Understanding Virtual Reality: Presence, Embodiment, and Professional Practice

Jason Tham University of Minnesota ; Ann Hill Duin University of Minnesota ; Laura Gee University of Minnesota ; Nathan Ernst University of Minnesota ; Bilal Abdelqader University of Minnesota ; Megan McGrath University of Minnesota

Abstract

Introduction: Virtual reality (VR) has gained popularity across industries for its ability to engage users on a level unprecedented by print or 2-D media; however, few guidelines exist for the use of VR technologies in technical and professional communication (TPC) curricula. To address this need, this experience report details the study of a recognizable and adopted set of VR devices to promote understanding of the ways in which emerging VR technologies provide new approaches to pedagogy. Literature review: Drawing from literature in computer science, communication studies, and anthropology, as well as embodiment and phenomenology, the authors provide a historical account of VR development. About the study: Using three concurrent case studies and qualitative interviews, the authors share their deployment of three low-end to high-end VR devices: Google Cardboard, Google Daydream View, and HTC Vive. Using a modified heuristic, the authors assess the functions, features, and uses of the devices; showcase current or potential deployments; and for triangulation, provide a user study of two devices. Results/discussion: VR immersion can provide students with a deeper understanding of course content; immersion in future workplaces can give students an initial vision of their project and profession; concepts can be seen from new vantage points; and user themes include felt experience, sense and sensibility, agency and autonomy, and constant identities. Together, these themes provide an entry into discussions of designing VR content for technical and professional communication. Conclusion: The authors discuss limitations to VR integration and provide resources so practitioners might implement VR in engaging and relevant ways.

Journal
IEEE Transactions on Professional Communication
Published
2018-06-01
DOI
10.1109/tpc.2018.2804238
CompPile
Open Access
Closed
Topics
Export

Citation Context

Cited by in this index (15)

  1. Journal of Technical Writing and Communication
  2. Computers and Composition
  3. Computers and Composition
  4. Written Communication
  5. Communication Design Quarterly
Show all 15 →
  1. IEEE Transactions on Professional Communication
  2. Technical Communication Quarterly
  3. Communication Design Quarterly
  4. IEEE Transactions on Professional Communication
  5. Communication Design Quarterly
  6. IEEE Transactions on Professional Communication
  7. Journal of Technical Writing and Communication
  8. Computers and Composition
  9. IEEE Transactions on Professional Communication
  10. Technical Communication Quarterly

References (59)

  1. 10.7551/mitpress/7221.001.0001
    Where the Action Is The Foundations of Embodied Interaction  
  2. 10.19079/metodo.2.2.47
  3. The phenomenology of virtual reality and phantom sensations
    Study of Philosophy
Show all 59 →
  1. Proc SPIE
  2. The Art of Case Study Research
  3. Proc CAL Conf 'Superhighways Super CAL Super Learning?'
  4. Metaphor Catachresis Simile A Cognitive and Semiotic Approach and An Ontological Perspective
  5. Phenomenology of Perception
  6. 10.1163/156916212X632934
  7. Communication in the Age of Virtual Reality
  8. 10.1145/1778765.1778829
  9. 10.1109/CT.1997.617676
  10. Embodiment and cultural phenomenology
    Perspectives on Embodiment The Intersection of Nature and Culture
  11. The sense of embodiment in virtual reality
    Presence  
  12. 10.1016/S1389-0417(02)00056-6
  13. 10.1016/S1364-6613(99)01397-2
  14. The New York Times
  15. HTC vive pre VR consumer headset
    Wikimedia
  16. Wikimedia
  17. Wikimedia
  18. Becoming Virtual Reality in the Digital Age
  19. Augmented reality: A class of display on the reality-virtuality continuum
    Proc SPIE Telemanipulator Telepresence Technology
  20. Virtual Reality Technology
  21. Silicon Mirage The Art and Science of Virtual Reality
  22. 10.1111/j.1460-2466.1992.tb00812.x
  23. 10.1111/j.1468-2885.2004.tb00302.x
  24. 10.1111/j.1083-6101.1997.tb00072.x
  25. 10.5840/idstudies19932312
  26. Comput Compos Online
  27. 10.1016/B978-0-12-384925-0.00003-1
  28. Rakuten Market
  29. You can now learn to tile with these virtual reality glasses from lowe's home improvement
    Inside Technology
  30. Trends in Tech Comm that Support Virtual and Augmented Reality
  31. Interactivity in an age of immersive media: Seven dimensions for wearable technology, in…
    Tech Commun
  32. Design thinking methodology: A case study of ‘radical collaboration’ in th…
    Connexions-International Professional Communication J
  33. Tech Events
  34. Artificial Reality II
  35. Proc 34th ACM Int Conf Des Commun
  36. Artillry