do we know how to look at VR yet?

When we think about the spaces of VR, we almost always focus on the spaces that the VR user (is that the right word?) experiences while they’ve got the headset on. Equally important, though, it seems to me, are the spaces in which the VR experience takes place. This thought was prompted by Davina Jackson (thanks Davina!), who sent me a link to this video:

Quite apart from the rather groovy VR here – it’s called Mutator and it’s the work of William Latham and many colleagues – the video also shows the gallery space in which Mutator was installed, along with the VR users, tethered by cables and surrounded by large panels with images from the VR printed on them.

The spaces in which images are viewed – galleries, living rooms, cinemas, streets, trains – are not only material spaces but also social spaces, in which certain kinds of practices happen, and this includes specific, embodied ways of seeing.

But the viewing space in this video is quite unlike any other in terms of how things are being looked at. The panels suggest a gallery, except that looking at them is not the point of being there and few people are doing that. Nor can the gallery visitors doing the VR move around like you would in a gallery space. It isn’t like watching a film either; these viewers are totally isolated from other viewers when their headset is on, they’re using hand controls, they can’t see anyone else and they’re all probably all looking at something different anyway.

This profoundly unfamiliar viewing environment seems to me to be one of the major issues confronting the future development of VR. The idea that the images produced by many new visual technologies remediate aspects of old types of images is of course well established. Computer-generated images are often made to look like analogue photos, for example. But the same logic applies, often, to the ways in which new kinds of images are seen. Digital family snaps are looked at in much the same ways as analogue snaps. Google Maps on a smartphone is used in ways not entirely dissimilar to printed A to Zs. Illuminated adverts on large billboards framed our viewing of large digital screens. TV viewing was initially a bit like cinema viewing; and ambient TV (to use Anna McCarthy‘s term) was the precursor of our contemporary urban spaces where ambient screens often feel like they’re everywhere, not least in our hands. We learn how to look at new kinds of images in part by adapting the practices through which we encountered older kinds of images.

But what’s the precursor for watching VR? I don’t think there is one. In particular, I can’t think of another kind of viewing where the viewer cannot see anything of the place in which they are doing the viewing. This surely accounts for the feelings of isolation and – potentially – vulnerabilty – that some VR users report.

This uncertainty about the embodied practice of watching VR is also evident in one of the most amazing, boggling adverts currently doing the rounds: Samsung’s advert for what it modestly calls ‘The New Normal’.

A PhD thesis could be written about this ad, really – visuality, technology, domesticity, familiality, tourism, childhood, pedagogy, nature – it’s riddled with fascinating assumptions about all of these. But for now let’s just zoom into the sequence about a minute in, which shows a group of schoolchildren using VR to experience being chased by dinosaurs. (And let’s add ethics to that list of what deserves discussion in this ad.) What the bodies do in the VR experience, with the dinosaurs, is quite different from what they’re shown doing in the classroom. They run with and from dinosaurs in the VR but they’re sitting on the floor in the classroom; and when they are sitting in in dinosaur-world, it’s in a different arrangement from how they’re sitting in classroom-world. That is, the advert can’t align the bodies of the VR users in their VR experience with their material bodies.

Both the gallery goers pictured doing a VR art experience and the advert making VR part of the ‘new normal’, then, are both struggling with the embodied experiencing of VR. It’s not yet clear where VR can be seen appropriately, nor what embodied practices VR requires.  In a sense, then, both are suggesting that we don’t know yet how to look at VR.

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