{"title":"虚拟现实作为全球公民体现的元感官可能世界:一种认知风格方法","authors":"Rania Magdi Fawzy","doi":"10.1093/llc/fqad078","DOIUrl":null,"url":null,"abstract":"Abstract Bringing together narrative elements, virtual affordances, and participants’ embodied interactions, virtual reality (VR) movies instantiate new narrative techniques by offering an immersive experience. This study examines virtual narrative beyond mere interactional engagement and extends the phenomenon to include worlding, metaleptic embodiment, and instantiated possible selves. It aims at exploring VR narrative as idiosyncratic cognitive processes, with a special focus on the notions of empathy and emotional involvement as significant elements contributing to this peculiar interactional and cognitive experience. A cognitive stylistic approach is adopted to explain the functional ability of VR technology in transporting participants to alternate worlds and in making them experience a kind of self-transformation. The immersively metaleptic discourse of Baba Yaga is examined as engaging participants in a quest of how to act as morally and socially empathetic and responsible citizens—global citizens. Baba Yaga narrative deploys the narrative discourses of flashbacks, facework, doubly deictic ‘you’, performatives, and imperatives along with material processes to situate participants in a virtual space of actions and doings and hence encourage them to configure their desired self(ves) across different immersive interactions. The global citizen is embodied in the interactive narrative of Baba Yaga, through invoking various storyworld possible selves (SPSs): the feeling self, the responsible self, and the moral self, which encompasses climate activist self and interculturally aware self who manages to get rid of its own cultural biases as the narrative proceeds. Embodied in these selves, participants transform the virtual world into possible worlds of their own passion, agency, choices, hopes, and desires.","PeriodicalId":45315,"journal":{"name":"Digital Scholarship in the Humanities","volume":"54 4","pages":"0"},"PeriodicalIF":0.7000,"publicationDate":"2023-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"VR as a metaleptic possible world of global citizenship embodiment: a cognitive stylistic approach\",\"authors\":\"Rania Magdi Fawzy\",\"doi\":\"10.1093/llc/fqad078\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract Bringing together narrative elements, virtual affordances, and participants’ embodied interactions, virtual reality (VR) movies instantiate new narrative techniques by offering an immersive experience. This study examines virtual narrative beyond mere interactional engagement and extends the phenomenon to include worlding, metaleptic embodiment, and instantiated possible selves. It aims at exploring VR narrative as idiosyncratic cognitive processes, with a special focus on the notions of empathy and emotional involvement as significant elements contributing to this peculiar interactional and cognitive experience. A cognitive stylistic approach is adopted to explain the functional ability of VR technology in transporting participants to alternate worlds and in making them experience a kind of self-transformation. The immersively metaleptic discourse of Baba Yaga is examined as engaging participants in a quest of how to act as morally and socially empathetic and responsible citizens—global citizens. Baba Yaga narrative deploys the narrative discourses of flashbacks, facework, doubly deictic ‘you’, performatives, and imperatives along with material processes to situate participants in a virtual space of actions and doings and hence encourage them to configure their desired self(ves) across different immersive interactions. The global citizen is embodied in the interactive narrative of Baba Yaga, through invoking various storyworld possible selves (SPSs): the feeling self, the responsible self, and the moral self, which encompasses climate activist self and interculturally aware self who manages to get rid of its own cultural biases as the narrative proceeds. Embodied in these selves, participants transform the virtual world into possible worlds of their own passion, agency, choices, hopes, and desires.\",\"PeriodicalId\":45315,\"journal\":{\"name\":\"Digital Scholarship in the Humanities\",\"volume\":\"54 4\",\"pages\":\"0\"},\"PeriodicalIF\":0.7000,\"publicationDate\":\"2023-11-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Digital Scholarship in the Humanities\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1093/llc/fqad078\",\"RegionNum\":3,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"HUMANITIES, MULTIDISCIPLINARY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Digital Scholarship in the Humanities","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1093/llc/fqad078","RegionNum":3,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"HUMANITIES, MULTIDISCIPLINARY","Score":null,"Total":0}
VR as a metaleptic possible world of global citizenship embodiment: a cognitive stylistic approach
Abstract Bringing together narrative elements, virtual affordances, and participants’ embodied interactions, virtual reality (VR) movies instantiate new narrative techniques by offering an immersive experience. This study examines virtual narrative beyond mere interactional engagement and extends the phenomenon to include worlding, metaleptic embodiment, and instantiated possible selves. It aims at exploring VR narrative as idiosyncratic cognitive processes, with a special focus on the notions of empathy and emotional involvement as significant elements contributing to this peculiar interactional and cognitive experience. A cognitive stylistic approach is adopted to explain the functional ability of VR technology in transporting participants to alternate worlds and in making them experience a kind of self-transformation. The immersively metaleptic discourse of Baba Yaga is examined as engaging participants in a quest of how to act as morally and socially empathetic and responsible citizens—global citizens. Baba Yaga narrative deploys the narrative discourses of flashbacks, facework, doubly deictic ‘you’, performatives, and imperatives along with material processes to situate participants in a virtual space of actions and doings and hence encourage them to configure their desired self(ves) across different immersive interactions. The global citizen is embodied in the interactive narrative of Baba Yaga, through invoking various storyworld possible selves (SPSs): the feeling self, the responsible self, and the moral self, which encompasses climate activist self and interculturally aware self who manages to get rid of its own cultural biases as the narrative proceeds. Embodied in these selves, participants transform the virtual world into possible worlds of their own passion, agency, choices, hopes, and desires.
期刊介绍:
DSH or Digital Scholarship in the Humanities is an international, peer reviewed journal which publishes original contributions on all aspects of digital scholarship in the Humanities including, but not limited to, the field of what is currently called the Digital Humanities. Long and short papers report on theoretical, methodological, experimental, and applied research and include results of research projects, descriptions and evaluations of tools, techniques, and methodologies, and reports on work in progress. DSH also publishes reviews of books and resources. Digital Scholarship in the Humanities was previously known as Literary and Linguistic Computing.