Simulation/ Viewing/ Immersion
The reading by Ron Burnett on Simulation/ Viewing/ Immersion held some interesting points about the notion of the interdependence of humans and machines, particularly the importance of the part users of virtual spaces and games have in creating the sense of real space, actions and objects. This interaction goes beyond behaviour interaction of, to take his example, skiing down a slope in a game by moving on a platform. The user’s own perception and interpretation influences construction and experience of the virtual space.
Burnett points out that the participant’s contribution works within limitations and barriers. He takes as an example Char Davies’ all encompassing, high sensory and subjective virtual spaces, which give the participant a great sense of autonomy, but in fact the users are unable to follow a different path from what is made available by Davies. However because there are many options made available, the user is likely to feel they have a lot of control over the images and actions within the virtual world.
I thought that it was an interesting point of view to look at the subjectivity and influence of the user of virtual spaces and games rather than just seeing the simulations as having complete control.
Burnett points out that the participant’s contribution works within limitations and barriers. He takes as an example Char Davies’ all encompassing, high sensory and subjective virtual spaces, which give the participant a great sense of autonomy, but in fact the users are unable to follow a different path from what is made available by Davies. However because there are many options made available, the user is likely to feel they have a lot of control over the images and actions within the virtual world.
I thought that it was an interesting point of view to look at the subjectivity and influence of the user of virtual spaces and games rather than just seeing the simulations as having complete control.
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