I’ve been writing a bit more about the differences between immediacy and immersion and why they’re not the same, and thought that this applies to the idea of augmented reality as well as virtual reality. To recap: One of the definitions of presence I take issue with is that it can be described as “the perception of non-mediation”, a definition that is sometimes applied to the phrase immediacy as if these are the same things. They’re linked, but there are important differences. The idea of immediacy is that if we are completely unaware that there is a technology between us and the environment, then we will be completely immersed. Actually, though, if you reflect on your experiences of virtual environments it’s evident they are different things – there’s definitely no immediacy, but there is immersion – well one sort of immersion.
What I should have said last time I talked about this is that a helpful distinction is the one made by Lombard and Ditton in that paper I keep quoting, where they talk about psychological immersion, which is what I’ve been talking about as immersion up to now, and perceptual immersion, which is both immediacy (there is no interface) and the extent to which the technology dominates our senses (its immersiveness).
The stuff that gets between – the mediations we perceive – sometimes can detract from a feeling of psychological immersion, but sometimes can enhance it. I mentioned before that wayfinding via maps on the screen can enable the user to feel more part of the environment despite the fact that they are a visible layer between the viewer and the environment. Another example is when exploring the theatres in Theatron3 (a virtual worlds project I evaluated which recreated about 20 historical theatres in Second Life http://cms.cch.kcl.ac.uk/theatron/) the paradata available to students made sense of the space for them, and provided additional context. The ability of the user of technology to adapt to technology, to develop an unconscious competency at sense-making using these pop-up boxes and clickable menus means that, once accustomed to them, although perceived, the interface is not intrusive, it simply becomes another sense through which the virtual is perceived.
But now with the advent of augmented reality, then the affordances of the virtual world are being imported to the physical. Through the use of devices such as Google Glass, the physical world will no longer be interfaceless. Like the virtual worlds viewers, although intrusive at first, the heads up displays and available paradata will become second nature as we adapt to their use. The cultural context and additional information around us can be added to historical sites, and the added level of significance of artefacts in that form the signifying system in semiotic social spaces such as cathedrals (I always need someone who isn’t an atheist to explain what’s going on in them to me). [And if you don’t know what semiotic social spaces are, read Gee, or better yet, the book by Iryna and me when it comes out, I don’t mean our book is better, it’s just better for us since we probably need the royalties more than Gee does].
Rather than then being alienating spaces in which information is not communicated and lack of knowledge of boundary objects preclude full understanding of the space, the paradata added via augmented reality act as boundary spanners to full participation in the space. [OK and now I’m quoting Wenger – oh maybe our book is better because it mashes up two different theories]. Therefore, in the same way that accompanying interfaces can help make the virtual world more psychologically immersive, augmented reality has the potential to make the physical world more psychologically immersive. By providing us with paradata about our surroundings we can become more part of them, not less, psychological immersion is increased though immediacy is decreased.
That’s what i’m claiming anyway. Does that sound plausible though?