El arte como generador de entornos inmersivos de realidad virtual: procesos de cognición corporal en la experiencia sensorial percibida
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2024
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18/09/2023
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Universidad Complutense de Madrid
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La investigación titulada El arte como generador de entornos inmersivos de realidad virtual: Procesos de cognición corporal en la experiencia sensorial percibida, indaga en las interacciones corporales y otros procesos perceptivos y sensitivos entre experimentadores receptores y la obra contemporánea. Esta investigación surge de la emergencia de prácticas artísticas con tecnologías de la virtualidad. La tesis analiza los procesos interactivos y relacionales entre sujeto y tecnología, concretamente los entornos virtuales inmersivos. Estos entornos plantean desafíos con lo corporal y la presencia. Esta tesis doctoral aborda las prácticas artísticas tecnológicas y su vinculación con los procesos de COGNICIÓN CORPOREIZADA. Arte, tecnología y COGNICIÓN CORPOREIZADA son claves en el objeto de estudio que se sitúa en el debate actual de las artes digitales y sus prácticas artísticas contemporáneas que ponen en foco la interacción humana con los entornos virtuales. Particularmente se parte de la necesidad de repensar las relaciones corporales vinculadas con la tecnología. La tesis se centra en el análisis de la experiencia fenomenológica, en los procesos de COGNICIÓN CORPOREIZADA que emergen en el usuario de la Realidad Virtual. Hemos podido constatar cómo, a través de la experiencia, los experimentadores de entornos virtuales aumentan la atención hacia los procesos mentales que organizan sus sensaciones, generando así más consciencia perceptiva e incluso, como veremos a lo largo de estas páginas en algunos ejemplos analizados, más sensibilidad y consciencia social. Por ejemplo, la obra de realidad virtual Rising (Abramovic, 2018), presenta un medio interactivo a través del cual trabaja la consciencia del cambio climático en el usuario. Por otro lado, la obra Chalkroom (L. Anderson y Huang, 2017) presenta un mundo inmersivo completamente virtual donde nada responde como parece, modificando así la predisposición corporal de este espacio...
The research entitled Art as a generator of immersive virtual reality environments: embodied cognition processes in sensory experience, investigates bodily interactions and other perceptual and sensitive processes between receptors and contemporary work. This research arises from the emergence of artistic practices with virtuality technologies. The thesis analyses the interactive and relational processes between subject and technology, more specifically, immersive virtual environments. These environments pose challenges with the embodied and presence. This doctoral thesis deals with technological artistic practices and their connection with EMBODIED COGNITION processes. Art, technology and EMBODIED COGNITION are key to the object of study, which is situated in the current debate on digital arts and its contemporary artistic practices that focus on human interaction with virtual environments. In particular, it is based on the need to rethink bodily relations linked to technology. The thesis focuses on the analysis of phenomenological experience, on the EMBODIED COGNITION processes that emerge in the Virtual Reality user. It has been observed how, through experience, the users of virtual environments increase their attention to the mental processes that organise their sensations, thus generating more perceptual awareness and even, as we will see in these pages in some of the examples analysed, more sensitivity and social awareness. For instance, the virtual reality artwork entitled Rising (Abramovic, 2018), presents an interactive medium through which the user's awareness of climate change is worked on. On the other hand, the artwork Chalkroom (L. Anderson y Huang, 2017) presents a completely virtual immersive world where nothing responds as it seems, thus modifying the bodily predisposition of this space...
The research entitled Art as a generator of immersive virtual reality environments: embodied cognition processes in sensory experience, investigates bodily interactions and other perceptual and sensitive processes between receptors and contemporary work. This research arises from the emergence of artistic practices with virtuality technologies. The thesis analyses the interactive and relational processes between subject and technology, more specifically, immersive virtual environments. These environments pose challenges with the embodied and presence. This doctoral thesis deals with technological artistic practices and their connection with EMBODIED COGNITION processes. Art, technology and EMBODIED COGNITION are key to the object of study, which is situated in the current debate on digital arts and its contemporary artistic practices that focus on human interaction with virtual environments. In particular, it is based on the need to rethink bodily relations linked to technology. The thesis focuses on the analysis of phenomenological experience, on the EMBODIED COGNITION processes that emerge in the Virtual Reality user. It has been observed how, through experience, the users of virtual environments increase their attention to the mental processes that organise their sensations, thus generating more perceptual awareness and even, as we will see in these pages in some of the examples analysed, more sensitivity and social awareness. For instance, the virtual reality artwork entitled Rising (Abramovic, 2018), presents an interactive medium through which the user's awareness of climate change is worked on. On the other hand, the artwork Chalkroom (L. Anderson y Huang, 2017) presents a completely virtual immersive world where nothing responds as it seems, thus modifying the bodily predisposition of this space...
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Tesis inédita de la Universidad Complutense de Madrid, Facultad de Bellas Artes, leída el 18/09/2023