P1 Idea: A World of Sorrow

  1. What’s the world?

We finally did it. We finally managed to destroy the world that had cherished us all this time. All that left is a ruin of our world.

  1. How’s it different from the one we live in?

This world is another version of our world. This world had been totally annihilated and reached the point of no return. Not a single living creature is in sight. All that remains is remains of fallen buildings.

  1. What do you do in this world?

You are the only person left in this world. You look around and see the destruction that had happened. And you don’t know what to do but to give in to sorrow.

About Murray’s Spatiality Principle

One of the four principle elements of digital environments is spatiality.  As defined by Murray, digital environments are “characterized by their power to represent navigable space” (79 ). I think this element is a really important aspect of VR because the more navigable the digital environment is, the more interactive it will be. Imagine a VR game or interaction of a house where the user can navigate to different rooms. It would be more realistic if the user is able to freely navigate to those rooms, to different spaces because then they will be able to interact with the objects in the room. Thus, the ability to navigate gives the user to reach out to something which is real in our 3D world but seems impossible in 2D world. As a result, it gives an illusion of reality. This also means that the user is able to participate quite well in the environment, making it more participatory. 

In addition, some VR environments have certain space be restricted on purpose to create certain moods for the users. For example, inside a VR house environment, some rooms are made not accessible in order to create a suspenseful and mysterious environment for the users to explore.