Abstract
The mode of typical interactive experience comes into being in virtual art activities represented by VR films. According to the degrees of "freedom" of the experiencer's body, the interactive experience of VR films can be divided into three types: three-dimensional freedom, six-dimensional freedom, and multi-dimensional freedom. In different types of interactive activities, technology extends to body, and body assimilates technology to makes it function as body, which gives rise to the "technical embodiment"; in the meantime, consciousness rests on body and body covers consciousness, which gives rise to the "conscious embodiment". With the increase of body's freedom, "technical embodiment" and "conscious embodiment" are also enhanced. The study of "body-subject" in the West has made some achievements in overcoming the problem of the body/mind and subject/object dualisms, but it is also incompatible with the contemporary context of virtual reality and the reality of virtual art. The subject in the activity of virtual art experience is neither the conscious subject in traditional aesthetics, nor the "body-mind" unity in general "body-subject" theory, but the structural subject of "technology-body-consciousness". The practice of technology and consciousness driven by body is the source of its subjectivity.
First Page
72
Last Page
83
Recommended Citation
Shan, Xiaoxi, and Xueli Li. 2020. "The Body and Its Theoretical Problems in Virtual Art Experience: An Investigation Based on Physical Practice in VR Films." Theoretical Studies in Literature and Art 40, (5): pp.72-83. https://tsla.researchcommons.org/journal/vol40/iss5/16