Abstract:
This dissertation uses Heidegger’s critique of technology and its essence in an attempt to understand how Virtual Reality technology can change how we interact with the world and each other. The history of VR devices is unpacked to understand the motivation behind VR’s uses and development. Merleau-Ponty’s theories about embodied experiences are also used to understand how VR has an increased capacity to generate a sense of telepresence in the virtual environment for the user. Cases are investigated that specifically deals with how VR has influenced human interactions and rituals and made them more convenient to the users.
The first cases focus on religion and how it changes when it is taken online. Specific focus is given to the Church of Fools online church and D.J. Soto’s VR church. The difference between how an online church operates is compared to the VR Church and how embodiment in the VE is experienced in each. This dissertation also explores cases where a user enters a ‘cross-dimensional’ relationship with the virtual. Two cases of people marrying virtual characters are examined. In these cases, the user entered a relationship with a character that was constructed by someone else. The other case examined, is that of Sgt.Hale (username) who created and then married a virtual character in a VE that he designed and based on a real-world location. In each of the relevant cases, how technology has influenced and, in a sense, encouraged them, is explored and unpacked.