narrativity and the senses in virtual reality
DESCRIPTION
MediaLAB Amsterdam Project in collaboration with Games Lab, AVROTROS, WEMAKEVRTRANSCRIPT
Narrativity and the Senses in Virtual Reality
Abstract
This paper will explore the possible ways that storytelling
experience can be more immersive with the implementation of
multiple sensual stimuli. The visual and auditory elements in
Virtual Reality (VR) and their implications on the story and
human perception (through psychological and brain studies)
will be analyzed. The human perception and the brain's best
function in VR will be centralized since a multisensory
experience provides more input for the user to feel familiar and
immersed in the story. The importance of the correlation of the
narrative and the senses will be highlighted since in the virtual
world the senses are the ones that can make the user immerse
by sending feedback to his/her brain. The qualitative approach
to VR storytelling aims to combine existent studies with the
Project Orpheus' production documentation and theoretical
hypotheses.
Author Keywords
Virtual, reality; narratives; soundscape; perception,
multisensory, experience; brain, studies; GPS, cells.
Introduction
Virtual Reality is a medium that tried to emerge several times
but unsuccessfully until now. At the present moment, VR
passes its more fruitful period because the entertainment
industry (games, VR films) is interested in it. VR has been
struggling for decades to surface, the present moment, with
the contemporary technological leaps, seems to be the perfect
timing to investigate through its infinite possibilities regarding
Irene Kalesi
MediaLAB Amsterdam
Jorrit Groot
MediaLAB Amsterdam
Peter McLaughlin
MediaLAB Amsterdam
viewer’s engagement through senses’ stimulation and
structured narratives.
Virtual Reality has been viewed by many as an extension of
other media like cinema or just a paratext to video game and filmic/serial franchises. However, things are not that simple. VR is much more than people think. Virtual reality shows how different it is from its predecessors since it requires a new language and a different artistic approach. VR exercises its remediating power on theatre, cinema and video games. It is a medium that has incorporated others (theatre, cinema, games) but at the same time the created amalgam has different possibilities, implications on the user and the overall experience. Bolter and Grusin (2010) stated that “mediation is the remediation of reality because media themselves are
real and because the experience of media is the subject of remediation” (59). Therefore, it is important to view Virtual Reality as an experience-oriented medium that focuses on empathy and improvement of the user’s position and involvement in each storyworld.
The VR world is an experimental ground on which
developers focus on visual gratification and exploration of the
visual aspect of VR relegating the rest of the senses to
second place. Virtual bedazzlement has been the easy way
out for the VR developers but not taking into consideration
the users' limitations, needs and preferences can only
produce bad content which can potentially lead to VR’s
detriment. As James Milward, creator of the Sleepy Hollow
VR Experience said "Bad Content will destroy VR” (BBC news,
2016). Thus, the concentration on visual representation
should be accompanied by narrative depth.
Methods
The paper will follow:
• a theoretical qualitative approach Virtual Reality viewing it as a new storytelling medium following McLuhan's theory on the power of the medium, the concept of Remediation formulated by Bolter and Grusin as well as Elsaesser’s theory on sound.
• Brain studies and perception researches will assemble the ways that the user behaves and accepts Virtual Reality.
• The case study of Project Orpheus will offer the quantitative side of the paper since the visual and auditory examples will be taken and analysed from it.
• The theoretical research will be tested with the Project Orpheus Experience as its main case study.
1. Visualizing a Narrative
Narratives are the spinal cords of experiences. They represent
ways of approaching the real and fantasy world. Paul Cobley
(2001) explained the term as “a particular form of representation
implementing signs” (6). In most of the media, narratives can be
verbal, gesticular, personal or abstract with the incorporation of
colors and concepts. Therefore, because of their importance, the
narration of stories in VR is even more important since the
medium offers different possibilities for the user’s experience. The
biggest difference is that the position of the viewer is annulled and
the user becomes an organic part of the virtual reality
environment and story.
Since Virtual Reality puts the user in a subjective but
simultaneously ubiquitous position, he can be paralleled to
the omniscient narrator in stories. Acquiring the ability to
have peripheral view in the story’s environment is pivotal in
the way that the story should revolve around the user or
involve her/him in an integral way. According to Sandy
Louchart and Ruth Aylett (2001), “the consideration of the
user and his or her behaviour as a primary resource for the
storytelling system, brings a different perspective to the role
of the user within the story, a character based interactive
storytelling system (18). The narrative should be structured
as if the user is a “visitor” and thus should be guided through
visual/auditory guides or an “investigator” who has to
familiarize with the environment and follow the story on
his/her own understanding. Therefore, when the narration
has an abstract nature, it implies an increase of the flexibility
of the user’s position as well as of the interest levels which
make the people pay more attention to the actions happening
around. Thus, the way the story is presented can help the
person assume the role and experience the formation of
his/her presence around his/her virtual character.
If Marshall McLuhan (1964) considered technology as the
extension of the human central nervous system, then Virtual
Reality could be thought as the best example of a living
organism. In VR, the spherical immersive aspect of the
experience can be linked to self-revitalization and not auto-
amputation since it is a puzzle where human perception
along with the senses and the environment are essential to
the successful experience of VR. The person is not a
spectator or a mere critic but s/he is part of the story and
above all the organic part of the whole technological venture.
However, stories in VR cannot be considered complete
without the careful implementation of sensual stimuli. Sight
has the primary role in the construction of a virtual world
since every VR experience focuses mostly on the visual part.
The narratives that are visualized in VR should be intrinsically
intertwined with visually interesting cues and interactions
with the user. If the user is unconvincingly or without the
proper technological tools introduced to different places then,
the level of immersion decreases and thus the loss of
attention is next to follow.
In Virtual Reality, the human brain, especially the region of
the hippocampus, is trying to map out the reality that it’s
encountering. Space mapping is the process during which,
depth and distances between objects and people are
calculated, so that the brain can move on to memorizing
details and immersing in the environment. According to a
study published in Journal Nature Neuroscience (2014),
experiments on rats have shown that virtual and physical
environments trigger different cognitive processes. In VR, the
place cells or else called GPS cells of the brain function
irregularly in VR in comparison to real environments, so the
brain needs more diverse stimuli in order to space map and
thus be able to immerse in the environment and
consequently the story. The human brains are in need of all
the senses to make sense of the environment around them
and thus when Virtual Reality simply offers visual stimuli, it is
not enough for the cognitive processes to substantiate the
virtual surroundings Thus, the role of the sound is the one
that attains the improvement of the space mapping and the
whole experience.
2. The Power of Sound
A visual narrative can seem interesting to our eyes but the
isolation of the sense of sight is not a right move and most
importantly a challenging process to our brain. "Spatial
perception depends on a synthesis of information from
multiple sources, including all the senses” Loren Frank told
Cynthia Fox from Bioscience Technology. Especially in
Virtual Reality, the auditory experience is the one to be
explored deeply. According to Elsaesser (2010), “It is the
ear that renders the image visible” (145). Thus, if sound
makes our vision better and our sense of presence stronger
then the developers should direct themselves towards
exploring the infinite possibilities of sound.
The implementation of sound and most importantly binaural
sound can improve the brain function of space mapping and
perception that lead to immersion. As Jason Dorrier from
singularityhub.com (2014) explained "positional 3D audio
tricks the ears that it originates in specific locations". This
illusionary recreation of a reality is the key element to
immersion, memory creation and storing. The hippocampus
which is responsible for these processes should be the
object of research because the way this part of the brain
works will provide solutions beyond entertainment purposes.
The most recent advancement in Virtual Sound is the
soundscape which is an organic way of producing and
localizing sound in the space around the user. The sound
distance, the echoing, the sudden changes of the source of
the sounds create a whole new field of possibilities for
developers to measure the levels of immersion and
perception of virtual reality. The sound design progress
offers the users a stimulating new way of interacting with
the environment in VR since the user, the sound and the
surroundings form a living sphere. This experiential sphere
should be orchestrated properly because timing is of the
essence when sound and vision are mingled. In
cybertherapy.info, it is stated that "the feeling of presence
cannot be reached by one sense it is a straightforward
approach to couple different senses to reach an optimal
feeling of presence within a virtual reality".
3. The Curious Case of Project Orpheus
Creating a Virtual Reality experience connected to a television
series as a transmedia paratext but at the same time as an
autonomous product is an interesting and challenging process.
Throughout all the phases of a production, there are some
hypotheses that really make sense on how the film’s narration
would be successful in VR. The premise of the Project Orpheus’
virtual experience is to give the audience an imaginary glimpse of
how an after death experience can be visually represented and
sensed. Since the VR experience is linked to the titular series, the
final film should help the users immerse in an ambiguous after
death environment with eerie and vaguely threatening elements
but also create direct and implicit references to the Project
Orpheus series. More specifically, the concept of Death and the
afterlife is a non-existent, extremely ambiguous formulated by
cultural/religious beliefs and prejudice but also offers a certain
freedom to create a virtual environment.
The visual stimuli of Project Orpheus vary from direct interaction
with the viewer to the formation of a stimulating environment ofr
the user to immerse into it. For example, the main character, the
young boy functions as a visual guide but at the same time as a
multi-positional stimulus. Even though the script of the
experience does not contain speech, the movements of the boys
can be seen as a substitution of dialogue that and a form of
interaction. Moreover, the multiple visual cues in the corridor and
office scene challenge the user’s ability to receive and analyze
different stimuli simultaneously in order to create suspense and
provoke an unsettling atmosphere.
The successful combination of these two senses will be the
gateway for the users to feel immersed and ready to be part
of the virtual world. For instance, the sound in Project
Orpheus is multiple accompanying the correspondent visual
cues but also "misleading" the user in order to create
suspense and awake the sense of exploration in the unknown
territory of VR. During the editing phase of the film, the lack
of sound decreased the impact of the experience. Thus, the
addition of the heartbeat of the user, the heavy breathing
coming from the entities in the film as well as the footsteps
creates an ominous environment. They transmit emotion
since natural noise helps the audience immerse in the
environment and atmosphere. The implementation of the
subtle violin and string instruments fading in the air adds an
eerie layer as transitions in each of the scenes of the
experience.
On the whole, the power of sound is evident when with
primal instincts and connected with fear. Even in the realm of
film, as Elsaesser (2010) indicated “One of the features of
the so-called “new sound picture” is that it puts the spectator
into “free-fall”, in time as well as in space.” (144). Therefore
if you transfer the feeling of free-falling experienced by
spectators in a movie theatre to a virtual reality context, the
sense is magnified and the impact on the user is gravely
amplified. The user doesn’t have to empathize with what the
camera is showing because s/he controls the narrative
he/she is being exposed to. So in the case of the Project
Orpheus is not just an immersion tool but also is linked to
fear and the uneasy feeling of danger.
Conclusion
The combination of multiple senses will improve the users' experience. Storytelling is an organism that feeds from the senses and thus the creation of a stimulating narrative can benefit its meaning. The brain function and the role of psychology should be centralized during the formation of narratives.
The spherical storyworld of VR will bring new dimensions to world building in order to visually create a reality but also acoustically since the sound localization will be the key element to the engagement of the users. Narratives are interesting and possible in VR, so storytellers should invent new techniques to tell stories and implement different sensual input. If the presence of a user is stronger, the story becomes
more interesting and vice versa. Virtual Reality is a multimedium and should be treated as such, thus the narratives should be viewed from multiple perspectives as if in a spherical environment.
Further Discussion
The different forms of narratives that can succeed in VR
should be explored and all the possible combinations of
sensorial stimuli should be tested in order to have a more
complete and immersive experience.
Even if the senses of taste or smell are not to be
implemented in an organic way that does not, the proper
manipulation of sight hearing and touch can stimulate the
other senses too by association or through digging in the
user’s memory storage.
Acknowledgements Thanks to Avrotros, NL Films, for providing everything needed for our case study “The Project Orpheus Experience” a reality. Special Thanks to We Make VR for introducing us to the technical side of Virtual Reality which helped us understand and appreciate the medium even more.
Last but not least, thanks to MediaLAB for funding and support in our project since the beginning
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