One of the main concepts is “the fourth wall, an enchanted threshold object that carries you into the immersive world–and then out again” (Murray 134). For instance, the boat in the Jurassic Park is the medium that allows people travel through the dinosaur world, but, at the same time, the boat reminds the people that the world is illusionary. In another word, the boat sets the border between reality and illusion. Having a border or threshold object in a virtual world is important because it prevents users from getting lost in their invented world. For example, Murray brings up a fictional story in which the character Harold has the ability to turn his drawing into reality with a magic crayon. Because the only limitation to this special ability is his imagination, Harold creates such an immersive world that even he himself gets lost and can not find the way to his real world. Then he remembers some details of his world that allows him to get back (Murray 128). This example shows how users can easily get lost in the virtual world if the borderline between reality and virtuality is not clear.
The two VR animations above provide a perfect segue way to discuss Murray’s points regarding users’ presence. In the first VR animation Invasion!, I feel like I am a part of the environment because I am seeing things through the perspective of a bunny instead of myself. The creator creates this feeling by making users see things at the height of bunny (things around users seem big and tall) and the other bunny does not seem to be scared of you. Thus, instead of being an observer, I am actually one of the characters in the animation. How could the users believe that they are one of the characters? This links back to Murray concept of “the active creation of belief”and “the willing suspension of disbelief” (136). The users know that they are holding a piece of Google Cardboard, but if they are willing to neglect this minor fact and let themselves believe what they see through those lenses, they will be able to become a bunny!
In contrast to the first VR animation, Crow: The Legend VR provides a different role for users. Even if the users use the same Google Cardboard and are willing to neglect the fact that they are using it, like they did when watching Invasion!, they will not feel that they are a part of the animation because Crow: The Legend VR sets its users as observers instead of as one of its characters. When I am watching this animation, I feel out of place because I do not know what role I play in the events that are happening. In addition, when many things are happening at once, I need to turn around frequently to make sure that I will not miss anything. Thus, despite being in the environment, I do not actually feel that I am a part of the environment at all. Since the creator does not want the users to be apart of the story, it would have been better to watch the animation in 3D glasses instead of trying to immerse in it. Hence, the level of users’s presence in a VR environment hugely depends on their role in the VR world.