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Reality and its relationship to media. Presence, identification, realism. How do we think about reality?. It seems so obvious that we never really give it much thought Two major concerns about reality are: Our theory of it (ontology) How we come to know it (epistemology). What is reality?.
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Reality and its relationship to media Presence, identification, realism
How do we think about reality? • It seems so obvious that we never really give it much thought • Two major concerns about reality are: • Our theory of it (ontology) • How we come to know it (epistemology)
What is reality? • The objectivist stance, which most Americans accept, is that there is a definite, physical world out there regardless of our perception of it. That world has definable features and runs according to a set of physical laws that do not vary based on our actions or perceptions of it. • If a tree falls in the forest and no one is there, it still makes a sound.
The less-commonly accepted subjectivist stance says that reality is in our heads and the nature of some external world is indeterminate, if there is one at all. • Consciousness defines reality, and if a tree falls in the forest and no one is there to hear it, there is no sound. More importantly, if there is no one there there is no tree or forest, either.
How do we come to know reality? • Objectivists state that our senses react predictably and effectively to real stimuli in ways that allow us to come to understand the world around us. Experience drives our understanding, which allows us over time to abstract from experience to theory about the world, which is then tested and rewritten, etc.
Subjectivists argue that reality is constructed through imagination, interaction with the physical world, or social interaction. Reality is a product, not a definite external ‘thing.’
Practically speaking • From a cognitive information processing standpoint, we have two things interacting that produce reality: • Sensory input, which is actually digital information flowing from our receptors to our brains, and • Theories about what the data represent, stored in memory, based on prior experiences and thoughts
But • Senses can mislead • Theories can be wrong
Mediated reality • All content that reaches us through some form of mechanical mediation is at least a distorted view of a natural reality if not a construction of reality itself • No form of mediation reflects the original content exactly • Framing • Amplification • Distortion • Inclusion/exclusion • Emphasis • Color • Etc.
The experience of mediation—that is, the perception that the content is not as it would be if the audience member were ‘really there’ is a variable—and it varies widely
The experience of mediation • The experience of mediation is not part of the sensory input—it is based on the schema held in long-term memory that “explain” any new information reaching the brain
Schema of mediation • Mediation schema can be said to be based on two somewhat independent features of the experience of exposure to mediated content— • Formal features of the exposure • Technology • Situation • Content features • Narrative fidelity • Context
Content features • The ‘realism’ of a particular character, or story, is part of the craft of storytelling, production, etc. The actual level of realism desired is not always high • The content producer may wish to limit the realism of a character or story for creative reasons • Knowing how to produce a realistic portrayal is a valuable art
New technologies • New technologies have allowed content producers to generate stories, etc. that provide physical features experienced as more and more ‘real’ • The “Holy Grail” of the gaming industry is to reach the level where the player experiences the game as though she were actually living it • Presence
Physical features that enhance realism • Field of vision • The less the peripheral vision, ambient sound intrudes, the more ‘real’ the experience seems to be • IMAX • VR helmet • Sound • Quiet in physical surroundings during exposure • Inclusion or exclusion of music • Background noise within the video, etc.
Physical features • Image complexity/fidelity with experience • The more an image seems like visual stimuli experienced in real life, the greater the realism of the experience • 3D v. 2D • Animated characters v. living characters • Perspective • Character movement
Point of view • Single v. multiple • Spectator • Omniscient • Observer • Actor • First person shooter
Physical features • Interactivity • Does the medium/content adjust to the audience member’s physical action? • Propriocentrism
Sensory richness • Haptics • Touch, vibration, etc.
Content features • What indicators do audience members use to determine whether the content is ‘real’? • Narrative fidelity • Are actions, events, and characters presented in ways that the audience member accepts as logical or at least plausible? • This will vary with a range of expectations brought to the experience by the audience member.
Hall’s research • Plausibility • Typicality • Factuality • Involvement • Narrative consistency • Perceptual persuasiveness
Busselle • Program quality • Program richness • Viewing motives—viewing for instruction leads to higher evaluation of reality Program quality Program richness
Shapiro and Chock (1998) concluded that viewers based realism judgments in terms of typicality. If they thought portrayals were similar to a typical or common manifestation of the content, they they were judged realistic. • They concluded that audience members compared the content they observed to a prototype for that class of observation. • Genre
With increasing age through early life, audience members move from possibility as a criterion for realism to probability as a criterion.
Identification or involvement • If audience members are emotionally taken with a presentation they experience it as more real. • This though they realize that the context/narrative is fantastic • Involvement with at least one character has the impact of increasing the feeling of realism