Anchorhold Afference: Virtual Reality, Radical Compassion, and Embodied Positionality

Social & Collaborative VRTechnology Ethics & Critical HCIInteractive Narrative & Immersive StorytellingDancers & Performing ArtistsSociologists & Anthropologists

This work situates the potential of empathy and affective application in VR systems - as well as explore the role of gamified spaces through digital humanities and critical making. We argue that the material infrastructure of VR technologies make Anchorhold Afference, a virtual reality model of Julian of Norwich’s anchorhold created by Author 1 with Unity and Oculus, an especially vivid experience. In a time when VR is conflated with video games and in which games are most traditionally associated with conquest, winning, and mastery, Anchorhold Afference opposes this and instead fosters radical compassion, as aligning with feminist media and data understandings, to invite users to an embodied experience. This work considers how VR technology can allow us to discover and evaluate the embodiment and materiality of isolation and confinement through a singular, unified and gamified experience, while also retrospectively considering the rhetorical emergence evoked through this process.

Quick Actions

Share

Share this page

ios_share

https://hci.top/en/papers/cc/58341/2021

AdRecommended

Learn AI Coding at CodeNow

open_in_newOpen DOI Link
DOI: https://doi.org/10.1145/3450741.3465249
At a Glance

Paper Snapshot

fact_check
dataset
Source
C&C
calendar_month
Year
2021
emoji_events
Award
No award tagged
group
Authors
2 authors
sell
Subtopics
Social & Collaborative VR, Technology Ethics & Critical HCI, Interactive Narrative & Immersive Storytelling
work
Professions
Dancers & Performing Artists, Sociologists & Anthropologists
article
Content Status
Abstract only
hub
Related Papers
1 related papers