
In Char Davies' article, "Changing Space: Virtual Reality as an Arena of Embodied Being," Davies talks about her piece,
Osmose, and how it allows a user to (basically) feel as though they travel to a new and different world. She says that participants reported "a deep sense of mind/body relaxation," or "inability to speak rationally or put logical words together afterwards," or "intense emotional feelings, including euphoria and/or an overwhelming sense of loss when the session was ending."
My question is this: What is it about an alternate reality that is so appealing to us? Is it impossible for a piece like
Osmose to evoke these same feelings in a person if it is representing a real space?
To answer my first point simply, I think I would say that alternate realities appeal to people so strongly simply because they are different. Look at video games. There have been several massively-multiplayer online games made over the years that have created new realities. Ultima Online (one of the first), created a fantasy world in which characters could do almost literally whatever they wanted. They could be a knight, a magician, an archer... any sort of typical fantasy character. However, they could also be a blacksmith, or a carpenter, or a herbalist. They could be a thief, and steal from other players. They could be a murderer. At the time, UO had far more players than any online game previously, and I would say that this type of "immersion" (the ability to do whatever they want) is why. People were able to enter this world, complete with its own history, lore, heroes, villains (living people, I might add) and live a different life.
However, UO is different from
Osmose on one major point -- UO was still very "realistic." Putting aside the fantasy aspects of the game (you could shoot lightning at dragons), it was very Earthly. Boats floated on water. Water flowed in rivers. If you stabbed something, it died.
Osmose is extremely different. The world created within it is entirely unlike life on Earth. There are certain objects that reflect Earthly objects (for example, trees and grass), but they do not behave like they do on Earth. A tree may be suspended in space, sparkling in a thousand colors. Its roots may grow before your eyes. The grass may move about, appear and then disappear. So perhaps this is what evokes such emotion. Seeing things we already know in a different manner.
However, "real" spaces (such a Ultima Online) can evoke similar emotions, however their causes are probably different. People in UO will become amazingly attached to a house they might own, for example. They'll spend countless hours designing and decorating it. However it is very clear that this house is not truly real. It does not exist anywhere except as several lines of code.
Another interesting concept is the human-computer relationship within
Osmose and in other areas. In
Osmose, the computer and its various VR supplements serve only as tools to link a person to this different reality. However, virtual realities may soon become home to true beings. A company called
Novamente has created what it calls a "fully functioning animal brain," and plans to introduce it into the game Second Life in the form of pets. These pets will learn behavior from their owners (what is good or bad, what actions are rewarded and which are punished) and will evolve on its own. So will these pets not evoke emotions? If in real life your pet, who you've had for several years and have grown to love, dies, will you not feel sad? Can the same not be said for a virtual pet that thinks and acts like a real pet?