23 Aug 2022

134

Virtual Reality and Art

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Academic level: University

Paper type: Essay (Any Type)

Words: 1923

Pages: 8

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The emotion of awe, as defined in art, is characterized by the view of vastness as well as the necessity for accommodation, which may include a negative or positive valence ( Robinson, 1994) . While several research findings have successfully directed this emotion, the problem of how to classify particular intense emotions with regards to virtual reality (VR) remains. VR is specifically an effective emotion-inductive tool. It offers three vital assets for enhancing amusement. First, VR offers user with ecological and immersive yet monitored contexts that can spark a sense of presence. This form of presence refers to a subjective experience of “existence” or “being there” through a simulated reality ( Friend, 2008) . Secondly, VR is applied to generate sophisticated, broad stimuli, targeting particular theoretical tenets of amusement or awe. Thirdly, and finally, virtual reality enables effective tracking of people’s psychological responses and behaviors, allows for advanced integration of assessments concerning emotional experience. 

Definition of VR 

Virtual Reality is generally defined as the realistic and immersive imitation of the three various dimensional areas that are formed using interactive software and hardware and is either experienced or restricted by the movement of the body or an immersive, responsive experience created by the computer machine. Artificially, Virtual realities created a sensory experience such as the sight, touch, and hearing. They are usually displayed on the computer devices, projector or virtual reality handset. Virtual reality plays a central role in the society since it involves a lot of technology helping to create environments designed purposely to express human interaction. Also, it creates a conducive environment for simulated interactions. In some scenarios, Virtual Training is used to train the employees. Training is frequently offered to the employees in dangerous situations like the pilots who use simulators when they make a simple mistake. Also, VR has the power to collect the digital workers together during digital conferences. Also, Virtual Realities can help various organizations to save time and capital. Through this, their work will be made more convenient. Therefore, employees will have to travel to other places so as to make decisions or even compile their projects such as the architects from other parts of the world. 

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VR as a trigger of emotions 

According to the research conducted by Keltner and Haidt (2003), amusement encompasses two fundamental dimensions: the need for accommodation and vastness. Vastness relates to the perception of complex and/or enormous stimuli, for example, perceptual vastness (grand view) or conceptual vastness (big idea). The necessity for accommodation determines how amusement/awe-inducing phenomenon compels individuals to adjust their cognitive representations to accommodate them ( Robinson, 1994) . Cognitive schemas may additionally imply novelty and intentional silence at the cognitive level. Keltner and Haidt (2003) further note that the requirement for accommodation element has been connected to surprise. 

Most empirical researches have explicitly borrowed from the theoretical approach created Keltner and Haidt (2003). It is notable that the suppleness of valence in amusement is somewhat unique for an emotion, despite the existence of other instances that follow this pattern, for example, nostalgia. Because conventional frameworks of emotions primarily fail to admit to this level of complexity, Keltner and Haidt (2003) proposed the existence of various emotional themes; that is, uncanny, power, virtue, beauty, and threat that favor awe, creating a form of family of amusement-related states. 

Living Inside the Realm of VR 

The possibility of an existence lived on the web, or outside of standard society, is to a great extent observed as perilous and undesirable ( Friend, 2008) . There have been a few reports of purposeful social seclusion that outline the negative side of withdrawal from the standard form of coexistence. From the 1990s, hikikomori as a term, has been utilized to portray between 500,000 and 1 million Japanese nationals who decline to leave their homes (Kim, 2015). As per Dr. Takahiro Kato, a therapist working at a hikikomori support in Fukuoka, numerous hikikomori show obsessive-compulsive and depressive propensities, while a minority "seem dependent on the Internet." Then there are the notorious World of Warcraft participants who lose themselves in their gigantic online universe. Reports of various psychological issues have also been reported in areas such as China. For example, in 2004, a 13-year old named Zhang Xiaoyi, was apparently more drawn to suicide attempt in the wake of playing WoW for 36 back to back hours, with a specific end goal to join the legends of the amusement he revered (Kim, 2015). Furthermore, in 2009, a three-year-old female from New Mexico shockingly died from dehydration and malnutrition. On the day of this sad ordeal, the girl’s mother was reported to have spend more than 15 hours playing WoW (Kim, 2015). Other players of the game have also noted that living inside the Virtual Reality World seems preferable to the drudgery of an individual’s daily life. 

VR world gives a second-person experience where the user standing out of the imaginary globe as it communicates with the people involved or objects inside. This type of fiction uses the video devices as an input device and the viewers see through the images that have been imposed on or merged a virtual world shown on a large video monitor. The merits of this type of Virtual Reality is that the systems are always affordable than immersion system. The characters are freed by the head gear, wired gloves or other including interfaces. The Mandala devices from the Vivid Group are an example of projected realities created by a team of performance artists located in Toronto. Another example is the view system that gives the basis for the developing entertainment application for the adolescents including the television game show. The third example of the mirror world is Meta Media's wall-sized screen requests, for instance, playing basketball hoops as you experience what happens to the ball as you play it under zero gravity conditions. Myron Krueger's false reality is also another example of this type of reality where the viewer sees colorful silhouettes of the hands or the whole body. Always the movement of the silhouttee mirror corresponds to that of the user while communicating with other profile objects that have3 generated by the computer machines. Adjustments can be made on the person's mirror so that silhouette appears a bit small when comparing with other individuals and objects in the VEDIOPLACE artificial world. 

Application of VR in the study of Emotion 

A recent comprehensive study on available literature on virtual reality along with personal change, confirms the successful application of VR in various domains, for example, mood induction, eating disorders, depression, stress related disorders, anxiety issues, and additions. Regarding the aspect of mood induction, virtual experiences have the power to impact people’s inner being, such as the emotional aspect ( Robinson, 1994) . In details, the art of VR has been applied to spark both negative and positive emotions. VR is a technological framework combining sensorial displays; that is, auditory and visual, with monitoring devices sensing the movements of the viewer and document the gathered information to the visualization framework, which updates the occurrence or scene in real time. 

Virtual reality has grown to be part of the people's daily lives and therefore, several people may prefer to take most of their time in virtual spaces. Shortly, virtual reality will be realistic and compelling since every individual according to the research will be spending most of their valuable time in the virtual environment. It is one of the powerful technologies with high potential for far-ranging social and psychological effects. Various merits of virtual reality as an experimental device are derived from the ability to place the participants in the scene. Therefore, various researches have been conducted concerning the VR. Some researchers tried to measure presence objectively and posit characterized by high attention towards the stimuli in the virtual environment as the VR irrelevant stimuli are reduced. There are various determinants of the presence including the level of immersion that is elaborated as the standard of visual fidelity that is being given by the Virtual reality system. The level of Immersion has various anticipating components like a field of view and field of regard. Also, showing the size and stereoscopy are also contributes factors. Immersion is the description of the complex capabilities of the Virtual Reality system that demonstrates the quantity of the detail where the virtual environment can be rendered, whereas its presence recounts on the user's psychological response to the virtual environment. It is evident that different users can experience a different measure of the presence of the environment having a similar level of immersion. 

Effects of Virtual Reality 

It is reported that higher immersion has both physical and psychological impacts from the exposure to various forms of art, for example, music ( Robinson, 1994) . Such challenges are referred to as Virtual Reality-Induced Side Effects (VRISE). The side effects do vary from individual to individual. One of the adverse effects is difficulty in pinning down what features of immersion are responsible. As some professionals recommend that a lot of immersive HMDs are connected to the higher levels of illness in the contributors, others, on the other hand, suggest that there is less difference between the side effects of using quality computer machine display and the head-motored Virtual Reality display. Another side effect illustrates those members who have been exposed to the immersive virtual environment shows an increase in dissociative experience including a decreased sense of presence in objective reality resulting from exposure to Virtual Reality. Also, body dissatisfaction is another side effect of VR immersion the participants. Virtual Reality can bring about VR-induced nausea which is a sleeping disorder (Mirelman et al., 2010). People using Virtual Reality hardware usually find themselves feeling dizzy and sick almost every time making them diminish greatly in life. Its safety manuals recommend taking breaks frequently and regularly adjusting the fit of the headset which is not that easy. Also tightening or loosening the straps and fixing the focal distance takes a lot of time to the violin. Virtual Reality also has neurological effects because of its realistic simulated motion which is a condition faced in flight simulation and VR sickness. There are various motion-sensing Virtual Reality systems such as Oculus Rift, HTC Vive, and VR Play Station. They involve standing, ducking and moving of the arms with a headset which blocks the vision and sound. HTC Vive has a tracking camera that helps someone to view around and realize if you are approaching a wall though they are not always automatically on. 

Virtual reality has the potential in redefining the techniques in interacting with the images including movies and storytelling. It is typically achieved by putting on a headset for instance Facebook's Oculus equipped with the mechanization and is usually in two dissimilar ways. It is used to makes and improves an imaginary reality for gaming and entertainment activities. Also, it enhances the training for the real life environment through the creation of a simulation of reality where every individual can make such flight simulators. Virtual Reality generates its reality which is ultimately produced and driven. Also, it is usually delivered to the participants through either head-mounted or hand-held controller. Such equipment creates a connection between people allowing them to sway and navigate the activities in an area meant to simulate the real globe (Perrenot et al., 2012). Therefore, visual forms of film and television continue to gain in a cultural popularity and the benefits at the expense of prose. Like other technologies, virtual reality is embedded in a cultural history lending the business worldview. 

Virtual Reality has several advantages. Virtual reality experiences provide various platforms of modeling complex task performance behaviors. VR reduces liability exposure for the driving schools all over the globe. In some conditions, VR provides a safety environment to get necessary experiences. Despite the advantages, there are some demerits of Virtual Reality. Some of the headsets have a high piece tag having adverse effects on the users. Putting them on for an extended period can cause fatigue and unsettling feeling to the users. Also, producing and supporting Virtual Reality is more costly since they demand sophisticated programming resources (Van Krevelen and Poelman, 2010). Another disadvantage is that virtual reality leads to desensitizing outcomes that interfere with the ability to perceive and cope up with the real experiences. 

Conclusion 

In conclusion, virtual reality has improved the standard of how various people live. It is therefore recommended to use VR systems since the standard VR systems are essential. Also, it is advisable to use the norm Virtual Reality systems to avoid adverse effects that can cause problems to the lives of the viewers. In this case, we should prevent the use headsets that can cause complications to the lives of the users. 

References 

Friend, S. (2008). Imagining fact and fiction. In    New waves in aesthetics   (pp. 150-169). Palgrave Macmillan UK. 

Keltner D., Haidt J. (2003).   Approaching awe, a moral, spiritual, and aesthetic emotion.    Cogn. Emot. 17   297–314. 10.1080/02699930302297 . 

Kim, M. (2015). The good and the bad of escaping to virtual reality. The Atlantic News. Retrieved December 12, 2016, from http://www.theatlantic.com/health/archive/2015/02/the-good-and-the-bad-of-escaping-to-virtual-reality/385134/ 

Mirelman, A., Patritti, B. L., Bonato, P., & Deutsch, J. E. (2010). Effects of virtual reality training on gait biomechanics of individuals post-stroke. Gait & posture , 31 (4), 433-437. 

Perrenot, C., Perez, M., Tran, N., Jehl, J. P., Felblinger, J., Bresler, L., & Hubert, J. (2012). The virtual reality simulator dV-Trainer® is a valid assessment tool for robotic surgical skills. Surgical endoscopy , 26 (9), 2587-2593. 

Robinson, J. (1994). The expression and arousal of emotion in music.    The Journal of Aesthetics and Art Criticism,    52 (1), 13-22. 

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