This work employs a qualitative case study approach to examine the defining characteristics, artistic strategies, and implications of Hyper Immersivity. Case studies offer a nuanced way to understand complex phenomena within their specific contexts (Yin, 2018).

 

Case Study Selection

Cases have been selected based on the following criteria:

Exemplars of HI: Each case demonstrates the core characteristics of HI:

·       Significant participant agency

·       Multimodal engagement

·       Hybrid physical/virtual realities

Diversity of Approaches: Cases represent a range of artistic modalities (e.g., VR, installation, interactive performance), technological implementations, and thematic concerns.

Accessibility: Cases have sufficient documentation (videos, descriptions, reviews) to enable analysis even if direct experience isn't feasible.

 

Selected Case Studies

Dreamscape Immersive: VR experiences featuring location-based motion tracking and full-body engagement.

‘Pulse Park’: Public installation by Rafael Lozano-Hemmer transforming urban space using participants' heartbeats.

teamLab: Vast interactive digital art environment blurring the boundaries between artwork and participant.

 

Data Collection

Data on each case is gathered from multiple sources:

Primary Sources: Project websites, artist/company statements, promotional videos, trailers, and walkthroughs.

Reviews and Critical Commentary: Articles in arts publications, academic journals, and online commentary examining the work's artistic and technological aspects.

Participant Accounts: Where available, first-hand descriptions of experiencing the HI through blogs, social media, or testimonials.

 

Analytical Framework

Analysis focuses on the following key areas:

Agency:

·       How is participant agency enacted? (Physical movement, narrative choices, environmental modification, etc.)

·       What are the limits and affordances of this agency?

Multimodality:

·       How are various senses engaged? (Beyond sight and sound, does HI incorporate touch, haptics, or other modalities?)

·       How does this contribute to immersion and embodiment?

Hybrid Reality:

·       How are physical and virtual elements integrated?

·       Does HI augment the real-world environment, or create a fully virtual one?

Technological Mediation:

·       What technologies are essential? (VR, tracking, AI, etc.)

·       How are these technologies used to achieve the HI's aims?

Theoretical Implications:

·       How does HI engage with concepts of presence, embodiment, narrative, or the role of the artist?

·       What does it reveal about the evolving relationship between art, technology, and audience?

Comparative Analysis and Cross-Case Findings

Examining multiple cases comparatively will illuminate:

·       The diverse forms HI can take

·       Common techniques and design strategies

·       Points of divergence (e.g., HI prioritising narrative agency vs. those focused on sensory embodiment)

·       Emerging trends and future potentials

 

Limitations

·       Reliance on secondary sources for some cases might limit comprehensive experiential understanding.

·       Case study approach privileges in-depth analysis over broad generalisation.