Assessing Virtual Reality Media Productions: Findings from a Qualitative Analysis of Immersive Experiences in Climate Change as Offered via Oculus TV

S. Regret Iyer
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Abstract

This study explores virtual reality (VR) uses in climate change storytelling. The study uses a mixed approach, i.e., qualitative content analysis, experiential media (EM) theoretical model, and the United Nation’s Intergovernmental Panel on Climate Change special report’s framework on the climate crisis. This study looks at nine different VR media productions on climate change available on the Oculus TV, a VR application by Meta Platforms Inc (formerly Facebook Inc). The nine VR media productions observation and experience involved the use of Oculus Quest 2 Head-Mounted Display (HMD) to understand: 1) to what extent do the VR media productions utilize six qualities of EM; 2) what themes do such VR media productions highlight pertaining to climate change, and 3) to what extent do such themes capture key points highlighted by the landmark IPCC 2018 special report’s framework. The findings revealed that all the nine VR media productions utilized limited qualities of EM, i.e., (1) interactivity, (2) immersion, (3) multisensory presentation, (4) algorithm and data, (5) first-person perspective, and (6) natural user interface. The findings also revealed five broad thematic categories, including global warming; biodiversity & endangered species; culture & traditions; conservation & disaster management; and agriculture, along with various sub-themes identified from all the nine VR media productions. The thematic analysis showed that the VR media productions utilized limited framing and contextualization of the issues pertaining to climate change — as opposed to the multidisciplinary approach that the IPCC report takes and offers as a framework to help people understand the gravity of the problem caused by climate change. The study extends the theoretical understanding of the role VR plays in highlighting the climate crisis and provides practical implications on the uses of VR for climate change storytelling and reporting.
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评估虚拟现实媒体制作:通过Oculus TV提供的沉浸式气候变化体验的定性分析结果
这项研究探讨了虚拟现实(VR)在气候变化故事中的应用。该研究采用了混合方法,即定性内容分析、体验媒体理论模型和联合国政府间气候变化专门委员会关于气候危机的特别报告框架。这项研究着眼于Meta Platforms Inc(前身为Facebook Inc)的虚拟现实应用程序Oculus TV上提供的九种不同的关于气候变化的虚拟现实媒体制作。九个VR媒体制作的观察和体验涉及使用Oculus Quest 2头戴式显示器(HMD)来理解:1)VR媒体制作在多大程度上利用了EM的六种品质;2) 这些VR媒体制作突出了哪些与气候变化有关的主题,以及3)这些主题在多大程度上抓住了具有里程碑意义的IPCC 2018特别报告框架所强调的要点。研究结果显示,所有九种VR媒体制作都使用了有限的EM质量,即(1)互动性、(2)沉浸感、(3)多感官呈现、(4)算法和数据、(5)第一人称视角和(6)自然用户界面。研究结果还揭示了五大主题类别,包括全球变暖;生物多样性和濒危物种;文化传统;保护与灾害管理;以及从所有九个虚拟现实媒体制作中确定的各种子主题。主题分析表明,虚拟现实媒体制作利用了与气候变化有关的问题的有限框架和背景,而不是IPCC报告采用并提供的多学科方法作为帮助人们理解气候变化造成的问题的严重性的框架。该研究扩展了对虚拟现实在突出气候危机中所起作用的理论理解,并为虚拟现实在气候变化故事和报道中的应用提供了实际启示。
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0.00%
发文量
16
审稿时长
8 weeks
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