A (Virtual) World of My Own: A Case Study Examining Cultural and Artistic Influences in Virtual Reality Design
This presentation is based on as a case study I conducted which seeks to answer the question “What are the cultural influences found in multicultural designers of virtual reality (VR) environments? In particular, my interest was to ascertain designer's cultural and artistic perceptions, what impact these elements exert on their creations, and why they do so. Virtual reality technology, whether used for science, education or entertainment such as video games, is part of an intricate symbolic domain that constructs perceptions of culture. Typically, individuals and cultures have been represented in these computer generated synthetic contexts with little or no agency. However, the rapid dissemination of virtual reality technology puts the power of agency in the minds and hands of a diverse group of designers. The paper argues for a more equitable, heterogeneous representation of diverse cultures in virtual reality.
Keywords: Virtual Reality, Design, Culture, Artist, Art Worlds, Representation
Associate Professor,Coordinator, Visual Communication Arts, Department of Communication Studies