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The Infinite Screen:
Virtual Reality Interfaces and
Dream
By Bruno Rodriguez
@bruroar
1. In film, dream and virtual reality are
represented in exactly the same way.
2. Psychoanalytical theories of film can
be adapted to explain virtual reality.
It will take me exactly 71 slides
to get there.
(I’m sorry)
During Google’s 2016 I/O conference, the company introduced
their new virtual reality toolset.
Daydream hardware: headsets, controller.
Daydream-ready smartphones
Daydream-ready experiences
Virtual Reality = Dream?
Branding and naming
Sleep & street-relief devices
Sleep & relaxation apps...
...including a large contribution from ASMR content creators.
Lap sleeping simulator: “Life with Rem in VR”
The Infinite Screen:
Virtual Reality Interfaces and Dream
Daydream’s ecosystem exemplifies
the multiple touch points between
VR and dream.
Daydream highlights the historical
connection between dream and
visual media, and the role that
technology plays in shaping that
connection.
Daydream highlights the historical
connection between dream and
visual media, and the role that
technology plays in shaping that
connection.
The connection between visual media and
dream is not new
“One of cinema’s exclusive domains will be the immaterial, or more precisely, the
unconscious”
- Ricciotto Canudo
“The cinema resembles the dream, with its colourless images like those of a film, (...) which in
a sense escape the rules of the word of dreams”
- Jean Do Luca
“The essential is still the basically dreamlike quality of cinema, of the moving image”
- André Bazin
Variable realities
and the representation
of VR and dream.
Variable realities:
Elements of the narration that are
supposedly “real” and then
revealed “virtual”, or vice versa.
- Jean Ricardou
Variable realities are a common narrative device
in cinema, TV, literature and videogames.
Variable realities are a narrative resource
as old as cinema.
Variable realities are a common narrative device
in cinema, TV, literature and videogames.
They are often presented as hypodiegetic universes
embedded in the diegetic world of the text,
as in ‘The Wizard of Oz’ and ‘Alice in Wonderland’.
Variable realities are a common narrative device
in cinema, TV, literature and videogames.
As in ‘The Wizard of Oz’ and ‘Alice in Wonderland’,
these variable realities usually are presented as
hypodiegetic universes embedded in the diegetic world
of the text.
In both examples, the device is used to represent a dream.
Historically, this has been its main function.
By defining these early hypo-diegetic
elements as ‘virtual’, Jean Ricardou
catalogues these oneiric experiences as
virtual realities.
Variable realities have become
increasingly common devices for
communicating contemporary narratives
But they have become increasingly
popular recently.
Their uses have cha
from the representation of d
to the depiction of other pheno
such as virtual reality simula
Total Recall (1990 & 2012)
Ghost in the Shell (1995-present)
The Matrix (1999)
ExistenZ (1999)
13th Floor (1999)
Black mirror (2011 - present)
Strange Beasts (2017)
- Summer Wars
- Brainscan
- Brainstorm
- Accel World
- Virtuosity
- Overlord
- Shelter
- The Zero Theorem
- Sleep Dealer
- Etc.
ETC.
- Ender’s Game
- Disclosure
- The Lawnmower man
- Gamers
- Arcade
- Long Horizon
- Dreamscape
- The Cell
- Inception
- Paprika
- Strange Days
- World on a wire
- Abre los Ojos
- Vanilla Sky
- Dark City
- Tron
- Sword Art Online
- hack.//Sign
- Johny Mnemonic
- Cloak & Dagger
13th Floor (1999)
What do these text share with
‘The Wizard of Oz’ and ‘Alice in
Wonderland?
Both dream and virtual reality can
share the same narrative structure.
Variable realities in ‘Alice in Wonderland’ and ‘Tron’.
Alice in Wonderland
Tron
Diegetic level
Hypodiegetic level
Diegetic level
Hypodiegetic level
Alice falls asleep Alice wakes up
Alice goes in a strange journey
Flynn enters ENCOM Flynn saves the day
Flynn goes in a strange journey
Even when variable realities about VR have
evolved into complex puzzle narratives...
Variable realities as puzzle narratives in The ‘13th Floor’.
The 13th Floor
Diegetic level
Hypodiegetic level
Hall transcends the simulation
1st level
2nd level
Hannon delivers letter
...narratives about dream have remediated them.
Variable realities as puzzle narratives in ‘Inception’.
Inception
Diegetic level
Hypodiegetic level
Cobb plans inception Cobb wakes up
1st level
2nd level
3rd level
4th level
The remediation includes the diegetic elements
shared by both dream and VR.
Dream as VR: devices
Dream is accessible through technology
Dream as Virtual.
VR as dream: sleep, dream, shake.
The body using VR is sleeping.
Virtual as Dream
The superposition of how stories about dream
and VR are told makes it difficult to distinguish
both categories.
Dream and virtual become equivalents
through the remediation of narratives and
aesthetic devices.
One last example:
OPEN YOUR EYES
(Abre los Ojos)
Using the same narrative and aesthetic
resources, the movie can be interpreted as a
dream (normal or coma-induced) or a virtual
reality simulation.
Cinematographers are constantly drawn towards
dream and virtual reality.
Meanwhile, they seem to be intuitively drawing
a relationship of equivalence between them.
Jean-Louis Baudry’s cinematic apparatus:
the animating force behind cinema is the
desire for, and regression to, primitive
narcissism. In psychoanalysis, this is the act
of dreaming.
Characteristics of the cinematic apparatus according to Baudry
Inhibition of movement
Lack of reality testing
Imagistic medium
Dark room
Projection
Screen
More-than real impression of reality
Efface distinction between medium and representation
Nah...
Focus of Noel Carroll’s criticism
Inhibition of movement
Lack of reality testing
Imagistic medium
Dark room
Projection
Screen
More-than real impression of reality
Efface distinction between medium and representation
Focus of Noel Carroll’s criticism
Inhibition of movement
Lack of reality testing
Imagistic medium
Dark room
Projection
Noel Carroll’s criticism
Inhibition of movement
The act of sleep, on the other hand, does not necessarily inhibit movement
and people in a dream may speak, move and even sleepwalk. In the same
argument, Carroll defines the “phenomenological register of dream” as
“feeling motion when there is not”.
Noel Carroll’s criticism
Films can be replayed, are publicly accessible, can be viewed by more than
one person. They allow for interpersonal verification.
Lack of reality testing
Noel Carroll’s criticism
Darkness isn’t necessary for dream, but the viewer’s lack of awareness of
their physical condition.
Dark Room
Is Carroll’s critique applicable to VR?
Is the cinematic apparatus theory
applicable to VR?
Lack of reality testing
Phenomenological register of VR
Lack of awareness of viewer’s physical condition
For Baudry, cinema is a form of regression to
primitive narcissistic state. His theory of the
cinematic apparatus was revolutionary but
flawed.
In VR, it finds an even more dreamlike medium
to which it can be applied.
Wrapping Up
Summary & Next Steps
1. VR is the last iteration of the moving image as a dreamlike medium.
2. The representation of VR and dream in film remediate each other, creating
equivalent phenomena.
3. Psychoanalysis is a valid framework for the analysis of VR and film theories
like the cinematic apparatus can be adapted to understand the new medium.
4. Understanding VR as a oneiric medium is an opportunity for VR developers.
5. Defying initial frameworks for understanding VR, the ultimate goal of the
medium is not the remediation of reality, but dream.
Thanks

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The infinite screen virtual reality interfaces and dream

  • 1. The Infinite Screen: Virtual Reality Interfaces and Dream By Bruno Rodriguez @bruroar
  • 2. 1. In film, dream and virtual reality are represented in exactly the same way.
  • 3. 2. Psychoanalytical theories of film can be adapted to explain virtual reality.
  • 4. It will take me exactly 71 slides to get there.
  • 6. During Google’s 2016 I/O conference, the company introduced their new virtual reality toolset.
  • 7.
  • 15. ...including a large contribution from ASMR content creators.
  • 16. Lap sleeping simulator: “Life with Rem in VR”
  • 17. The Infinite Screen: Virtual Reality Interfaces and Dream Daydream’s ecosystem exemplifies the multiple touch points between VR and dream.
  • 18. Daydream highlights the historical connection between dream and visual media, and the role that technology plays in shaping that connection. Daydream highlights the historical connection between dream and visual media, and the role that technology plays in shaping that connection.
  • 19. The connection between visual media and dream is not new
  • 20. “One of cinema’s exclusive domains will be the immaterial, or more precisely, the unconscious” - Ricciotto Canudo “The cinema resembles the dream, with its colourless images like those of a film, (...) which in a sense escape the rules of the word of dreams” - Jean Do Luca “The essential is still the basically dreamlike quality of cinema, of the moving image” - André Bazin
  • 21. Variable realities and the representation of VR and dream.
  • 22. Variable realities: Elements of the narration that are supposedly “real” and then revealed “virtual”, or vice versa. - Jean Ricardou
  • 23. Variable realities are a common narrative device in cinema, TV, literature and videogames. Variable realities are a narrative resource as old as cinema.
  • 24. Variable realities are a common narrative device in cinema, TV, literature and videogames. They are often presented as hypodiegetic universes embedded in the diegetic world of the text, as in ‘The Wizard of Oz’ and ‘Alice in Wonderland’.
  • 25. Variable realities are a common narrative device in cinema, TV, literature and videogames. As in ‘The Wizard of Oz’ and ‘Alice in Wonderland’, these variable realities usually are presented as hypodiegetic universes embedded in the diegetic world of the text. In both examples, the device is used to represent a dream. Historically, this has been its main function.
  • 26. By defining these early hypo-diegetic elements as ‘virtual’, Jean Ricardou catalogues these oneiric experiences as virtual realities.
  • 27. Variable realities have become increasingly common devices for communicating contemporary narratives
  • 28. But they have become increasingly popular recently. Their uses have cha from the representation of d to the depiction of other pheno such as virtual reality simula
  • 30. Ghost in the Shell (1995-present)
  • 34. Black mirror (2011 - present)
  • 36. - Summer Wars - Brainscan - Brainstorm - Accel World - Virtuosity - Overlord - Shelter - The Zero Theorem - Sleep Dealer - Etc. ETC. - Ender’s Game - Disclosure - The Lawnmower man - Gamers - Arcade - Long Horizon - Dreamscape - The Cell - Inception - Paprika - Strange Days - World on a wire - Abre los Ojos - Vanilla Sky - Dark City - Tron - Sword Art Online - hack.//Sign - Johny Mnemonic - Cloak & Dagger
  • 37. 13th Floor (1999) What do these text share with ‘The Wizard of Oz’ and ‘Alice in Wonderland?
  • 38. Both dream and virtual reality can share the same narrative structure.
  • 39. Variable realities in ‘Alice in Wonderland’ and ‘Tron’. Alice in Wonderland Tron Diegetic level Hypodiegetic level Diegetic level Hypodiegetic level Alice falls asleep Alice wakes up Alice goes in a strange journey Flynn enters ENCOM Flynn saves the day Flynn goes in a strange journey
  • 40. Even when variable realities about VR have evolved into complex puzzle narratives...
  • 41. Variable realities as puzzle narratives in The ‘13th Floor’. The 13th Floor Diegetic level Hypodiegetic level Hall transcends the simulation 1st level 2nd level Hannon delivers letter
  • 42. ...narratives about dream have remediated them.
  • 43. Variable realities as puzzle narratives in ‘Inception’. Inception Diegetic level Hypodiegetic level Cobb plans inception Cobb wakes up 1st level 2nd level 3rd level 4th level
  • 44. The remediation includes the diegetic elements shared by both dream and VR.
  • 45. Dream as VR: devices
  • 46. Dream is accessible through technology Dream as Virtual.
  • 47. VR as dream: sleep, dream, shake.
  • 48. The body using VR is sleeping. Virtual as Dream
  • 49. The superposition of how stories about dream and VR are told makes it difficult to distinguish both categories.
  • 50. Dream and virtual become equivalents through the remediation of narratives and aesthetic devices.
  • 52. OPEN YOUR EYES (Abre los Ojos)
  • 53. Using the same narrative and aesthetic resources, the movie can be interpreted as a dream (normal or coma-induced) or a virtual reality simulation.
  • 54. Cinematographers are constantly drawn towards dream and virtual reality. Meanwhile, they seem to be intuitively drawing a relationship of equivalence between them.
  • 55. Jean-Louis Baudry’s cinematic apparatus: the animating force behind cinema is the desire for, and regression to, primitive narcissism. In psychoanalysis, this is the act of dreaming.
  • 56. Characteristics of the cinematic apparatus according to Baudry Inhibition of movement Lack of reality testing Imagistic medium Dark room Projection Screen More-than real impression of reality Efface distinction between medium and representation
  • 58. Focus of Noel Carroll’s criticism Inhibition of movement Lack of reality testing Imagistic medium Dark room Projection Screen More-than real impression of reality Efface distinction between medium and representation
  • 59. Focus of Noel Carroll’s criticism Inhibition of movement Lack of reality testing Imagistic medium Dark room Projection
  • 60. Noel Carroll’s criticism Inhibition of movement The act of sleep, on the other hand, does not necessarily inhibit movement and people in a dream may speak, move and even sleepwalk. In the same argument, Carroll defines the “phenomenological register of dream” as “feeling motion when there is not”.
  • 61. Noel Carroll’s criticism Films can be replayed, are publicly accessible, can be viewed by more than one person. They allow for interpersonal verification. Lack of reality testing
  • 62. Noel Carroll’s criticism Darkness isn’t necessary for dream, but the viewer’s lack of awareness of their physical condition. Dark Room
  • 63. Is Carroll’s critique applicable to VR?
  • 64. Is the cinematic apparatus theory applicable to VR?
  • 65. Lack of reality testing
  • 67. Lack of awareness of viewer’s physical condition
  • 68. For Baudry, cinema is a form of regression to primitive narcissistic state. His theory of the cinematic apparatus was revolutionary but flawed.
  • 69. In VR, it finds an even more dreamlike medium to which it can be applied.
  • 70. Wrapping Up Summary & Next Steps
  • 71. 1. VR is the last iteration of the moving image as a dreamlike medium. 2. The representation of VR and dream in film remediate each other, creating equivalent phenomena. 3. Psychoanalysis is a valid framework for the analysis of VR and film theories like the cinematic apparatus can be adapted to understand the new medium. 4. Understanding VR as a oneiric medium is an opportunity for VR developers. 5. Defying initial frameworks for understanding VR, the ultimate goal of the medium is not the remediation of reality, but dream.