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Updated: Nov 21, 2019

Date: 11/14/2019



The Limits of Virtual Reality: Debugging the Empathy Machine


Experience Colorblindness Game

Empathy means “the experience of understanding another person's thoughts, feelings, and condition from his or her point of view, rather than from one's own.” Through this article, the author Ainsley pointed that “VR cannot reproduce internal states, only the physical conditions that might influence that.” I totally agree with that it might hard to provide empathy, however, I really could see more potential for VR. Maybe it is difficult for people to understand another person, but it brings a chance for people to knew others. For example, I knew one experience game called “Experience Colorblindness” which let people feel the daily perspective of people with color blindness. Although it is just an experience game, it quite provides a chance to help us to see the world of the colorblindness. There are also have some other projects that charities use VR to let people experience life in refugee camps, and to promote clarity. In general, I think it is a great tool to help people experience, but it still has some limitations.



Twin Peaks and the Sublimity of Awkwardness


The estrangement effect which mentioned in the article interested me a lot. The reasons why people feel uncomfortable is because people always follow the principle of emotional resonance and can produce the same feelings between reality and fictional reality. In the realm of traditional aesthetics, in order to inspire a certain feeling and certain experience, art does not need to create a picture that matches the real world and accurately reproduces the events between various people. It can achieve its effect with a variety of deceptive and obscure images of the world. I think the estrangement effect is exactly the opposite of what people expected and understanding, so that is why audiences feel uncomfortable. But it still have some positive aspects that it can mobilize the subjective initiative of the audience that promote calm and rational thinking of them.

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Design and implemented by Sylvia Zhang in July 2019. Last updated Jan 2020.