2019
DOI: 10.1007/978-3-030-27971-4
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Immersive Embodiment

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Cited by 23 publications
(3 citation statements)
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“…Thus, the next step is to cultivate a nuanced understanding of the metaverse's immersive characteristics. As emphasized by Liam Jarvis in his seminal work Immersive Embodiment [64], the concept of embodiment within immersive environments is set to play a pivotal role. Indeed, as alluded to earlier, immersion promotes a sense of disembodiment, liberating individuals to explore places, execute actions, and interact without leaving the comfort of their home, involving themselves in strenuous movements, or engaging in direct face-to-face encounters.…”
Section: Discussionmentioning
confidence: 99%
“…Thus, the next step is to cultivate a nuanced understanding of the metaverse's immersive characteristics. As emphasized by Liam Jarvis in his seminal work Immersive Embodiment [64], the concept of embodiment within immersive environments is set to play a pivotal role. Indeed, as alluded to earlier, immersion promotes a sense of disembodiment, liberating individuals to explore places, execute actions, and interact without leaving the comfort of their home, involving themselves in strenuous movements, or engaging in direct face-to-face encounters.…”
Section: Discussionmentioning
confidence: 99%
“…(2Bears, 2010)With the 2016 release of commercial HMDs, scholars, journalists and the public had greater access to fully explore what VR might offer and thus catch up with the nuanced ways in which VR might offer new subjective and embodied engagements. This included discussion of the possibility (and impossibility) of greater empathy (Bollmer, 2017; Jason et al, 2017; Milk, 2015; Mitchell, 2017), bodily sensations of presence and absence (Popat, 2016) and how VR can allow subjects to body swap (Jarvis, 2019). In this way, VR provided ways to produce Indigenous Futurism that could not be articulated in other media forms.…”
Section: Indigenous Media Indigenous Futurism and Vrmentioning
confidence: 99%
“…Indeed, applications of VR are widespread, encompassing education [29][30][31][32], training [33][34][35][36][37][38], healthcare and rehabilitation [34,39,40], well-being [41][42][43][44], heritage and museums [45][46][47][48][49], theatre [50][51][52], cinema [53,54], journalism [55][56][57], non-fiction documentaries [58,59], teleoperation [60,61], product design [35,62,63], architecture [64,65], and social and business meetings [66].…”
Section: Introduction 1virtual Presence and Immersionmentioning
confidence: 99%