• Immersive

    Immersive

Immersive

Immersion, the state of consciousness where an immersant's awareness of physical self is diminished or lost by being surrounded in an engrossing total environment

  • digital technology or images that actively engage one's senses and may create an altered mental state.
  • Immersion into virtual reality is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.
  • The degree to which the virtual or artistic environment faithfully reproduces reality determines the degree of suspension of disbelief. The greater the suspension of disbelief, the greater the degree of presence achieved.
  • Immersion is a metaphoric use of the experience of submersion applied to representation, fiction or simulation. Immersion can also be defined as the state of consciousness where a "visitor" (Maurice Benayoun) or "immersant" (Char Davies)'s awareness of physical self is transformed by being surrounded in an artificial environment; used for describing partial or complete suspension of disbelief, enabling action or reaction to stimulations encountered in a virtual or artistic environment.


So what does immersive really mean?

The word has been applied to everything from handheld video games to ultra-high-res digital presentations projected on huge hemispherical domes with multi-channel audio. Virtual reality systems with head-mounted displays are considered immersive, as are so-called “caves,” research systems that surround one or two users with 3D images projected on the faces of an 8–10-foot cube.

Most writers on the subject agree that the essence of immersiveness is giving viewers the impression that they are actually in the place depicted by the presentation. This illusion depends on successfully fooling several senses, principally sight and hearing, and eliminating or reducing any cues that would tend to break the illusion.

The basic principle in creating a visually immersive experience is to fill the audience’s field of view. As everyone knows, the closer something is to you, the larger it appears to be, that is, the more of your field of view it fills. A larger object farther away can appear to be the same size as a smaller one that is closer.

So with an image projected on a screen, a smaller screen can be made to seem bigger simply by getting closer to it. As long as the image quality is high enough that the viewer doesn’t begin to see film grain, digital pixels, or other distracting artifacts, the experience is nearly, if not precisely, the same as seeing a larger screen from farther away. As we will see, almost all efforts to create immersive motion picture experiences have involved increasing the amount of information presented, with larger film frames, higher frame rates, or both.

By James Hyder Editor/Publisher, Large Format Examine, IMERSA Media Partner
www.lfexaminer.com

Sponsors

FPlogo
SCISS 802276083af3ed73af8e0e015bac6f13
barco dee9c5cc596c04443cfa721e77ff060c
biganddigital 66c081ebc5ed32dc3ed12b88853fff73
clarkplanetarium e9e82e3aa7f434d06b2c3dc6198e33e9
digitalprojection 83211a511ad9bf36c4d4e6a900f8f478
eplanitarium discoverydome 3472911073341e49108d734d2a487536
evansandsutherland 83b3eae6f9cd03de864ba1ff361d02c3
fulldomepro 1bbadb5afff3a400b9038aa1689adcdd
goto f05d33cbfdc904bfb1f8b9a0820c2047
lochness 222801a2b255436a4b21e8fc75538f87
metaspacelogo
navitar 9e9b81f21b7dd00d27afdb6654a51e31
nsccreative 7c040c1dfde72c7e8e4b5040300986b5
omnispace
rsacosmos a0ab4dab51f800575bf666f3eb4d2cfc
spritzunlimited 87f3088f0285f2de854e73369034c42c
vantrix 18401b4b9b3632882f51fe56228f36b6
zeissseiler a559866278bd4e112301ca2305b0edc7

© Copyright 2017 - IMERSA Inc. - A Non-Profit Corporation

Follow IMERSA
Name(*)
Please let us know your name.

Email(*)
Please let us know your email address.