Factor | When It Enhances Presence | When It Can Detract from Presence |
---|---|---|
Immersion | In narrative-rich or exploration-heavy experiences like Numadelic, rich sensory input deepens emotional engagement. | In surreal or abstract VR, too much realism can disrupt the intended dreamlike quality. |
Perceptual Quality | In photorealistic simulations or training scenarios, high perceptual quality reinforces believability. | In stylized experiences, hyper-real elements may clash with the aesthetic and reduce coherence. |
Interactivity and Control | In puzzle or task-driven VR, interactivity increases the sense of agency and involvement. | In passive storytelling or cinematic VR, too much control can distract from narrative flow. |
Scenario Realism | In realistic social VR or simulations, authentic avatars and environments make users feel grounded. | In fantastical or metaphorical experiences, realism might break immersion in symbolic storytelling. |
Minimizing Cybersickness | In comfort-focused experiences (e.g., meditation VR), minimal motion sickness supports long engagement. | In thrill or horror-based VR, a bit of discomfort may heighten emotional impact. |
Latency and Responsiveness | In action or reaction-based VR (e.g., sports or combat simulators), low latency ensures fluidity and realism. | In slow-paced or meditative VR, excessive responsiveness may make the world feel artificial or overly mechanical. |
Field of View | In exploratory or open-world VR, a wide field of view increases spatial awareness and immersion. | In stylized or minimalist VR, too wide a field of view can be overwhelming or distort artistic intent. |
Sound Design and Spatial Audio | In horror or exploratory VR, spatial audio helps locate elements, adding tension or directional awareness. | In experiences relying on abstract soundscapes (like 'Numadelic'), too realistic audio may break stylistic cohesion. |
Body Representation and Tracking | In social or embodiment-focused VR, accurate tracking reinforces the feeling of being in one's body. | In symbolic or abstract VR, literal body tracking may interfere with metaphorical or narrative immersion. |
Environmental Feedback (e.g., Haptics, Temperature) | In immersive training or tactile experiences, haptic and sensory cues deepen physical presence. | In calming or emotional VR, too much physical feedback might distract from emotional resonance. |
First coined by Sigmund Freud in 1915, thanatophobia encapsulates an intense fear or anxiety associated with death or the process of dying.
Near-Death Experiences (NDEs) challenge the link between consciousness and the physical body (Blomstrom et al., 2022). They often result in increased belief in an afterlife (Bourdin et al., 2017), decreased fear of death (Flynn, 1986), and positive life transformations like enhanced empathy and purpose (Ring, 1980).
Cyberthanatology, coined by Beaunoyer and Guitton (2021), addresses death phenomena within the digital realm. Arguing for a paradigm shift in death studies due to technology's impact, they view virtual worlds as new planes of existence. This field offers a novel approach to studying digital death, grief, and cultural norms.
Illustrating this, research shows VR-based NDEs can foster personal growth and positive changes (Barberia et al., 2018).
The impact of "Beyond the Veil VR" hinges on its aesthetic and emotional dimensions, tapping into intrinsic motivation (Ryan & Deci, 2024) and the well-being benefits of immersive experiences (Pine & Gilmore, 1998). VR's sensory storytelling can evoke positive feelings and deep, meaningful engagement (Csikszentmihalyi, 1990; Baños et al., 2004; Jennett et al., 2008).
However, Glowacki (2024) argues that realism limits VR for simulating transformative experiences like NDEs, advocating instead for abstract, "numadelic" aesthetics to foster new self-perceptions, potentially reducing death anxiety and inspiring hope.