Martin Peter Pleiss
Towards a phenomenology of novelty:
perceiving and engaging with Virtual Reality
In my PhD project, I investigate the perception of novel situations presented in virtual reality artworks. In these extraordinary environments, one engages with a foreign and unexpected world which offers new opportunities for relationship-building. This thesis explores the constitution of such relations – that is, of the mesh between the experiencer’s perception and the virtual world, where subjective attention and intentions encounter materialised rules and (afforded) interactions.
The greater goal is to initiate a phenomenology of the perceptual engagement with novel situations. In order to study such environments, I use ‘experiential art’: artworks which either implicitly or directly offer the opportunity to engage with the unexpected or strange. At its core, this is a phenomenological project embedded in a 4E cognition research context: I analyse participants’ first-hand accounts of their initial moments within these artworks and explore ways to relate these descriptions of experiential content to third-person measurements such as eye tracking and pupillometry. Drawing upon methodologies from the phenomenology of perception, aesthetics and game studies and upholding an exploratory approach, a provisional focus lies on interrogating relational temporal structures and emerging patterns of presence, attention and interaction.
Pleiss, Martin (2012). Warum man mit Flow alleine nicht die Welt rettet. Gamification und Problemräume. In Mertens, Mathias & Langner, Anne-Kristin (Ed.), flow aus spielen: Optimale Erfahrungen durch Computerspiele. blumenkamp Verlag. ISSN 978-3942958073.
Lepczynski, Tanja & Pleiss, Martin (2021). Virtuell Virtuos. #10 Künstliche Intelligenz in der VR-Kunst. [Internet]. Spotify (Podcast). Show summary