Abstract
This practice-based research aims to develop cinematic VR as a reflexive device for exploring critical empathy. Critical empathy is a concept that emphasizes the limitations and complications of empathy from reflexive perspectives. Many artists and filmmakers have become increasingly interested in using VR as a creative medium for evoking empathy. However, the complexity of the empathic process in reflexive contexts has not been considered sufficiently. Current cinematic VR is focused on creating an immersive illusion to induce a sense of presence or embodied experience rather than eliciting reflection. Although VR technologies have been developing rapidly, there are obvious gaps between physical reality and virtual reality in terms of embodiment and bodily presence. Those gaps do not necessarily need to be erased to create immersive illusions; rather, they can be used effectively as a new method of storytelling and as aesthetic techniques for promoting self and social reflection. The practical exploration of the creation of a new method of immersive storytelling could add substantive insight to understanding cinematic VR, which can be seen as a reflexive device as well as a sociocultural tool for critical empathy.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Vosmeer, M., Schouten, B.: Interactive cinema: engagement and interaction. In: Mitchell, A., Fernández-Vara, C., Thue, D. (eds.) ICIDS 2014. LNCS, vol. 8832, pp. 140–147. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-12337-0_14
How Virtual Reality Can Create the Ultimate Empathy Machine (2015). https://www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_ultimate_empathy_machine
Sutherland, E.A.: No, VR Doesn’t Create Empathy. Here’s Why (2017). https://www.buzzfeednews.com/article/ainsleysutherland/how-big-tech-helped-create-the-myth-of-the-virtual-reality#.kpVplqqq4
Kunyk, D., Olson, J.K.: Clarification of conceptualizations of empathy. J. Adv. Nurs. 35(3), 317–325 (2001)
Leake, E.: The (Un) knowable Self and Others: Critical Empathy and Expressivism. Critical Expressivism: Theory and Practice in the Composition Classroom, pp. 149–160 (2015)
DeStigter, T.: Public displays of affection: political community through critical empathy. Res. Teach. Engl. 33(3), 235–244 (1999)
Ryan, M.L.: Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media, vol. 2. JHU Press, Baltimore (2015)
Brecht, B.: Brecht on Theatre. Bloomsbury Publishing, London (2014)
Slater, M., Wilbur, S.: A framework for immersive virtual environments (FIVE): speculations on the role of presence in virtual environments. Presence Teleop. Virtual Environ. 6(6), 603–616 (1997)
Ryan, M.L.: Immersion vs interactivity virtual reality and literary theory. SubStance 28(2), 110–137 (1999)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer Nature Switzerland AG
About this paper
Cite this paper
Bahng, S. (2018). Cinematic VR as a Reflexive Tool for Critical Empathy. In: Rouse, R., Koenitz, H., Haahr, M. (eds) Interactive Storytelling. ICIDS 2018. Lecture Notes in Computer Science(), vol 11318. Springer, Cham. https://doi.org/10.1007/978-3-030-04028-4_43
Download citation
DOI: https://doi.org/10.1007/978-3-030-04028-4_43
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-04027-7
Online ISBN: 978-3-030-04028-4
eBook Packages: Computer ScienceComputer Science (R0)