Water Worth 2

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    Cyborg, Self and OtherCyborg, Self and Other

    Whats this got to do wth presence?

    Presence is a feeling The result of a psychological mechanism

    Differentiates internal from external:

    the Self from the Other

    Whats the role of technology?

    As part of Self

    As part of Other

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    OutlineOutline

    questions

    suggestions

    examples

    and then ..... more questions

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    Are we not men?Are we not men? We are Devo

    De-evolving beings?

    What is a cyborg? A body that is part machine, or

    A self that is part machine

    Is there a difference?

    Are we cyborgs? If Yes .. then Where is the line between self and other?

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    Something is happeningSomething is happening

    What?

    Is happening?

    Where?

    In the world, or in my mind? If in the world ...

    To/by whom?

    Am I acting in the world, or are you?(ref: Becchio and Bertone)

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    Can you tickle yourself?Can you tickle yourself?

    No?

    Why not?

    Yes?

    Is it your self who is tickling yourself? Or are you yourself tickling your self?

    Is there a difference?

    Are we all the same in this respect?

    Could you make a self-tickling machine?(ref: Bentall)

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    SuggestionsSuggestions

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    Questions of survival:

    Is this happening in the world around me, oronly in my mind?(answered by how present I feel in external environment)

    Is this likely to be true or is it fiction?(answered on the basis of a reality judgment)

    Do I need to avoid this, and how urgently?

    (answered by an emotionalexperience/reaction)The answers to these questions affect each other

    Emotion, Presence and Reality JudgementEmotion, Presence and Reality Judgement

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    Three layers of presenceThree layers of presence

    Proto presence Me versus not-me

    Proprioception

    Core presence Me in the 3D world Perception

    Extended presence The significance to me of what happens Conception (ref: Damasio,

    Riva and Waterworth)

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    Presence in MediaPresence in Media

    Conceptual Media (Extended) novels, radio programmes, etc..

    Perceptual Media (Core) photographs, paintings, cinema, etc..

    Prioprioceptive Media (Proto) immersive VR, motorised games, etc.

    Media schemata Cultural changes Personal changes

    Personal differences The need for biofeedback What is detected is emotion, not presence

    (ref: Ijsselsteijn)

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    Three layers of presence in mediaThree layers of presence in media

    Emotions operate at all three layers

    orientation and intensity, selective attention, remembered associations

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    BeingBeing--inin--thethe--world: presenceworld: presence

    and time perceptionand time perception

    Solving a logicalpuzzle

    (Low presence/fast time)

    Climbing a difficultrock face

    (High presence/fast time)

    High working

    memory load

    Daydreaming

    (Low presence/

    slow time)

    Watching the sun set

    (High presence/

    slow time)

    Low working

    memory load

    Internal world

    focus

    External world

    focus

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    Effect of personalityEffect of personalityTendency to

    Low Presence High Presence

    Old YoungAwareness of themes Awareness of perceptual details

    Sensory deprivation Rich sensory stimulationIntroversion ExtroversionDepression ManiaSedatives, alcohol Stimulants, psychedelicsHigh error on vigilance Low error on vigilance tasks

    Infrequent sampling Frequent stimulus samplingLong reaction times Short reaction timesIdeological bias Experiential bias

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    ExamplesExamples

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    interactiveinteractive

    moodmood devicedevice(VE, sound, vision,(VE, sound, vision,tactile stimulation)tactile stimulation)

    moodmoodreflectivereflective

    thoughtthought

    meaningmeaning

    emotionemotionembodiedembodiedresponsesresponses

    presencepresence absenceabsence

    constructingconstructing vital narrativesvital narratives

    exploring moods by navigating/interacting in virtual spaceexploring moods by navigating/interacting in virtual space

    PsychoPsycho--feedbackfeedback

    3 Mood Devices3 Mood Devices addressing mental health problems:addressing mental health problems:

    stress, anxiety, depressionstress, anxiety, depression

    Physiological/postural feedbackPhysiological/postural feedback

    (3 examples(3 examples))

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    Exploring moods: the ExploratoriumExploring moods: the Exploratorium

    The Body Joystick (economical wireless vest)The Body Joystick (economical wireless vest)

    Navigation by leaning the body and breathingNavigation by leaning the body and breathing

    (measures spine orientation and upper chest size)(measures spine orientation and upper chest size)

    - For mental and physical rehabilitation

    paradiso

    purgatorio

    inferno

    A narrative (a game)

    Visual and auditory effects

    Moving around, flying, falling

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    The Exploratorium: Effect on moodThe Exploratorium: Effect on mood

    HIGH VALENCEHIGH VALENCE

    (pleasant)(pleasant)

    purgatoriopurgatorio

    LOW VALENCELOW VALENCE

    (unpleasant)(unpleasant)

    LOWLOW

    AROUSALAROUSAL(calm)(calm)

    InfernoPurgatorioParadiso

    Mean

    7,0

    6,5

    6,0

    5,5

    5,0

    4,5

    4,0

    3,5

    3,0

    Valence

    Arousal

    paradisoparadiso

    infernoinferno

    HIGHHIGH

    AROUSALAROUSAL(excited)(excited)

    Different zones elicit different emotionsDifferent zones elicit different emotionsMoving between zones changes moodMoving between zones changes mood

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    Relaxation IslandRelaxation IslandPortable content: Immersive VR, home TV, mobile phonePortable content: Immersive VR, home TV, mobile phone

    Interaction by seashellInteraction by seashell (+ body joystick for biofeedback)(+ body joystick for biofeedback)

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    The Achievement RoomThe Achievement Roomcounteracting depression in immobilised patientscounteracting depression in immobilised patients

    The guitarThe guitar

    wireless interaction devicewireless interaction device

    Audience of avatars react to performance.Audience of avatars react to performance.

    Adaptable to other instruments and to only singingAdaptable to other instruments and to only singing

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    Main findingsMain findings For a sense of achievement, there must be real

    challenge

    No joy without pain The more real the experience, the more the 3 layers

    come into play Mismatches cause distress

    Core presence is NOT affected by reality judgements But extended presence is

    Core presence is enhanced by negative emotion

    Easy attribution of emotion enhances extendedpresence

    Positive emotions generally reduce presence(ref: Russell(ref: Russell))

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    Altered beingAltered being--inin--thethe--world:world:

    The reality helmetThe reality helmet-Psychedelic altered reality (or altered body) machine- NOT virtual or augmented reality- Cross modal transfer (camera input stereo sound

    2 microphones visual display)- Surprisingly popular with the over 85s

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    CommentsComments

    People have no evolved mechanisms that candistinguish the real from the virtual

    They have interacting faculties which separate:

    the external from the internal

    the plausible from the implausible the pleasant from the unpleasant

    These are the mechanisms behind our feelingsduring interactive media experiences

    They have evolved to preserve the self

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    Back to the questions ...Back to the questions ... Who is a cyborg?

    When are you a cyborg?

    What is you and what is other?

    How important is your body to your senseof self?

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    Cyborgs?Cyborgs? Without information technology (media) we

    are not human But ....

    Conceptual media versus ..

    Perceptual and proprioceptive media

    Conceptual media part of self?

    Needs conscious effort of access i.e Mental (re)construction

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    In conclusionIn conclusion We are all cyborgs

    But not all IT is part of the self To be part of the self, technology must be create

    an external other of which it is not a part

    Without conscious effort of access In other words:

    We are cyborgs insofar as we usetechnology that produces (core) presence