Abstract

This practice-based research explores the reflexive dimensions of cinematic virtual reality (VR) within intersubjective contexts beyond empathy. The research developed three cinematic VR projects that apply reflexive elements in qualitatively different ways: Floating Walk (360° video), Anonymous (interactive mobile VR) and Sleeping Eyes (interactive navigable VR). These creative works explore the potential of cinematic VR for eliciting embodied reflection. The projects are responses to alienation, disconnection and isolation; sociocultural issues which prompt the audience to engage in self-reflection in sociocultural contexts and consider how they connect with others.

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