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CHAPTER 5: CYBERROT FOREVER
Through this practice-led research project, I have found that immersive and liminal affective technologies prove effective in the translation and transmission of the feelings associated with symptoms of severe anxiety disorder. The combination of large-scale data projections of the 3D environments, 5.1 surround sound design, and VR experience in one immersive space proved most effective on audiences in causing and balancing discomfort and deep immersion. The response to the final trial presentation of this version aligned with my intentions, the audience shared their feelings of anxiety and clearly understood the connection between ideas of reality and digital reality crossing over.
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The experimentation was often met with technological issues, but this resulted in learning more about immersive technology and broadening new skills. On a personal note, this project has played a significant role in exploring and unpacking my experiences living with this disorder in a kind of psycho-therapeutic sense.
This will not be the end of this project, however. I am moving towards designing an interactive VR experience where uncanny play will be activated in a literal sense, playing with ideas of audience control or lack thereof over the experience. I have plans for more layers and developing a more non-linear playable experience. I believe this kind of interactivity will enhance the immersion and add to my research into discomfort and technology. Regarding installation, I aim to create an entirely immersive space through complete 360 simulations in physical space, mapping all surfaces in a gallery. I look forward to exploring deeper immersion and the effects it will entail for the future of CYBERROT.


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