在虚拟现实中对边缘身体的疾病叙述的可能性

IF 1.3 4区 艺术学 0 ART DIGITAL CREATIVITY Pub Date : 2022-04-03 DOI:10.1080/14626268.2022.2074047
Megan Perram, A. Ensslin
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引用次数: 1

摘要

摘要通过几十年的学术分析和应用,疾病叙事实践已被确立为一种有效的治疗干预措施,用于处理与疾病相关的情绪健康(Couser;Frank;Irvine和Charon)。疾病叙事学者认为,在新自由主义者放弃了一个人在病人与医生相遇中的生活故事后,媒介的作用是将代理带回身体。当代学术工作正在描绘疾病叙事形式的发展,从传统书籍到新兴的数字叙事;然而,关于媒介与虚拟现实(VR)技术的交叉研究有限。本文结合玛丽·劳蕾·瑞安的可能世界理论框架,探讨了虚拟现实疾病叙事对病理化身份的变革潜力,当虚拟现实拒绝将其分为两类时,就会发现病理化身份:纯粹的超人类主义,即虚拟现实从实际现实中解放出来,或者是对自我没有持久影响的人工体验。
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The possibilities of illness narratives in virtual reality for bodies at the margins
ABSTRACT Through decades of scholarly analysis and application, the practice of illness narratives has been established as an effective therapeutic intervention for dealing with illness-related emotional well-being (Couser; Frank; Irvine and Charon). Scholars of illness narratives argue that the medium works to bring agency back to the body following the neoliberal relinquishing of one’s life story in the patient-physician encounter. Contemporary scholarly work is mapping the growth of illness narrative forms from the traditional book to emerging digital-born narratives; however, there is limited research on the medium’s intersection with virtual reality (VR) technologies. Working with Marie-Laure Ryan’s theoretical framework of possible worlds theory, this paper explores the transformative potential of VR illness narratives for pathologized identities found when VR resists the call to fall into one of two categories: pure transhumanism where VR reality is emancipated from actual reality or an artificial experience that has no lasting effect on the self.
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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