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.