to the negative aspects that prevented immersion and interaction, they still believed they had encountered virtual reality. Telepresence and engagement were important elements, but did not have to be fully present for the participants to identify their personal encounter with Zone Hunter as a virtual reality experience. Finally, while participants overall had a certain degree of dissatisfaction with their practical experience, they were still attracted to the concept or idea of virtual reality. Participants remained fascinated with the promise of the meme of idealized virtual reality that is shared widely in contemporary culture. This research thus shows the strength of virtual reality as a concept in contemporary culture.
Keywords/Search Tags:Virtual reality, Experience, Meanings, Participants, New
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