![]() ![]() I felt at one with all the energy that was, and it was beautiful 1. And because I could no longer identify the boundaries of my body, I felt enormous and expansive. I can’t define where I begin and where I end, because the atoms and molecules of my arm blend with the atoms and molecules of the wall, and all I could detect was this energy… I was immediately captivated by the magnificence of the energy around me. Despite the complexities associated with a distributed experiment like this, the Isness-D scores on all 4 scales were statistically indistinguishable from recently published YD studies, demonstrating that distributed VR can be used to design intersubjective STEs where people dissolve their sense of self in the connection to others.ĭescribing the sensations that arose immediately following a left-hemisphere stroke, brain scientist Jill Bolte Taylor recounted: I could no longer define the boundaries of my body. We analyzed the results (N = 58) using 4 different self-report scales previously applied to analyze subjective YD phenomenology (the inclusion of community in self scale, ego-dissolution inventory, communitas scale, and the MEQ30 mystical experience questionnaire). To evaluate Isness-D, we adopted a citizen science approach, coordinating an international network of Isness-D 'nodes'. It enables moments of ‘energetic coalescence’, a new class of embodied intersubjective experience where bodies can fluidly merge, enabling participants to include multiple others within their self-representation. Within Isness-D, groups of participants co-habit a shared virtual space, collectively experiencing their bodies as luminous energetic essences with diffuse spatial boundaries. ![]() ![]() With virtual reality (VR) emerging as a powerful tool for constructing new perceptual environments, we describe a VR framework called ‘Isness-distributed’ (Isness-D) which harnesses the unique affordances of distributed multi-person VR to blur conventional self-other boundaries. Psychedelic drugs (YDs) have proven particularly effective in this respect, producing subjective phenomenology which reliably elicits intense STEs. While the main show is ending, spin-off series could follow.With a growing body of research highlighting the therapeutic potential of experiential phenomenology which diminishes egoic identity and increases one’s sense of connectedness, there is significant interest in how to elicit such ‘self-transcendent experiences’ (STEs) in laboratory contexts. In other VR news, Sony recently announced that its PlayStation VR 2 headset will be released in February 2023, starting at $550.Īs for the Stranger Things TV series, Netflix's hit show is coming back for a fifth and final season. "Players will invade the dreams and memories of fan favorite characters and harness telekinetic powers to battle humans and creatures alike, as Henry Creel's transformation into Vecna and his influence on the events of prior seasons is revealed." "Stranger Things VR will allow fans to experience the world of Stranger Things from the never-before-seen perspective of Vecna as he explores unknown realities, forms the hive mind, and enacts his plan for revenge against Eleven and Hawkins," the game's description goes on, according to UploadVR. Stranger Things VR is developed by Tender Claws, an experienced VR developer whose previous credits include George in the Tub and Virtual Virtual Reality 1 + 2. Now Playing: The Stranger Things Cast Play "What's A Stranger Thing?" ![]() By clicking 'enter', you agree to GameSpot's ![]()
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