
Proceedings Paper
Ambient clumsiness in virtual environmentsFormat | Member Price | Non-Member Price |
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Paper Abstract
A fundamental pursuit of Virtual Reality is the experience of a seamless connection between the user's body and actions
within the simulation. Virtual worlds often mediate the relationship between the physical and virtual body through
creating an idealized representation of the self in an idealized space. This paper argues that the very ubiquity of the
medium of virtual environments, such as the massively popular Second Life, has now made them mundane, and that
idealized representations are no longer appropriate. In our artwork we introduce the attribute of clumsiness to Second
Life by creating and distributing scripts that cause users' avatars to exhibit unpredictable stumbling, tripping, and
momentary poor coordination, thus subtly and unexpectedly intervening with, rather than amplifying, a user's intent.
These behaviors are publicly distributed, and manifest only occasionally - rather than intentional, conscious actions, they
are involuntary and ambient. We suggest that the physical human body is itself an imperfect interface, and that the
continued blurring of distinctions between the physical body and virtual representations calls for the introduction of
these mundane, clumsy elements.
Paper Details
Date Published: 27 January 2010
PDF: 9 pages
Proc. SPIE 7525, The Engineering Reality of Virtual Reality 2010, 75250C (27 January 2010); doi: 10.1117/12.845705
Published in SPIE Proceedings Vol. 7525:
The Engineering Reality of Virtual Reality 2010
Ian E. McDowall; Margaret Dolinsky, Editor(s)
PDF: 9 pages
Proc. SPIE 7525, The Engineering Reality of Virtual Reality 2010, 75250C (27 January 2010); doi: 10.1117/12.845705
Show Author Affiliations
Silvia Ruzanka, Indiana Univ. (United States)
Katherine Behar, Pace Univ. (United States)
Published in SPIE Proceedings Vol. 7525:
The Engineering Reality of Virtual Reality 2010
Ian E. McDowall; Margaret Dolinsky, Editor(s)
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