Working Title:
Moving Through Strangeness: Immersion into Te Ao Maori via Virtual Reality
Research Question:
How might designing a Virtual Reality (VR) experience that as a tactic harnesses strangeness (uncanny aesthetics), lensed through a te ao Māori pūrākau worldview, build a meaningful user experience that informs about pūrākau (Māori storytelling) through interaction and play?
Abstract/Summary:
Games help teach people new things via their interactivity with play; virtual reality aids this with immersion. As immersion can place someone in any given environment, the ability to send knowledge through to the viewer becomes easier. This will be done by "putting the noble savage to bed," changing how Te Ao Maori is represented in media, especially in games. While I will not be addressing the physical representation of Maori in games, I will be portraying the stories in a visual medium.
Contextual Review:
Key Contexts Pūrākau (Kurungaituku) - Ngahuia Te Awekotuku
"Putting the Noble Savage to Bed" - Timothy Russel
Virtual Art : From Illusion to Immersion - Oliver Grau
Expressive Evolution of Video Games - vgartsite
Bibliography:
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