Вы находитесь на странице: 1из 38

SubstitutionalReality:ANewFrontier

VonBetelgeusevonbetelgeuse.com
DigitalFilm,GamesandAnimationBA
LeedsCollegeofArt
2014/2015

Acknowledgements

ThanksgotoAnnabethRobinsonformentoringmethroughouttheContextofPractice
3,JoeRobinsforfindingtimetoanswermyquestionsandmyMomforbelievingId
finishontimeandinstyle.

Contents Page

Anintroduction34
Thevariousaspectsofperceivingrealities59
Thebiologyandpsychologyofvirtualrealities1015
Privacyandidentityissuesthatsubstitutionalrealitiesmaycause1620
Howcanvirtualrealitybecurrentlyusedtosupplementdailylife2124
Conclusion2526
Bibliography2737

An introduction

Thefollowingdissertationisresearchintothefieldofdesignconsiderationsfor
substitutionalrealitiesusingOculusRifttechnology.Upuntilnowithasbeenconsidered
thatdigitalenvironmentshadrarelybeenadaptedordistinctlydesignedtowards
substitutionalrealities.IndiscussionwithJoeRobins3DArtist,GameDeveloper,Unity
TechnologiesCommunityEvangelist,(2014)itwassuggestedthatoneofthemain
reasonswasthathardwarewaslargelyinaccessibleatthetimeduetoanumberof
reasonsincludinglackofdevelopersupportandgenerallackofinterestbythepublic
mainlytiedtothelimitationsonwhatcouldbecreatedandwouldrunsmoothlyonthe
computerhardwarereadilyavailableatthattime.

Acknowledgingthatthepastofcommercialvirtualrealityhasbeenfairlybleak,thereis
aseeminglybrightfutureonthehorizonwithanumberofcompaniesengaginginatype
ofarmsrace,eachdevelopingtheirownhardwaresolutiontoaccesssubstitutional
realitieswith.Inotherwords,virtualrealityhasgainedahugeamountoffinancial
backingmeaningthatinteresthasskyrocketedinparttothefactthatthereisatypeof
stabilitybeingintroduced,notonlysuggeststhereisamarketforthetechnologybut
simultaneouslyunderliningthatthisareaofdesignisinessencealmostentirely
unexploredterritoryreadytobeclaimed.

Inconjunctiontotheseleapsandboundsinhardwareprogress,substitutionalrealities
arequicklybecominganewtypeofvirtualrealityinwhichtheusersconsciousnessis
transportedtoanotherspace,thismaybearealtimestreamingcominginfroman
outsidecamera,prerecorded360videoofaplacesomewhereelselikeWarner
BrothersThe Hobbit VR Experience(2014),orapredesignedvirtualenvironment
thatwasthecoreconcentrationwithintheresearch.

Sincedigitalsubstitutionalrealitiesarefrontierland,wemustcometothinkofthemin
newdimensionsthathavenotbeenrelevantupuntilnow.Insteadofthinkingabout
virtualrealitypurelyfromagamingperspective,wemustnowconsiderhowdo
substitutionalrealitiesimpacttheuser,howaretheydifferenttowhathasbeencreated
3

sofarandextractfrompreviousdocumentationwhatelementscanbefullyutilized
alongwiththepossiblepitfallsonemightencounter.OculusRifttechnologycanbean
excellentadditiontogamingbutitalsoopensupanentirenewgenreofexperiences
wherethereisnoparticulargoalorobjectiveapartfromenjoyingbeingtransportedto
anotherworld.

The various aspects of perceiving realities

Thischapterwillgiveabriefintroductiontothepast,presentanddistantfutureof
substituterealitiesandrelatedexperiences.Aresubstituterealitiesacontemporary
conceptorisitacravingdeeplyembeddedwithinhumanexistence?Ifso,why?

Whilstexploringthetopicofsubstituterealitiesonemustfirstattempttodefinewhat
realityis.Ofcourse,thereisnoabsoluteanswerandalthoughmanyphilosophersand
theoristshaveattemptedtodefineitsincethedawnoftime,mostanswersareatbest
artisticimpressionstryingtodefineonesexistenceintoacompact,readytoread,
bitesizemorselthatposemorequestionsthananswers.

Forthemoment,letusconsideranumberofdefinitionsasstartingpointfoundationsto
thesubject.Betweentheyearsof430to347B.C.,Platodevelopedavastcollectionof
theories,amongstothertopicswerethoseonReality.DrexelUniversity(2015)supplies
severalcondenseddescriptionsonPlatospointofviewthat:

Plato believed that true reality is not found through the senses. [...] The senses
are not trustworthy. Plato believed that there was a higher realm of existence accessible
only through using your intellect to go beyond your senses. [...] The universal forms
exist in this higher realm. A universal is an abstract term or object which ranges over
particular things, such as the concepts large, chair, and green. We can sense objects
which exhibit these universals. Plato referred to universals as forms and believed that
the forms were true reality. Through developing our intellect, we can attempt to gain
greater understanding of reality. This helps us act in ways that are closer to the ideal.
Thiswouldsuggestthatourphysicalbodies,oursensesofsight,hearing,taste,smell
andtouchareincapableofexperiencingthetheoreticalidealthatweallstriveto
experienceastheyactalmostlikemiddlemenpurveyingdistortedinformationtoour
minds.Anexamplethatmaybeappliedisthatmanyofushavedonothave20/20
visionwhichtosomehasbeenmoreofacursethanablessing,liketherenownedartist
ClaudeMonet(Payne,2007),whosufferedfromheavilydistortedvisiondueto
cataracts.Whenhisvisionwasarguableatitsworsthepaintedsomeofhismost
famousmasterpiecesthatwerepaintedinhischaracteristictechniqueofdappled

brushstrokesofcolour.

Thesesortsofsituationssuggestthatthemindisalmostcompletelyenslavedtoabody
whichinitselfisalifesupportsystemforthemindthatwillultimatelydeteriorate,halting
themindfrombeingabletofunctioninthisreality.Inthisrespect,aswedeteriorateand
acquirephysicalflawsthatimpedeoursenses,thisdistortsthewayweperceivereality.
Movementislimited,touchbecomeslesssensitive,hearingfailsandeyesightdims,this
posestheageoldquestionCanweeverknowhowanotherpersonsensestheworld
IstheblueIamseeingtheblueyouareseeing?(Rand,2012).

Alongsidesensesitisimportanttorememberthathowweexperiencesituations,how
weinterpretallegoryandsymbolismisalsodeeplyrelatedtoourmemories,whatwe
havealreadyexperienced.Apersonthatwasbroughtupwithspidersaspetswillnot
perceivespidersinthesamewayasapersonwithadeeprootedphobiabasedona
pasthistoryofbeingbittenbyaspider.Avasthistoryofmemories,feelingsand
associationsisassessedtocompareasituationbeforeoureyes,enablingustomakea
decisiononhowtoact.

Inthisrespect,itisalmostimpossibletofullyunderstandanotherpersonspointofview
duetothemanyvariablesthatareinvolvedbasedaroundtwocorerootcomparisonsof
presentlyperceivinginformationviastimuliandinterpretinginformationthroughthe
prismofpreviouslygainedknowledge.Designinganexperienceisusuallybasedon
culturalrepresentationsoftopicsstereotypesthatarecommonlyrecognisedbythe
largeraudiencee.g.insectsandsnakesinducefearanddisgust,kittensandpuppies
inducefeelingsofadorationandtheneedtonurture,yetonceinawhileasubject,like
mice,leavesthelargeraudiencedivided.

Perceptionofrealityhasalwaysbeenrelativetothebeingthatisexperiencingitfirst
hand,atthismomentandtimeonecanattempttocompletelydiscreditthisbeing
possiblewiththetechnologythatisonhand,butatthismomentintimebraintobrain
interfacetechnologyiscurrentlybeingresearchedbyavarietyofneuroscientists,oneof
themostprominentbeingMiguelNicoleliswhosuccessfullylinkedthemindsoftworats
6

togethertelepathicallyenablingthemtosolveproblemstogether(Gorman,2013).This
astartingpointfromwherewebegintoexploresubstitutingourrealitieswithsomeone
elses,atypeofdeeprootedempathyachievableviabraintobraincommunication.

Returningfromthequitedistantfuture,attemptsatexperiencingsimulated,orifyoulike,
alternaterealitieshavebeenenvisionedandattemptedhundredsofyearsbefore
attemptingtocreateapluginandplayVRheadset.

Ifyoureachintothesphereofparapsychologyyouwillquicklycomeacrosstheterm
outofbodyexperiences.Priortothistermcomingintoexistencetherewereplentyof
similarexperiencesinthesameveindescribedthroughspiritualtraditionsandtexts
fallingunderthegeneraltermsastralprojection,spiritwalkingandsoultravelling
(Aspell,Blanke,2009).Forexample,Dr.JeffreyMishlove(2015)statesthat:

Allusions to astral projection are particularly prominent in the scripts of Tantric


Buddhism, a subdivision of Mahayana Buddhism found in Tibet and parts of Mongolia.
[...] The particular notion of astral projection can be traced back to Pythagoras' claim to
hear the music of the heavens. The Pythagoreans assumed that the distances of the
heavenly bodies from the earth somehow corresponded to musical intervals. By
allowing one's consciousness, uplifted by philosophy, to rise through these astral
spheres one ultimately might attain to union with the divine.
Subsequently such terms as astral projection and out-of-body experience have come to
be applied to a wide variety of visionary, mystical and psychic experiences. For
examples, the experience developed in the mystery traditions which enabled
participants to lose their fear of death might be viewed in this way. St. Augustine's
visionary experience, described earlier, is another possible instance.

Followingthesedescriptions,onecanarguethattheconceptofsubstitutionalrealities
hasbeenwithussincethedawnofspiritualthinking,althoughthescientificterm
outofbodyexperienceonlyfirstappearedinGeorgeN.M.TyrrellsbookApparitions
(1953).Thisparticulardescriptionwasadoptedbyseveralotherresearchesincluding
CeliaGreenandRobertMunroe.Althoughverycloselylinkedtothemorespiritualterms
suchasastralprojection,thistermwaslesstiedtoabeliefsystem(thatattimescould
bedescribedaspseudoscience)andmoreattachedtotheareaofexperimental
neuroscience(Aspell,Blanke,2009).Suchexperiencescouldbeinducedbynearbrain
experiences,braintrauma,hallucinogenicsubstances,sensorydeprivation,sleepand
mostinterestinglyofallelectricalstimulationtothebrain.


Oneofthemoreinterestingexperimentsthatinvolvesacombinationofelectricalbrain
stimulationandsensorydeprivationistheGanzfeldExperimentthatprominently
featuresincontemporaryparanormalinvestigationshowslikeParanormal State
(20072011)thataremadealmostexclusivelyforentertainmentpurposes.Dueto
focusingmoreonthefinancialturnaroundofsuchtelevisionprogrammes,thelegitimate
scientificfactsarelargelypassedoverand/ordepictedasfantasy,yetthetypeof
outofbodyexperiencetriggeredhasbeenmeticulouslydocumentedbyexpertsinits
fieldastheGanzfeldEffect.

TheGanzfeldEffectistheresultofthebrainamplifyingneuralnoiseinordertolookfor
themissingvisualsignalsthatareinterpretedinthehighervisualcortex,subsequently
causinghallucinations(EVSC.net,2010).EvaSchindlingdescribesthatThe brain is a
pattern-searching and pattern-making machine. If we are confronted with random
stimuli, the brain often recognizes patterns that are not there.

Fromthiswecangatherthattherehasbeenplentyofexperimentationintheareaof
perceptionofrealitiesinthepasthundredyears,yettheconceptofsubstitutional
realitieshasbeendiscussedforthousandsofyearspriortothecreationofVR
headsets.OnecanarguethatVRheadsetshaveinfactbeenhundredsofyearsinthe
work,theonlythingholdingbacktheirdevelopmenthasbeenthetechnological
infrastructurethathasonlycomeintoitsowninthepast5yearsenablingtoprogress
fromphilosophicaltheoriestoreadilydeployableexperiences.

Althoughatfirstglancethephilosophicalbackgroundofthistechnologymayseem
dismissibleasarchaicimaginingsofthefuture,theunderlyingpsychologyisofvital
importancetothedesignprocessofVRenvironmentsbecausetheygiveabetter
understandingtowhattheaudiencewants,ineffectanalmostspiritualexperiencethat
makesthemquestiontheirownexistenceintherealitytheyfindthemselvesonadaily
basis.Asubstitutiontomundanelifeispresentedtothemandthatmakestheviewer
eitherdiveintoadreamrealitywheretheydoallthethingstheyareunabletoinreallife,

forsomethismaybesomethingassimpleashavingthefreedomtowalkaround
unimpededbytheirphysicalbodies.

The biology and psychology of virtual realities

InthischapterthepsychologicalandphysicalimpactsofVirtualRealitywillbe
discussedwithparticularfocusbeinggiventosourcesfromscientificjournals,papers
andtrials.WhatresearchhasbeendoneintoVirtualRealitieswithcoreconcentration
onitssubgenre,SubstitutionalRealities?Howisthebodyandmindaffectedandwhat
usesinhealthregenerationcouldtheseeffectshave?

Sincethedawnofhomebasedvideogamingtherehasbeenaprofoundinterestin
utilisingthenewtechnologyforhealthbenefitpurposeswhichinturnopenedup
academicresearchtowhateffectvirtualrealities.Fromareverseengineeringpointof
viewitisvitaltounderstandwhateffectscurrentVRenvironmentshavetohaveabetter
understandingofhowtodesignforhumanperceptiontoachievepreestablishedgoals
whenitcomestoaudiencereactions.

Thefollowingconceptstakenfromresearchpapershavebeenchosentograspabetter
understandingofhowthehumanpsychecaninteractwithsubstitutionalrealities,or
summarizingwhatprovenreactionscanbeachievedandhow.

Virtual reality exposure therapy for anxiety disorders (Gerardi,2008)givesan


introductiontothetopicofhowsubstitutionalenvironmentsmayalleviatefeelingsof
anxietybyintroducingarealitythatalthoughsubstitutionalandcompletely
encompassingonethattheuserfundamentallyknowsisnotreal.Alongtheselines
virtualrealityhasbeenusedasamethodofpracticingsurgery(Grantcharov,2003)
withoutputtingapatientindanger.Theresultsofsuchexperimentshasbeenvery
fruitfulprovingthatafterusingVRsimulations,surgeonsworktoabetterstandard,
seeminglyduetothefactthattheyhavemultipleseveraltimesinultimatelywhatisa
stressfreeenvironmentwhereanymistakedoesnothaveanimpactonsomeones
health.Asasurgeonprogressesthroughanumberofsuchsimulationsachievingbetter
andbettersuccessratestheygainmoreconfidenceintheirabilitieswhichinturn
impactstheirperformanceintheoperatingtheatre.Apersonthatapproachesatask
withwellgroundedconfidenceduetopreviousVRtrainingwillachieveabetterresult
10

duetothefactthattheyhaveprovenmultipletimesthattheyhavemorethanadequate
skillstoaccomplishthetaskswell.Inasensewhatonecanatakeawayfromthisisthat
asubstitutionalrealitycanbuilduponesselfesteem,ataskorasituationthatone
mightfearinrealitycanbetried,exited,retriedatwillwithnolastingimpact.

Underthesecircumstancesasubstitutionalrealitycanalsobreakboundariesofplacing
theuserinsituationsthatarefarmoreradicalthananyreallifecounterpartcouldbe.

Bearingthisinmind,theoppositemaybeinvokedbythroughatypeofPavlovian
association.AgoodexampleofthisiswhatimpactthegameSilentHillleavesonsome
players.Densefogisheavilyfeaturedinthegameandinareallifesituationwhere
weatherconditionscausesimilarscenariositismorethanalittleunnervingtoanyone
thathasplayedthegame.

Thisquicklytiesontotwoissues,thefirstbeingthedesensitizationofuserswhoplay
violentgamesandthelastingpsychologicalimpactsuchgamescanhave(Anderson,
1986)andthesecondwhethergamescancauselastingphysicaldamage(Dixit,2014).

Theformersourcestatesthatpostgameplay,theplayersofthemildlyandhighly
aggressivegamesexhibitedhostility,anxietyanddepressionwithmorehostilitybeing
exhibitedafterthehighlyaggressivegame.Thisisclearevidencehowavirtualreality
environmenthasanimpactonapersonspsychologicalwellbeing,albeitanegative
one.Whilstthefarlessacademicallywrittenlattersourcetouchesuponthesubjectthat
theseviolentenvironmentsbeingcreatedcancausesuchaacutestressthatitmay
leadtosuddendeathsbyheartattacksorstrokes.

Gatheringthatmanmadeenvironmentscanhavesuchimpactsitisworthtakingthese
negativeresultsandturnthemintoapositiveoutputliketheonespreviouslydiscussed.

InsteadofcreatingVRentertainmentthatcanleavelastingdetrimentaleffects,itwould
makesensetoexploreenvironmentsthatleavealastingpositiveeffectthatdoesnot
necessarilyhavetobeofthemedicaltherapyvarietyandinsteadmayfocuson
11

generallyempoweringtheplayerandperhapsevenleavingafeelingofcontentment
borderingoneuphoriabytakingathrillgivingexperienceandmakingitaccessibleto
thegeneralpublic,particularlyfocusingonpeoplethatarenotabletotravelfar
distances,inessenceopeningupanentireuniversethatonemayexplorefromtheir
livingroom.

Takingthesenotionsintoaccount,itmakessensetocontrastsubstitutionalreality
designagainstmanmadeenvironmentsagainstouterbodyexperiencesthateachone
ofushaveexperienced,namelydreams.Althoughmuchresearchhasbeendoneinthis
field,particularlyfromaneuroscienceandpsychologypointofview,asofyetthereisno
consensustothepurposeofdreams.

Someofthetoptheoriesdiscusstheprocessingofbackgroundinformationobtained
duringtheday,whichtiesitselfcloselytopsychoanalyticaldreamtheorypioneeredby
controversialpsychologistSigmundFreud(Dreaminterpretationdictionary.com,2014).

Regardlessofwhywedream,itismoreimportantwithinthetopicdiscussedtoconsider
howweperceivedreamsanddistinctlyhowweperceiveourphysicalformsandhow
theyinteractwiththesurroundingenvironment,bothareasthatareimmediately
applicabletosubstitutionalrealities.

Insteadofkeepingdreamsanddigitalmanmadesubstitutionalrealitiesseparate,one
candiscussbothunderthetermdreamscape.

Adreamscapeisshortlydescribedasadreamlike usually surrealistic scene


(MerriamWebster.com,2014),whichultimatelyisanidealdescriptionforbothadream
andasubstitutionalreality.

Whereasdreamsareinessencesubconsciouslymanmadebythedreamer,
substitutionalrealitiescanbemadebythepersondirectlyengaginginthemorby
anotherpartythathasdesignedanenvironmentforthem.Ultimatelyinboth
circumstances,theviewerofthesequencebeingshownisunawareoftheseemingly
12

randomeventsthataretobedisplayedinfrontofthem,unlessofcoursetheyhave
consciouslychosenwhattheywanttoseeinthedigitalrepresentative.

Whendiscussingconsciouschoice,therearesomedreamsthatpeoplewouldliketo
returnto,someevenexpressingwhenabruptlyawokentheywerehavingagood
dream,goodofcoursebeingawidedefinitioninterpreteddifferentlybyeachindividual.

Withdigitaldreamscapes,asopposedtosubconsciouscreateddreamscapes,one
couldtheoreticallykeepreturningtogooddreamsandrelivingthematwill.Toboost
onesselfesteemortoeventreataphobia(whichiscurrentlybeingheavilyresearched
asmentionedpreviously)ofpublicspeaking,onecouldvisitadreamscapewhere
walkingonstagetheywouldbegreetedlikearockstar,thunderousapplause,flags
beingwavedandtheoddscreamsofYoureamazing!andYouredoinggreat!.

Steppingbacktofromthemoreliteraldreamsandreturningtothemoreabstractareaof
selfperceivalindream,noteachdreamshowsarealisticrepresentationofourselves.
Dependingonhowweperceiveourselvesinsubconsciouslycreateddreamsis,
accordingtoFreud,predominantlytiedto(Dreaminterpretationdictionary.com,2014)
theId,thepartofourmindthatdrivesthebasicinstinctsandalsodescribedas[...]
unorganized and seeks to obtain pleasure, or avoid pain, at times when increased
arousal of tension takes place,theEgowhichisdescribedashavingthe instinctive
drive of the Id but only in realistic ways that will benefit in the long termandattempts
to mediate between id and reality,andtheSuperEgo,thepartofourmindsthatcan
be thought of as a type of conscience that punishes misbehavior with feelings of guilt.
For example: having extra-marital affairs.

Thecombinationandconstantstruggleofthesemindsetsisconstantineveryday
behaviour,butindreamscapes,thereislessinhibition,whichcancausedreamstobe
morefantasticalasoneisnotinhibitedbybodilyfunctions(suchashavingtobreathe
underwater)orphysics(flyingdreamshavingbeenexperiencedbymost).Thisis
particularlythecaseinsometypesofdreamsoverothers.

13

Therearenumerousdreamtypesthathavebeenestablished,
(Dreaminterpretationdictionary.com,2014)someresearchershaveexpressedthat
theydonotfindpigeonholingdreamsintotypesusefulwhenitcomestodream
interpretation,assomedreamscanbeacombinationoftypesorevenprogressionfrom
onetoanother,butforthepurposeofwrittenclarity10typescanbeidentified:

1. PsychologicalHealingDreamsduringwhichapersoncanregaintheirbalance
aftertimesofacutestress

2. BeliefDreamsduringwhichonecanperceivesomesortofspiritual
enlightenment,thesearecommonlyfounddescribedwithinholyscripture.

3. ProblemSolvingDreamsinwhichthedreamdepartssomesortofknowledge
thatcanhelpsolveissuesthataretroublingthedreamer.

4. PhysiologicalDreamsinwhichthedreamermay,forexampledreamtheyare
feelingcoldstandinginasnowstorm,inactualfacttheyareinwantofanother
blanketwiththeirbodytemperaturebeingloweredbyacoldroom.

5. DreamsofDailyLifewhichcanhavehiddensymbolicmeanings,forexample
phoneringingmayimplythenecessityofanoverduephonecalltoafamily
member.

6. CompensatoryDreamswhichJungdescribesasrevealingourshadowselves,
thesearethedreamsinwhichweenactourhiddendesiressuchastheftoreven
violence,thedarksidesofourpersonalities.

7. RecurringDreamsrepeatingdreamsthatkeepreturningtoredeliverasymbolic
messagethatwehavenotyetunderstood.

8. LucidDreamsthesearedreamsinwhichthedreamerisawaretheyare
dreaming,significantresearchhasbeendoneinthisarea.Thistypewastaken
14

intoparticularconsiderationduringthemakingofthedigitalartefact
accompanyingthiswrittenresearchandwillbefurtherdiscussed.Thesedreams
maybeparticularlyvividandeventsandpersonsmaybegreatlyexaggerated.
Sincethesleeperisawarethattheyaredreaming,theywillhavethetendencyto
manipulatetheoutcomeofthedream.

9. PsychicDreamsinwhichthedreamerfeelsthattheimbuedmessagesofthe
dreamarecommunicatingaprophecyofthingstocome.Acommonoccurance
beasituationinwhichapersoncommentsthattheysawanincidenthappen
beforeinadream.

10. Nightmaresthedreamsthatonewouldrathernothave,thesearethemost
emotionallydrainingandaredrivenbythefearsweexperienceinwakinglife.
Whatweseeinnightmarescanbebothhyperrealisticwithelementsofourdaily
lifeincorporatedandcompletelysurrealwithnoinhibitionoflogicorphysics.

Ataglanceonecanseethatthesetypessharesimilaritiesandareinterwovenwith
othertypesfeaturedintheabovelist,whichisbynomeansexhaustiveandisonlyone
attemptatcategorizingdreams.Althoughthesecategoriesarebasedon
subconsciouslycreateddreams,onecaneasilyusethemtoestablishwhatsortof
digitaldreamscapeonewishestocreate,howitmayaffecttheuserandwhichother
elementsofdifferentdreamtypesmaybeaddedforfulldesiredeffect.

Dreamsandexperiencingdreamlikeexperiencescanbedeeplypersonal.Assuggested
above,thewayapersoninteractswithadreamcanrevealahugeamountof
informationontheirstateofmindandsubsequentlysuchinformationcanbeusedfor
bothpositiveandnegativepurposesthatshallbeexploredinthefollowingchapter.

15

Privacy and identity issues that Substitutional Realities may cause

Beingincontactwithsubstitutionalrealitiesinsuchaverypersonalwaycaninfluence
ourbehaviourbyhelpingusridourselvesofanxieties,depressionandstress,butas
witheverytypeoftherapythattriestochangehowapersonfunctions,thereare
sideeffectsthatonemustbemadeawareof.

Thischaptershallcontinueonfromthepreviousdiscussingthefeasiblenegative
impactsthatbeinginclosecontactwiththirdpartycreatedsubstitutionalrealitiesmay
cause,inwhatnegativewayscansuchsubstitutionalrealitiesimpactouridentitiesand
inconjunctiontothisissue,ourrightstoprivacyandpersonalsafety.

Withsubstitutionalrealitytherapies,itisagiventhatinformationonourcurrentstateof
mindmustbefirstcollectedbeforeitisanalyzed.Openworldenvironmentsmaybe
designedtoautomaticallyadapttotheusersneedsastheirissuesareresolvedoras
newissuesappear,
ultimatelythismeansthatagargantuanamountofdatawillbecollectedonauserwith
aparticularfocusontheirweaknesses,complexes,phobiasandanxietytriggerswhich
theoreticallycouldbeobtainedandusedagainstthemforseveralpurposesstated
below.

Thefirstandprobablymostobvioustojumptomindisthatifthisdataisnotprotectedin
athoroughlyimpregnabledatabase,wemaystarttoseeanewmorevindictivemethod
usedofinformationgatheringforpersonaltheft.

Inasituationinwhichwearemadecompletelyateasewithamanmadereality,the
chancesarewemayforgetthatwearebeingconstantlymonitoredandanyinformation
wemaydivulgeisbeingsenttofarcornersoftheEarthwiththepossibilityofprying
eyeswatching.Intheluxuryofadreamlikeparadisesimulationitisnottoodistanta
thoughtthatsomeonemightwanttousethefactthatourguardsourdowntoseeifthey
canextractanaccountpasswordorpinnumber.Themorerealisticasubstitutional
realityis,themorewemaybeinclinedtothinkthatweareincontrolwhenthetruthis
16

farfromit,leavingusineffectinaphishingenvironment.Althoughveryfew
environmentswouldmostlikelybebuiltwiththispurpose,thatdoesnotmeantherest
wouldbenecessarilysafe.

Dependingonthescenariosplacedinfrontofthepatient,thesoftwaremay
inadvertentlystartcollectingdetailsonapersonsdailymannerismandpatterns,
especiallyatwhattimestheuserispluggedin,thatcouldbeusefulforanarrayof
peoplewithmaliciousintentions,forexamplethievesorstalkers,thatcouldascertain
duringwhichhourssomeoneisawayfromtheirhomes,whentheygoshopping,oreven
whethersomeoneisclosewiththeirfamilyornot.

Althoughthisparticularscenarioisperhapsalittlefarfetched,MarkJohanson(2013)
wroteanarticledetailinghowthievesarecurrentlyusinginformationpostedonsocial
networkstostalktheirvictimspriortotheburglariesandthatyoumaywishtoevaluate
howmuchinformationyouaredistributingatyourleisurebyreversestalkingyourself.

Thisalsobringsouthugeissuesofsensitivepersonalinformationbeinggatheredforthe
purposesofdefamationwhichcangohandinhandwithidentitytheft.

Whenapersonissufferingfromissuesthattheyfindsociallyembarrassing,forexample
likealcoholabuseoraddictionstoillegalsubstances,aleakofthisinformationnotonly
canhavedetrimentaleffectswithinapublicenvironment(theworkplace,hobbygroups,
etc.)butmoreimportantlydevastatingimpactstoapersonsselfesteem.Someonewith
anagendaagainstthepatientcouldusetheinformationforpurposesofharassment
andblackmail.StephenP.HinshawinhisbookThe mark of shame: Stigma of mental
illness and an agenda for change(2007)goesintodetailonhowof all the stigmatized
conditions in current society, mental illness is near or at the top of the list, generating
the kinds of stereotypes, fear, and rejection that are reminiscent of long-standing
attitudes toward leprosywhichonlysolidifieshowimportantuserprivacyand
confidentialityiswhenitcomestotechnologythatcansubdueapersonintoa
dreamlikestateofmind.

17

Stretchingintoadystopianfuture,suchdatacouldbeusedforpurposessuchas
interrogationandinformationextraction.Aninterrogatorwouldhavesomethingcloseto
anencyclopediaoftheircaptivesbehaviouralquirks,fearsandneurosisthatcouldbe
usedtobreakthecaptivedown.Eveninasituationwhereoneisafreecitizen,ones
personalprogressmaybemonitoredforthoughtcrimessuchaspoliticaldissonance
suchasattractiontotheideaofcivildisobedience.

SteppingbackintothepresentyetkeepingwiththeOrwelliannightmarelineofthought,
itisworthlookingatwhatcurrentactionsalreadyalignthemselvestosuchafuture.

Googlesincethedawnofhomebasedinternethasquicklygrownintoadataanalyzing
leviathan.Recently,thecorporationhasbeencriticizedfortheirmethodsofcollecting
informationonwebsurfersandusingittodirectlyplugadvertisementsbasedonthat
gatheredinformation.Terms and Conditions May Apply(2013)goesintodetailstating
howtheirdataharvestingsystemisusedspecifyingthatPoorlywordedtermsof
servicespoliciescarefullyhidethefactthateachsearchausermakesisregistered
buildingaprofileofwhethertheyaremaleorfemale,howoldtheyare,wheretheylive
andmostimportantlyaplentifullistofitemsofinterestthatmaybeenforcedontothe
personviaadvertsinfluencingthemtobuy,buy,buy.Thecommercialismisnotonly
incessantbutprojectedaspositivewhenatanypointthecompanymaychoosetouseit
formoremaliciousmeans.

Inasubstitutionalrealityitisnotunfeasibletocreatesituationsthatfeedoffthe
anxietiesofapersonsselfworthtoinfluencepeopletobuythingstheydonotneed,or
evenparticularlywant,butfeelinclinedtohavebecauseofthepressurethattheyare
inferiorbynothavingthesestatussymbols.Companieswillstartlookingintohowthey
canplacetheirproductsintodigitaldreams,muchliketheyalreadydoininfilmsand
televisionshows,onenotableonebeingI, Robot (2004)whichwasblastedforbeing
painfullyblatantwiththeirConverseAllstaradvertisement(Complex,2015)withsome
viewersjokingthefilmwasonebigConverseAllStarAd.Screenbasedmediais
alreadyincrediblyinfluentialindirectingourmaterialdesires,productplacementsplaced
indreamswouldnodoubtbeevenmorenightmarishlyinfluential.
18


Withproductplacementsbeingdiscretelyplacedwithindigitaldreamswechooseto
experiencethiscallsupthemoredirectproblemofcompanieschoosingtoexperiment
onusersforthepurposeoftheirownresearch.

AgoodexampleofthisisFacebookusingusertimelines(comprisedofverypersonal
andattimessentimentalinformation)forpsychologicalexperiments(Gibbs,2014)
whichwererevealedbyascientificpaperpublishedintheMarchissueofProceedings
ofNationalAcademyofSciencesanddescribedthattheexperimentwasbasedon
hiding"asmallpercentageofemotionalwordsfrompeople'snewsfeeds,withouttheir
knowledge,totestwhateffectthathadonthestatusesor"likes"thattheythenposted
orreactedto.Itwouldbequiteeasytohideanexperimentofasimilarveinina
substitutionalrealitybycreatingsituationsthatinvokeaparticularreactionforthe
purposeofcollectingdataonanindividual.ThefactthatFacebookacquisitionedOculus
Riftforasumoftwobilliondollars(Dredge,2014)duringthesamemonth,July2014,
theexperimentationscandalwasheadliningmedia,doesnotexactlyfillthepublicwith
confidenceasthecorporationhasalreadyproventheyarecompletelyuntrustworthy
whenitcomestoexperimentationonusersandfunctioningethicallyinregardspersonal
data.

Movingforwardintothetopicofdubiousethics,areportthatrecentlyhasmade
headlines(TVNZ,2014)andistiedtotheissueofinfluencingidentitieshasbeenthatof
evilclowngangsterrifyingtownsinFrance.Atfirstglancethereportsayingthata
groupofclownshadbeenchasingandharassinglocalsinAgdeandhadevenviolently
attackedamaninMontpellierinademonstrationofgratuitousviolence.Londonpolice
havedealtwith117clownrelatedincidentssince2013whilstCaliforniapolicesaythey
havearresteddozens.Accordingtocommenters,theysaythelinkbetweenallthese
clownrelatedcrimesisthegamePayday:TheHeist(afirstpersonshooterwhich
featuresviolentclownmaskwearingindividualsthatcommitaseriesofcrimes)which
wasmadefreetoplay(Polygon,2014))onOctoberthe16th2014whichwassometen
dayspriortothearticlesofclowngangviolenceappearingonline.Whetherthelinkis
trueisdebatableasothermediasuchasAmerican Horror Story(2011present)and
19

TheDark Knight(2008)featuresimilarcharacters,buttheallegationsthatsaygaming
hasinfluencedpeopleinanegativemannerarenotnew.Inthecircumstancesthat
theseclowngangshavebeeninfluencedbyPayDay:TheHeist,thiscouldraise
concernsonhowsubstitutionalrealitiesmayaffectauserspersonality.Apersonthatis
immersedinaviolentenvironmentsteepedinsadismmayverywelltakethe
experiencestheyhavehadintotherealworldatwhichpointtheywouldmostlikely
becomeathreattootherpeople.

Allthesefactorsareissuesthatshouldbeaddressedatthispointintimeduetothefact
thatOculusRiftandsimilartechnologyisonthevergeofbeinghouseholdtechnology.
Legislationcallingcommercialcreatorsofsubstitutionalrealitiestobelegally
responsiblefortheimpacttheircreationshaveonusers.shouldbeheavilydiscussed
andultimatelysubstitutionalrealitiesshouldundergocriticaltestingthataddress
whethercommercialexperiencesshouldbeallowedtobedistributedtothegeneral
public,andmoreimportantly,whowillbeheldlegallyresponsibleinthesituationthings
gowrong.Currentlytherearenumerousinstitutionsacrosstheglobethatare
responsibleforissuingcertificatesonfilms,televisionproductionsandgames,but
substitutionalrealitiesdifferenttypesofexpertiseduetothefeasibleimpactitmayhave
couldbefarmoredetrimental.Onecanonlyhopethatthisdiscussionwillbebroughtup
beforenewsstoriesappearonthetopicsofdeathscausedbyintensefearcausedby
gamesbeingplayedbyusersintherift.

Othermoretechnicalissuesthatcanbedetrimentaltotheuserhavebeenincludedin
thefollowingchapterthatgoesovertheprimaryresearchthatwasmadeduringthe
creationofthedigitalartefactaccompanyingthewrittenresearch.

20

How can virtual reality be currently used to supplement daily life

Inconjunctiontothewrittenresearch,itisofvitalimportancetodiscussthedigital
artefactaccompanyingit,asithasraisedmanyquestionsonwhereOculusRift
developmentcurrentlyresides,notonlyinthesenseoftechnicallimitationsbutmore
importantlyhowtestsubjectsreactinanemotionalandbiologicalsense.Forthedigital
artefactanontherailsexperienceheavilyinfluencedbymusicwascreated.Thereare
severalreasonswhythepursuitofthistypeofsubstitutionalrealitywasmostbeneficial
asprimaryresearchthatshallbediscussedbelow.

Returningtotheunderlyingthemementionedearlier,substitutionalrealitiesarevery
closelytiedtoluciddreams,whereintheyareatypeofdigitaldreaminwhichtheuser
isawaretheyaredreaming.Luciddreams,asdiscussedpreviouslyhaveatendencyof
beingvividanddistinctlyexaggerated.Surrealsituationsareoftenplayedoutandthe
userretainsmostoftheircontroloverwhatishappeningandovertheiractions.For
thesereasonsitwasofinteresttoexploreretractingapartoftheircontrolbyplacing
themwithinanontherailsexperiencewhichlimitstheirmovementsandfocusto
preplannedevents.

Withinanytypeofride,oneoftheaspectsthataddsexhilarationtotheexperienceis
thatoffeelingmovement,whetheritbesubtlejoltsforwardorextremegforceandin
effectaviablesubstitutewasfoundwhichwastheouterstimuliofmusic.Themusic
waschosenduetothefactithasvastlydifferentiatingsequencesthatgiveemphasisto
enteringdifferentenvironmentsandsettingdifferentmoods,whethertheybeintense
andchaoticoreerieandmoody.

Somesimilaritiesinmusicusecanbedrawnfromtheabstractrailshootermusicvideo
gameRezwhichboastsatypeofsynesthesiacreatedthroughdestroyingtargetfoes
thatinturncreatemelodiesthatcanalsobeenhancedbyanadditionalTrance
Vibratorperipheral(Metacritic,2008).Theperipheralcreatedforusewiththegame
bridgesaconnectionbetweenthenonphysicalvisual/audiostimuliandtheuserwhich
createsamoreenvelopinginteractionwiththegameplay.Thephysicalinteraction
21

aspectisyetanareatobeexploredwithinsubstitutionalrealityexperiences,withNASA
currentlycreatingtheirownVRrigthatallowsyoutowalkuponthesurfaceofMars
(Limer,2013).

Astheuserhaslessabilitytoaffecttheoutcomeofanontherailsexperience,theygive
moreconcentrationtowhattheyarefeelinginthescenesbeingplacedinfrontoftheir
eyesinsteadoftryingtotakecontrolofthem.Thisisusefulinestablishinghowpeople
reactwhentheyarebeingdirected,whetherbyphysicalobstructions(thegame
architecture)orpsychologicalobstructions(fearofheightsorsnakesforexample),in
thisrespectgreatercontroloveremotivemanipulationisgiventothedesigner.An
additiontothis,thefactthattheareaisadreamscapeallowsmuchmoreflexibilityin
exploringsurrealenvironmentdesignthatdonotparticularlyhavetoadheretoany
conventionsofhealthandsafetyastheywouldhavetoonarideintherealworld.
Tunnelscanbemoreclaustrophobic,largeobjectscanbemovingathigherspeedsand
atcloserproximitiestriggeringwithdrawalreflexesthatprotectthebodyfromdamaging
stimuli.Thesesortofprimalreactionscannotbeexploredinrealworldenvironments
witheasesincenumerousprecautionsandsafetymeasuresmustbetakentoensure
thesafetyofthetestsubjectbutinvirtualreality,theusercanexperiencethesame
adrenalinerushwhilstnotbeingatriskofinjury.

Theartefactitselfismadeoutofseveralareasthatwerecreatedoutofconsiderationto
howpeopleinteractwithspaces,varyingfrommovingthroughlengthsoftunnelsto
displaceasenseofgeographywithinthetestsubjectsmind,toapplyingcarefully
designedmovietexturestowallstogivetheimpressionthatthewallsarenotsolidbut
moving,wheninactualfacttheyarecompletelystatic.

Thereisaconsciousjuxtapositionofenclosedspacesthatenterspaciousroomsto
encouragetheusertolookaroundandgetabetterideaoftheirposition,forexample,
enteringtheconstellationarea,thetestsubjectsareimmediatelyinclinedtolookup,
whilstintherotatingmobileroomduetotheproximityofthemobilecomingsocloseto
them,theyaremorepreoccupiedbylookingtothesides.Althoughthecameradirection
isalwayspointedforward,thereiscompletefreedomtolookineverydirection,aslong
22

asoneismindfulnottogetentangledintheheadsetcable.

Thedigitalartefacttestsubjectshavehadlittleinteractionwithsubstitutional
environmentsbeforehand(thiscanbesaidformostofthegeneralpopulation),theydid
howeverexperiencetheOculusRifttestdemowhichwasusedpostheadsetsetupto
checkitwascalibratedcorrectly.Duringandaftertheartefactexperience,theywere
distinctlymorespeechlessandelatedthantheOculusRifttestdemo,whichsuggests
thattheintentionsofcreatingaridethatgivesthesamehighasafairgroundridewas
achieved.Commentsweremadehowtunnelswereintenselyclaustrophobicand
compactbutalsogaveemphasistohowlargethespaciousroomsthattheyentered
were.Incommenttoscale,attimesthetestsubjectscouldnotestablishhowbigthey
wereincomparisontotheenvironmenttheywerein,thisisveryusefulfeedbackin
respectthattheartefactisstillaprototypeandgivesabetterunderstandingtohowa
personfindsthemselvesinanenvironment.Thisdilemmaseemstobelinkedtothefact
thatthereisnorepresentationoftheusersbodyintheenvironment,inareallifefirst
personperspectiveonecanseearms,legsandeventhetipofone'snosewhilstinfirst
personinteractionwithintheartefacttheybecomedisembodied.Thisiscertainlyan
interestingareaforfurtherstudywithinagametypeenvironmentasonecanimagine
thattherewillbeadifferenteffectfortheuserforexamplewhenonesgamebodyis
woundedinafirstpersonshootergame.

Thedigitalartefactcreatedwasofparticularinterestasanexperimentintohow
substitutionalrealitiescouldbecreatedascommercialentertainmentexperiencesthat
maybeaccessedfromoneslivingroom.Uptothispoint,ithasbeennighimpossibleto
experiencearollercoasterhighoutsideofathemeparkvisitwhichcanentaila
substantialfinancialinvestmentoftravellingtothedestination,bookinglodgingsand
purchasingticketswiththechancetheridethatonewashopingtoexperiencebreaking
downonthedayofthevisit.Asasolitarypersonthecostcanbeconsiderable,asa
familyoffour,moreso.ThissuggeststhatintheeventthatVRheadsetswouldbe
producedandsoldatareasonablecost,therecouldbeanamplemarketforselling
whatcouldturnouttobeadownloadablefamilydayout.Inrespectoftravellingto

23

destinations,onecouldtheoreticallystrollthroughamuseumthousandsofmilesaway,
whichgiventhechancecouldbeawonderfuleducationalexperienceforschoolpupils.

24

Conclusion

Althoughtherearelimitlessconceptpossibilitiesfortheusesofthistechnologythere
arestillsomeconsiderablelimitationsthatappearedduringthecreationoftheartefact.
FromexperienceitcanbeestablishedthattheOculusRiftDevelopmentKit1hasa
considerableimpactontheframerateacomputercanuphold,alongsidetheissuethat
theOculusRiftmustrunatareasonablyhighframerate,thegeneralacceptance
amongdevelopersbeingaminimumof60fpstonotinducemotionsickness,although
artefacttestingsuggestedbetween5060fpswasstillsufficientforquiteagood
experiencewithoutanynegativeeffectsonthetestsubjectsorvisibledistortions.Itcan
beassumedthattheframeratewillbesubjecttosomevariancedependingwhatis
happeninginthescene,howyouaremovingaroundit,theheadsetyouareusingand
mostimportantlyofallhoweasilyyouareaffectedbymotionsickness.

Forsomeonewhoisfairlytechnologicallycompetent,settinguptheOculusRiftSDK1
canbealittletrickyatfirstwiththerestillbeingcertainbugsthatcanpropup(afterall,it
isadevelopmentkit,notacommercialversion)butthemainproblemissettingupa
computertorunatitisoptimum.Again,forapersonwhoisfairlycompetent,thismay
requirealittlesearching,butwillberesolvedfairlyquickly,ontheotherhandasa
commercialproductfortheeverydayfamilythismaycauseissuesonafewfronts,the
fundamentalonebeinghowmanyaveragehomecomputerscancarrytheheadsetata
reasonableframerate?

Whilstproducingtheartefactonalaptopthathasthetopspecificationsofwhatis
currentlyavailable,therewasstillanevidentissueofframeratelimitationsthatwere
eventuallyresolvedbyseparatinganenvironmentthatwasfirstplannedtobeone
wholelevelintotwo,thetententranceandtheactualrideexperience.

Duetothis,therehastobeacertainamountofconsiderationofhowmuchdesign
optimizationcanbeappliedwhilstbalancingitwithcomputerspecificationsandoverall
effect.

25

Returningtothediscussionwith3DArtist,GameDeveloperandUnityTechnologies
CommunityEvangelistJoeRobins,hisprofessionalopinionisthatwithinthenext5to
10yearswewillseegamesdesignedfromtheverybeginningwithafocusonVRwhilst
othersincorporatingadegreeoftokenadoption.Researchandexperimentationis
alreadyestablishingdosanddon'tsregardingcreatingcompellingexperiences.

Althoughhedoesnotexpecttoseeamajorshiftinhowgamedesignisapproached,
arguingthatthereareplentyofofexistingdesignmethodologiesthatareverycapable
ofadoptingnewhardware,hedoeshoweverforeseeaperiodoftimewhereacommon
languageandUXbestpracticesareformed,muchliketheevolutionofthestandardfirst
personcontrolinputsoverthelast20years.

Summarising,itiseasytowitnessthereisarapidlyexpandingmarketforVirtualReality
andsubsequentlyitisanexperimentalareaofdesignthatisevolvingatabreakneck
speed.Inthisregardsonecouldsaythereisacertainlimitedamountoftimetomake
onesmarkonthisterritoryandnowistheoptimumtimetogetinvolvedandstart
developingthefuture.Althoughdistantfuturetechnologylikebraintobraininterface
technologyisbeingcreatedaswespeak,thisbynomeanssuggeststhatdigitally
designedvirtualrealityexperienceswillbecomeoutofdateanytimesoon,thereforeitis
amostlucrativetimetoseizetheopportunityandstartplantingmilestonesin
substitutionalrealitydesign.

26

Bibliography

Abrosimova,K.(2015).5 ways virtual reality will change education - Hypergrid


Business.[online]Hypergridbusiness.com.Availableat:
http://www.hypergridbusiness.com/2014/09/5waysvirtualrealitywillchangeeduca
tion/[Accessed8Jan.2015].
Anderson,C.(1986).Affect of the Game Player: Short-Term Effects of Highly and Mildly
Aggressive Video Games.1sted.
Apply,T.,Hoback,C.,Schrems,M.andZuckerberg,M.(2015).Terms and Conditions
May Apply (2013).[online]IMDb.Availableat:http://www.imdb.com/title/tt2084953/
[Accessed8Jan.2015].
Aspell,J.andBlanke,O.(2009).UNDERSTANDING THE OUT-OF-BODY
EXPERIENCE FROM A NEUROSCIENTIFIC PERSPECTIVE.[online]
Infoscience.epfl.ch.Availableat:
http://infoscience.epfl.ch/record/154802/files/2009_Aspell(chap)_understanding%20
the%20obe%20from%20a%20neuroscientific%20perspective.pdf?version=2
[Accessed8Jan.2015].
Barfield,L.(2004).Design for new media.Harlow,Eng.:PearsonAddisonWesley.
Barrett,B.(2015).Watch a Coder Build a Real-Time VR World Around Himself With
Oculus Rift.[online]Gizmodo.Availableat:
http://gizmodo.com/deusexoculuscoderbuildsarealtimevrworldaroun164562
5721[Accessed8Jan.2015].
Bartle,R.(2004).Designing virtual worlds.Indianapolis,Ind.:NewRidersPub.
Beutler,L.(2004).Virtual Reality in Psychotherapy Training.1sted.
Bilawchuk.com,(2015).A Brief History of Virtual Reality.[online]Availableat:
http://www.bilawchuk.com/mark/history.html[Accessed8Jan.2015].
Bohil,C.(2011).Virtual reality in neuroscience research and therapy.1sted.

27

Bostrom,N.(2015).A philosophical quest for our biggest problems.[online]Ted.com.


Availableat:
http://www.ted.com/talks/nick_bostrom_on_our_biggest_problems?language=en
[Accessed8Jan.2015].
Braithwaite,R.(2008).Virtual reality and paranoia.1sted.
Burdea,G.andCoiffet,P.(2003).Virtual reality technology.Hoboken,N.J:
WileyInterscience.
Burke,S.andBurke,S.(2015).The History of Virtual Reality & The Future: Rift, Omni,
STEM, castAR | Gamers Nexus - Gaming PC Builds & Hardware Benchmarks.
[online]GamersNexus,LLC.Availableat:
http://www.gamersnexus.net/guides/1208historyofvirtualrealityandfuture
[Accessed8Jan.2015].
Cairo,I.(2010).Panel Report: Psychoanalysis and virtual reality.1sted.
Calvert,S.(1994).Impact of Virtual Reality on Young Adults Physiological Arousal and
Aggressive Thoughts: Interaction Versus Observation.1sted.
Carr,C.(2014).Is Virtual Reality Virtually Here?.1sted.
Chen,K.(2014).Manually Locating Physical and Virtual Reality Objects.1sted.
Cherry,K.(2015).Why Do We Dream? The Most Popular Theories.[online]About.com
Education.Availableat:
http://psychology.about.com/od/statesofconsciousness/p/dreamtheories.htm
[Accessed8Jan.2015].
Complex,(2015).25 Hilariously Obvious Product Placements in Movies.[online]
Availableat:
http://www.complex.com/popculture/2013/03/25hilariouslyobviousproductplace
mentsinmovies/castaway[Accessed8Jan.2015].
Crocker,J.(1989).Social Stigma and Self-Esteem: The Self-Protective Properties of
Stigma.1sted.

28

deLahunta,S.(2002).Virtual Reality and Performance.1sted.


Dixen,M.(2002).Overestimation of heights in virtual reality is influenced more by
perceived distal size than by the 2-D versus 3-D dimensionality of the display.1st
ed.
Dixit,P.(2014).Could Virtual Reality Seem Real Enough To Kill You?.[online]
Gizmodo.Availableat:
http://gizmodo.com/somebodywearinganoculusriftissoongoingtodie1626809
898[Accessed8Jan.2015].
Dreaminterpretationdictionary.com,(2015).Freud | Dream Interpretation Dictionary
The Meaning of Dreams.[online]Availableat:
http://www.dreaminterpretationdictionary.com/dreamtheorists/freud/[Accessed8
Jan.2015].
DREAMINTERPRETATIONDICTIONARY.COM,(2015).[online]Availableat:
http://www.dreaminterpretationdictionary.com/typesofdreams.html[Accessed8
Jan.2015].
DREAMINTERPRETATIONDICTIONARY.COM.(2015).[online]Availableat:
http://www.dreaminterpretationdictionary.com/sigmundfreudtheory.html
[Accessed8Jan.2015].
Dredge,S.(2014).Facebook closes its $2bn Oculus Rift acquisition. What next?.
[online]theGuardian.Availableat:
http://www.theguardian.com/technology/2014/jul/22/facebookoculusriftacquisition
virtualreality[Accessed8Jan.2015].
Earnshaw,R.,Vince,J.andJones,H.(1995).Virtual reality applications.London:
AcademicPress.
Evsc.net,(2010).Amplify the Neural Noise | evsc.[online]Availableat:
http://www.evsc.net/research/amplifytheneuralnoise[Accessed8Jan.2015].
Freeman,D.(2005).The Psychology of Persecutory Ideation II A Virtual Reality
Experimental Study.1sted.
29

Frost,A.(2000).Theatre theories from Plato to vitual reality.Norwich:Pen&Inc.for


EASPub.inconjuntionwiththeDramaStudio.
Game,T.,Fincher,D.,Brancato,J.,Ferris,M.,Douglas,M.,Unger,D.andPenn,S.
(2015).The Game (1997).[online]IMDb.Availableat:
http://www.imdb.com/title/tt0119174/[Accessed8Jan.2015].
Gerardi,M.(2008).Virtual Reality Exposure Therapy Using a Virtual Iraq: Case Report.
1sted.
Gibbs,S.(2014).Facebook apologises for psychological experiments on users.[online]
theGuardian.Availableat:
http://www.theguardian.com/technology/2014/jul/02/facebookapologisespsycholog
icalexperimentsonusers[Accessed8Jan.2015].
GORMAN,J.(2015).New Research Suggests Two Rat Brains Can Be Linked.[online]
Nytimes.com.Availableat:
http://www.nytimes.com/2013/03/01/science/newresearchsuggeststworatbrains
canbelinked.html[Accessed8Jan.2015].
GORMAN,J.(2015).New Research Suggests Two Rat Brains Can Be Linked.[online]
Nytimes.com.Availableat:
http://www.nytimes.com/2013/03/01/science/newresearchsuggeststworatbrains
canbelinked.html?_r=0[Accessed8Jan.2015].
Grantcharov,T.(2003).Randomized clinical trial of virtual reality simulation for
laparoscopic skills training.1sted.
GutirrezAlonso,M.,Vexo,F.andThalmann,D.(2008).Stepping into virtual reality.
London:Springer.
Hawken,M.(2000).Velocity constancy in a virtual reality environment.1sted.
HenningAndrea,M.(2014).Virtual Reality In Rehabilitation: Potential Benefits For
People With Disability Or Phobias.1sted.

30

Hinshaw,S.(2007).Themarkofshame:Stigmaofmentalillnessandanagendafor
change.Oxford University Press.[online]Availableat:
http://psycnet.apa.org/psycinfo/200622926000[Accessed8Jan.2015].
Hoffman,H.(2004).VIRTUAL- REALITY THERAPY.1sted.
Humanities.uci.edu,(2015).Marie-Laure Ryan - Immersion vs. Interactivity: Virtual
Reality and Literary Theory - Postmodern Culture 5:1.[online]Availableat:
http://www.humanities.uci.edu/mposter/syllabi/readings/ryan.html[Accessed8Jan.
2015].
Iuppa,N.andIuppa,N.(2001).Interactive design for new media and the Web.Boston:
FocalPress.
Johanson,M.(2013).How Burglars Use Facebook To Target Vacationing
Homeowners.[online]InternationalBusinessTimes.Availableat:
http://www.ibtimes.com/howburglarsusefacebooktargetvacationinghomeowners
1341325[Accessed8Jan.2015].
Kaku,M.(2008).Physics of the impossible.NewYork:Doubleday.
Kaku,M.(2011).Physics of the future.NewYork:Doubleday.
Kaku,M.(n.d.).The future of the mind.
Kim,G.(2005).Designing virtual reality systems.London:Springer.
Knight,T.,Nolan,C.,Nolan,J.,Nolan,C.,Bale,C.,Ledger,H.andEckhart,A.(2015).
The Dark Knight (2008).[online]IMDb.Availableat:
http://www.imdb.com/title/tt0468569/?ref_=nv_sr_1[Accessed8Jan.2015].
Kozlov,M.(2010).Psychology Experiments in a Simple Virtual-Reality Real Behavior in
Virtual Environments: Paradigm Using Video Games.1sted.
Liebert,M.(2010).Cyberpsychology, Behavior, and Social Networking Completes
Another Milestone.1sted.
Limer,E.(2013).Oculus Rift & NASAs Simple VR Rig Can Let You Explore Mars from
Home.[online]Gizmodo.Availableat:
31

http://gizmodo.com/oculusriftnasassimplevrrigcanletyouexplore1042561045
[Accessed8Jan.2015].
Liszewski,A.(2014).The Kinect Sensor Can Track Your Hands in Real-Time With
Insane Precision.[online]GizmodoUK.Availableat:
http://www.gizmodo.co.uk/2014/10/thekinectsensorcantrackyourhandsinrealti
mewithinsaneprecision/[Accessed8Jan.2015].
MailOnline,(2013).Psychologists set to unveil 'the most terrifying roller coaster ever',
using scientific know-how to scare thrill-seekers (and giant hypodermic needles!).
[online]Availableat:
http://www.dailymail.co.uk/sciencetech/article2286085/AltonTowersTheSmilerP
sychologistssetunveilterrifyingrollercoasterever.html[Accessed8Jan.2015].
MailOnline,(2014).Virtual reality system may help astronauts escape space's isolation.
[online]Availableat:
http://www.dailymail.co.uk/sciencetech/article2793768/couldvirtualrealityprevent
depressionastronautsstartrekstyleholodeckshelpescapeisolationspace.html
[Accessed8Jan.2015].
Man,T.,Leonard,B.,King,S.,Leonard,B.,Fahey,J.,Brosnan,P.andWright,J.
(2015).The Lawnmower Man (1992).[online]IMDb.Availableat:
http://www.imdb.com/title/tt0104692/[Accessed8Jan.2015].
McCloy,R.(2001).Virtual reality in surgery.1sted.
Merians,A.(2002).Virtual RealityAugmented Rehabilitation for Patients Following
Stroke.1sted.
Merriamwebster.com,(2014).Dreamscape - Definition and More from the Free
Merriam-Webster Dictionary.[online]Availableat:
http://www.merriamwebster.com/dictionary/dreamscape[Accessed8Jan.2015].
Metacritic,(2008).Rez HD.[online]Availableat:
http://www.metacritic.com/game/xbox360/rezhd[Accessed8Jan.2015].

32

Mishlove,J.(2015).The Roots of Consciousness: Folklore, Astral Projection and Out of


Body Experiences.[online]Williamjames.com.Availableat:
http://www.williamjames.com/Folklore/ASTRAL.htm[Accessed8Jan.2015].
Ohta,Y.andTamura,H.(1999).Mixed reality.Tokyo:Ohmsha.
OnetWiadomoci,(2014).Francja: gangi klaunw terroryzuj miasta. Policja jest
bezradna.[online]Availableat:
http://wiadomosci.onet.pl/ciekawostki/francjagangiklaunowterroryzujamiastapoli
cjajestbezradna/y5eyj#fp=info[Accessed8Jan.2015].
Orman,E.(2014).Effect of Virtual Reality Graded Exposure on Heart Rate and
Self-Reported Anxiety Levels of Performing Saxophonists.1sted.
Pages.drexel.edu,(2015).Plato (430-347 B.C.).[online]Availableat:
http://www.pages.drexel.edu/~cp28/plato.htm[Accessed8Jan.2015].
Payne,S.(2007).'Cataracts the key to Monet's blurry style' - Telegraph.[online]
Telegraph.co.uk.Availableat:
http://www.telegraph.co.uk/news/uknews/1551703/CataractsthekeytoMonetsblu
rrystyle.html[Accessed8Jan.2015].
Phys.org,(2015).'Substitutional reality' system plays head games to explore delusions
(w/ Video).[online]Availableat:
http://phys.org/news/201208substitutionalrealitygamesexploredelusions.html
[Accessed8Jan.2015].
Polygon,(2014).Get Payday The Heist for free on Steam.[online]Availableat:
http://www.polygon.com/2014/10/16/6989163/paydaytheheistfreesteam
[Accessed8Jan.2015].
Powers,M.(2008).Virtual reality exposure therapy for anxiety disorders: A
meta-analysis.1sted.
Rand,S.(2012).Can we ever know how another person "senses" theworld? | A
conversation on TED.com.[online]Ted.com.Availableat:

33

http://www.ted.com/conversations/9350/can_we_ever_know_how_another_p.html
[Accessed8Jan.2015].
ReedJones,R.(2009).Modulation of visually evoked movement responses in moving
virtual environments.1sted.
Riken.jp,(2014).Substitutional Reality system | RIKEN.[online]Availableat:
http://www.riken.jp/en/outreach/ip/23946/[Accessed8Jan.2015].
Riva,G.(2005).Virtual Reality in Psychotherapy: Review.1sted.
Riva,G.(2009).Virtual reality: an experiential tool for clinical psychology.1sted.
Rizzo,A.(2014).Virtual Reality Exposure Therapy for Combat-Related Posttraumatic
Stress Disorder.1sted.
Robins,J.(2014).Asking for a pro opinion.
Rosenthal,R.(2013).Personality traits and virtual reality performance.1sted.
Ryan,M.(2001).Narrative as virtual reality.Baltimore,Md.:JohnsHopkinsUniversity
Press.
Ryan,M.(2001).NarrativeasVirtualReality:ImmersionandInteractivityinLiterature
andElectronicMedia.Johns Hopkins University Press.[online]Availableat:
http://dl.acm.org/citation.cfm?id=600034[Accessed8Jan.2015].
Sanchez,M.(2005).From presence to consciousness through virtual reality.1sted.
Seidel,R.andChatelier,P.(1997).Virtual reality, training's future?.NewYork:Plenum
Press.
Seymour,N.(2002).Virtual Reality Training Improves Operating Room Performance
Results of a Randomized, Double-Blinded Study.1sted.
Share.oculus.com,(2015).The Hobbit VR Experience | Apps | Oculus VR Share (Beta).
[online]Availableat:https://share.oculus.com/app/thehobbitvrexperience
[Accessed8Jan.2015].

34

Sherman,W.andCraig,A.(2003).Understanding virtual reality.SanFrancisco,CA:


MorganKaufmann.
Sherman,W.andCraig,A.(2003).Understanding virtual reality.SanFrancisco,CA:
MorganKaufmann.
Sisson,B.(1998).VIRTUAL REALITY FOR REAL
LIFE FEARS.1sted.
Sorkin,A.(2006).Improving the Accuracy of the Diagnosis of Schizophrenia by Means
of Virtual Reality.1sted.
State,P.,Buell,R.,Coffey,C.andTaddy,H.(2015).Paranormal State (TV Series
2007 ).[online]IMDb.Availableat:http://www.imdb.com/title/tt0785036/
[Accessed8Jan.2015].
Steuer,J.(1992).Defining Virtual Reality: Dimensions Determining Telepresence.1st
ed.
Story,A.,Falchuk,B.,Murphy,R.,Peters,E.,Lange,J.andPaulson,S.(2015).
American Horror Story (TV Series 2011 ).[online]IMDb.Availableat:
http://www.imdb.com/title/tt1844624/[Accessed8Jan.2015].
Sutcliffe,A.(2002).Multimedia and virtual reality.Mahwah,N.J.:LawrenceErlbaum.
Suzuki,K.,Wakisaka,S.andFujii,N.(2012).SubstitutionalRealitySystem:ANovel
ExperimentalPlatformforExperiencingAlternativeReality.Scientific Reports,2.
ThegrowthofOculus.(2015).Develop Magazine,[online](#154).Availableat:
http://www.developonline.net[Accessed8Jan.2015].
Thomsen,C.(1994).Visionary architecture from Babylon to virtual reality.Munich:
Prestel.
Trumbull,D.,Rubin,B.,Stitzel,R.,Walken,C.,Wood,N.andFletcher,L.(2015).
Brainstorm (1983).[online]IMDb.Availableat:http://www.imdb.com/title/tt0085271/
[Accessed8Jan.2015].

35

TVNZ,(2014).Gang of 'evil clowns' terrorise French town.[online]Availableat:


http://tvnz.co.nz/worldnews/gangevilclownsterrorisefrenchtown6117231
[Accessed8Jan.2015].
Tyrrell,G.(1953).Apparitions.London:PublishedundertheauspicesoftheSocietyfor
PsychicalResearchbyG.Duckworth.
Vicente,K.(2004).The human factor.NewYork:Routledge.
Vince,J.(2004).Introduction to virtual reality.London:Springer.
Westwood,J.(2005).Medicine meets virtual reality 13.Amsterdam:IOS.
Wiederhold,B.(2004).Virtual Reality Therapy for Anxiety Disorders: Ad- vances in
Evaluation and Treatment,.1sted.
Wikipedia,(2015).Artificial reality.[online]Availableat:
http://en.wikipedia.org/wiki/Artificial_reality[Accessed8Jan.2015].
Wikipedia,(2015).Astral projection.[online]Availableat:
http://en.wikipedia.org/wiki/Astral_projection[Accessed8Jan.2015].
Wikipedia,(2015).Ganzfeld effect.[online]Availableat:
http://en.wikipedia.org/wiki/Ganzfeld_effect[Accessed8Jan.2015].
Wikipedia,(2015).Out-of-body experience.[online]Availableat:
http://en.wikipedia.org/wiki/Outofbody_experience[Accessed8Jan.2015].
Wikipedia,(2015).Virtual reality.[online]Availableat:
http://en.wikipedia.org/wiki/Virtual_reality[Accessed8Jan.2015].
Wikipedia,(2015).Virtual reality therapy.[online]Availableat:
http://en.wikipedia.org/wiki/Virtual_reality_therapy[Accessed8Jan.2015].
Wilson,P.(1997).Virtual reality, disability and rehabilitation.1sted.
Woolgar,S.(2002).Virtual society?.Oxford:OxfordUniversityPress.
YouTube,(2015).Nick Bostrom - Future of Humanity Institute.[online]Availableat:
https://www.youtube.com/watch?v=4CEkd4zG8Yo[Accessed8Jan.2015].
36

YouTube,(2015).Nick Bostrom - The SuperIntelligence Control Problem - Oxford


Winter Intelligence.[online]Availableat:
https://www.youtube.com/watch?v=uyxMzPWDxfI[Accessed8Jan.2015].
ZudilovaSeinstra,E.,Adriaansen,T.andLiere,R.(2009).Trends in interactive
visualization.London:Springer.
Zyda,M.(2005).From Visual Simulation to Virtual Reality to Games.1sted.

37

Вам также может понравиться