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Coextensive space: virtual reality and the developing relationship Coextensive space: virtual reality and the developing relationship
between the body, the digital and physical space between the body, the digital and physical space
Michael Saker
Jordan Frith
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Part of the Communication Technology and New Media Commons
https://doi.org/10.1177/0163443720932498
Media, Culture & Society
2020, Vol. 42(7-8) 1427 –1442
© The Author(s) 2020
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sagepub.com/journals-permissions
DOI: 10.1177/0163443720932498
journals.sagepub.com/home/mcs
Coextensive space: virtual
reality and the developing
relationship between the body,
the digital and physical space
Michael Saker
City, University of London, UK
Jordan Frith
Clemson University, USA
Abstract
Virtual Reality (VR) has traditionally required external sensors placed around a designated
play space. In contrast, more recent wired and wireless systems, such as the Oculus Rift
S (released in March 2019) and the Oculus Quest (released in May 2019) use cameras
located on the outside of these devices to monitor their physical position. Users can
now mark out a physical space that is then digitally tracked within their display. Once a
play space has been established, users are alerted if they come close to breaching this
boundary by the visual inclusion of a grid. Should this threshold be breached, the headset
display shifts to an image of the surrounding concrete environment. We contend that
physical space is increasingly being incorporated into the digital space of VR in a manner
that meaningfully differs from older systems. We build our argument in the following
way. First, the article explores how theories surrounding VR have implicated only a
limited relationship with physical space. Second, the article introduces the concept of
coextensive space as a way of understanding the developing relationship between the
physical, digital and concrete reality enacted by current VR systems.
Keywords
immersion, mobility, presence, six degrees of freedom, spatiality, Virtual Reality (VR),
virtuality, wireless VR
Corresponding author:
Michael Saker, Department of Sociology, City, University of London, Northampton Square, London EC1V
0HB, UK.
932498
MCS0010.1177/0163443720932498Media, Culture & SocietySaker and Frith
research-article2020
Main Article
1428 Media, Culture & Society 42(7-8)
Introduction
To understand recent advancements in Virtual Reality (VR) and their wider significance,
it is important to first briefly reflect on the history of this technology because VR is a
complicated technology to discuss. From one angle, it is the ‘next big thing’, an emergent
media form supported by hundreds of millions of USD in investment from major tech
companies like Facebook, Google and HTC, which has led to the release of more com-
mercially orientated systems like Sony’s PSVR. From another angle, it is much older
than its veneer might imply, and has followed a circuitous path of hype, disappointment
and revival (Jenkins, 2019). In fact, it was not until the 1980s and early 1990s that com-
mercial VR actually began to gather pace. In 1984, for instance, Jaron Lanier – often
considered the ‘father of VR’ – created VPL Research, and produced several industry-
defining devices, including the DataGlove and AudioSphere. And while VR continued to
grow in various ways throughout the ‘halcyon days of VR culture’ (Evans, 2018: 27),
only a limited number of systems were publicly available, and these systems ranged from
US$10,000 to US$50,000. For Evans (2018), a significant reason for VR’s lack of pro-
gress is what he refers to as ‘technological lag’.
Simply put, during the 1980s and early 1990s the cultural imaginary for VR exceeded
the technical capability. Whereas, most technologies (e.g. the Internet or mobile phones)
are shaped by some degree of ‘cultural lag’ (Brinkman and Brinkman, 1997), with cul-
tures often taking many years to adapt to the impact of emerging media, VR is different.
Influential novels, such as Neuromancer (Gibson, 1984) had already imagined people
spending the majority of their time in virtual worlds, and by the early 1990s, Computing
Gaming World predicted ‘affordable VR by 1994’. Perhaps most famously, Nicholas
Negroponte (1995), reasoned that ‘[we] will socialize in digital neighbourhoods in which
physical space will be irrelevant’ (p. 8). In stark contrast to this vision, early VR was
disappointingly slow, had major lag times, and the few commercial sets on offer were
exorbitantly priced and largely impractical (Burdea and Coiffet, 2003). The technology
was just not ready.
In spite of the lack of adoption, the implicit promise of being able to inhabit a digital
space distinct from our physical environment is precisely what made VR seem like such
a radical technology. And as Evans (2018) explains, ‘[this] is still the potential of VR
today, and in this potential the claims of revolutionary medium lie – a fully alternative,
computer-generated reality that we can be fully immersed within’ (p. 7). Significantly,
the current generation of VR might finally be on the cusp of fulfilling some of this poten-
tial. In contrast to older VR technologies that require a multitude of external sensors,
such as the HTC Vive, Oculus Rift and PSVR, more recent systems, such as the Oculus
Rift S (released in March 2019) and the Oculus Quest (released in May 2019), have
cameras located on the outside of the headset that monitor their physical position. Users
can now mark out a physical space that is then tracked within their display. Once the
‘Guardian System’ has been implemented, as it is officially termed, users are instantly
alerted if they come close to breaching this boundary by the visual inclusion of a red grid.
Should this threshold be breached, users’ display changes to a monoscopic and mono-
chrome image of their concrete surroundings, which is powered through a system termed
‘Passthrough’.
Saker and Frith 1429
Regarding distinguishing characteristics between the Rift S and the Oculus Quest –
which we are positioning here as exemplifying the current generation of VR – the Quest
is the first commercially available VR system that allows users to experience six degrees
of freedom (6DOF) without requiring the headset be connected to a separate and power-
ful personal computer. ‘DOF, refers to the variation of movement that are available to
any tracked object. A tracked object is one that moves in a physical space and reports its
position and/or rotation information to the game engine’ (Pangilinan et al., 2019: 140).
6DOF, then, mirrors the physical freedom of moving in three-dimensional space. In con-
trast to the Rift S, which requires tethering to a separate machine three a small wire, the
computer system used – in this case a Snapdragon 835 – is built into the front of the
Quest’s display. Consequently, the Quest can be played anywhere that has enough open
space because it does not require a room with a specialised attachment to a gaming com-
puter (White, 2019). At the same time, and beyond its advanced graphical power, the Rift
S also has features that the Quest currently does not. For example, Passthrough can be
manually activated by users ‘on-demand’, while it can only be accessed on the Quest if
the established play space is physically breached. Consequently, Rift S users can seam-
lessly shift their display between the digitality of VR and the concrete reality of their
surroundings.
1
In this article, we argue that the increasing incorporation of concrete reality through
current VR systems and emerging design features presents a form of VR that conceptu-
ally differs from older systems. We build our argument in the following way. First, the
article explores how theories surrounding VR – including virtuality, immersion, and
presence – have only implicated a limited involvement of concrete space. Second, we
argue the current generation of VR may partially alter primary relationships between
digital information and physical space, which is an issue that has long been a focus of
different strands of media research (Heim, 1994; Jensen et al., 2002; Manovich, 2001).
To address this shift in direction, we introduce the concept of coextensive space as a way
of understanding the developing relationship between the physical, digital and concrete
reality that has been enacted by current VR systems. More precisely, coextensive space
describes a symbiotic relationship between physical and digital that is increasingly prox-
imate, extensive and transformative. And this relationship is twofold. First, movement
within the digital realm of VR is mirrored in the physical, and vice versa, with actual
space visually encroaching upon the digital display, should a threshold be reached.
Second, concrete reality can be included in the mediated space of VR, either in the form
of a relational grid or a monoscopic and monochrome image of the concrete surround-
ings outside of the headset. An important part of the development of VR, then, is specifi-
cally this visualised symbiosis between the physical and digital. In addition, it is also our
contention that following the release of the Quest, VR may have reached a point of fairly
widespread attention that necessitates new explorations of the theoretical and social
importance of VR.
Virtuality and the reality of the virtual
Today, the word ‘virtual’ has moved beyond esoteric ‘strategies for conveying what con-
cepts cannot say’ (Guerlac, 2006: 189) or unravelling the experience of time à la Bergson.
1430 Media, Culture & Society 42(7-8)
Instead, it is commonly employed to describe the effect of emerging digital technologies
and the renaissance of VR as a realisable possibility (Evans, 2018). Nonetheless, it
remains important to develop an appreciation of the virtual that engages with its chrono-
logical roots. In fact, discussions of the virtual stem back to the execution of Archbishop
Thomas Cranmer for heresy in 1556 (Shields, 2005). At the heart of this event ‘was a
debate in the early reformation period of the Christian Eucharist, and specifically the
transubstantiation of bread and wine into the blood and body of Christ during the perfor-
mance of the sacrament of the Eucharist’ (Miller, 2011: 32). For reformers and Protestants
like Cranmer transubstantiation should not be understood as a literal process, but instead
a virtual one. ‘In 1556, that was enough to get one hanged’ (Miller, 2011: 32).
Deliberations, then, ‘surrounding the virtual and practices of virtuality have a long his-
tory’ (Shields, 2005: 1); one that extends beyond the digital. Yet, the virtual as a ‘signifi-
cant . . . cultural category’ (p. 4) has been used to conceptualise digital technologies and
developments, such as the Internet and the recurring metaphor of cyberspace, as well as
VR (Saker and Frith, 2019).
Certainly, the rapid growth of the web made new forms of outwardly ‘disembodied’
social interactions possible. For much of the Internet’s history as a popular technology,
the term ‘cyberspace’ became the dominant metaphor for understanding this possibility.
‘Portrayed as enabling a human virtuosity beyond the limits of the body or gravity’
(Shields, 2003: 15), this cyber world effectively opposed the physical and the digital by
imagining a ‘cyber space separate from the physical realm. Here, the idea of cyberspace
moved the emphasis away from the physicality of location and the fleshly form under-
pinning embodied communication (Benedikt, 1991; Heim, 1994). As a response to this
changing landscape, Nicholas Negroponte (1995) wrote about a ‘world of bits’ versus a
‘world of atoms’, telecommunication companies ran adverts about the circumvention of
distance, and commentators belittled relationships maintained primarily online (Baym,
2015; No More There, 1994). From the 2000s forward, however, the suggested abstrac-
tion of the virtual and the real became less popular (though still commonplace), with
scholarly interest turning to ‘the very real (lives) lived in the idealized space of the vir-
tual’ (Schreibman et al., 2015: 111).
For Baym (2015), the ‘myth of cyberspace’ shaped how we talk about the Internet, but
it was always just a myth. In reality, the Internet was increasingly woven into peoples’
everyday lives, affecting both online and offline interactions. As a result, ‘notions of the
virtual now look like exaggerated representations of certain relational potentials of com-
puter-mediated communication’ (Mackenzie, 2006: 92). The solution, however, as
Shields (2005) reasons, ‘is not to debate the reality of the virtual, but to develop a more
sophisticated theory of the real and the ways in which the virtual and the concrete are
different really existing forms’ (p. 21, italics in original). To do this, Shields follows
Proust’s account of involuntary memories as ‘real but not actual, ideal but not abstract’
– which Bergson latched onto (see De Zengotita, 2018: 259) – by making a distinction
between ‘the real’, ‘the actual’ (or ‘concrete’), and ‘the virtual’, which provides a more
tempered appreciation of this latter category’s potential. While the virtual might not be
‘concrete’, it can nonetheless still be ‘real’. In other words, the ‘real’ should not be lim-
ited to something tangible. Take the example of a child playing make-believe (Miller,
2011). On the one hand, the world of make-believe clearly is not concrete. On the other
Saker and Frith 1431
hand, it would be incorrect to suggest the reality of this world is not experienced as being
real by the child at play. One only has to witness the seriousness of a child at play to
appreciate the veracity of this point.
In a similar vein, it would be incorrect to suggest that an understanding of the virtual
solely relates to the digital, which is what commonly occurs within current discourse.
Yet, it would be inaccurate to suggest that VR does not – in part at least – problematise
the relationship between ‘the real’, ‘the actual’ (or ‘concrete’), and ‘the virtual’ in ways
that exceed other media, and for the following reason:
The physical space of VR is almost entirely (though never completely) superseded by the
virtual world displayed through the headset . . . Symptomatic of this physical and digital
rapport, and the ensuing regulation of space, the user is potentially more able to become
myopically immersed in the digital space of VR. (Saker and Frith, 2019: 10)
Modern VR systems simulate a semblance of physicality that feigns the materiality of
actual space, even though the spaces mediated through VR are not concrete per se. The
ability to visually simulate something physical separates this technology from the virtual
sensibility of a child at play. And the experience of being placed in a virtual space that
ocularly appears disconnected from the physical environment is precisely the phenome-
nological effect of this technology, and what makes it feel distinctive from other media.
As Evans (2018) puts it, ‘[being] immersed in a VR world might just be the most intense
media experience we can have’ (p. 5). Owing to this intensity, VR has the potential to
simulate experiences that are simply not possible with other media. While the virtual
should not be conflated with the digital, then, it is our contention that this does not mean
the digital cannot configure new virtualities that require scholarly attention. As Drotner
and Schrøder (2014) note, ‘[the] virtual . . .is not necessarily a digital place (although it
may be)’ (p. 29).
In the next section, we further develop our understanding of the virtual outlined ear-
lier, by examining surrounding notions of immersion and presence that are commonly
understood as being vital phenomenological dimensions of the VR experience (Shin,
2018; Slater, 2018).
Immersion, presence and ‘being there’ in VR
For Slater and Wilbur (1997), immersion is ‘a description of a technology that describes
the extent to which the computer displays are capable of delivering an inclusive, exten-
sive, surrounding and vivid illusion of reality to the sense of a human participant’ (p.
606). From this vantage point, immersion is ‘simply what the technology delivers from
an objective point of view’ (Slater, 2003: 1, cited in Grimshaw, 2014). The technological
properties of the medium are understood as determining the users’ experience. However,
while the technology involved is, of course, important in the context of related under-
standings and experiences of immersion, ‘[this] conception of media technologies does
not give enough importance to the key role that interpretation and agency play in creating
a sense of presence’ (Calleja, 2011: 20). From a Heideggerian position, our understand-
ing of any given environment, and thus, how we act in an environment, involves an
1432 Media, Culture & Society 42(7-8)
implicit and internalised knowledge of the said environment (Evans, 2015). When we are
faced with environments we do not understand, our phenomenological mode of being
changes (Heidegger, 1962). In other words, while the notion of immersion is commonly
associated with the environmental form, presence is often understood as being more
cerebral in nature. Attending to these terminological differences will provide a clearer
understanding of the suggested experience of VR.
As Calleja (2011) explains, ‘[presence] is derived from telepresence, a term coined by
Marvin Minsky (1980) in his paper “Telepresence”’ (p. 18, italics in original). Here,
Minsky reflects on the phenomenological practice of inhabiting a distant space through
remotely operated machinery:
This sense of presence is created through a combination of the operators actions and the
subsequent video, audio, and haptic feedback. A term was needed to account for the awareness
of the potential to act within two spaces: the physically proximal and the physically remote.
(Calleja, 2011: 18)
The term presence has gradually extended beyond referring to virtual environments
(Sheridan, 1992), and is now frequently used to indicate ‘experience in both virtual and
actual environments’ (Calleja, 2011: 19). As Calleja (2011) continues, ‘[these] differ-
ences are not merely terminological, but ontological’ (p. 19). This terminological and
ontological shift implicitly intimates an equivalence of sorts between sensations experi-
enced in both virtual and physical environments, which circuitously suggests something
meaningful about the very real potential of the virtual (Shields, 2005), and in the context
of this article, the very real status of VR. As a feature of this parity, rather than simply
being the experiential outcome of a certain technology, presence is comprehended as
indicating a state of consciousness (Slater and Wilbur, 1997: 607) that establishes a cer-
tain mode of being.
At this juncture, an argument could be made that if presence is predicated on a par-
ticular psychical sensibility, or mode of being, there is no reason to suggest this sensation
is necessarily bound to VR. And to a certain extent, this is a reasonable assertion. Other
media can, of course, facilitate various forms of immersion and presence. The physical
setup of the cinema, for instance, explicitly limits the awareness an audience has of its
concrete surrounding, while redirecting physical sensibility to the action taking place on
the screen. Consequently, it is now taken as a given that presence can be experienced in
both media that requires and does not require ‘non-trivial’ effort to ‘traverse’ (Aarseth,
1997: 1). Aarseth defines the former category as being representative of ergodic media
(see also Calleja, 2011; Grimshaw, 2014; Lee, 2004; Marsh, 2003; Schubert and Crusius,
2002; Witmer and Singer, 1998). This is not to suggest, however, that VR is not distinct
from ‘non-interactive narrative texts’ (Waggoner, 2013: 117), like reading a book, for
example. Just as gamic environments can provide a level of agency that is markedly
absent from, say, film (see Calleja, 2011), traditional VR has the potential to create a
form of presence that is outwardly ‘dislocated’ from its physical setting (Saker and Frith,
2019). And this phenomenological effect is rooted in the sensorial configuration of the
technology. ‘A VR headset provides an enclosed visual field for the user; headphones
cancel out the sound of the outside world; haptic devices can provide sensory feedback
Saker and Frith 1433
loops of touch, pain, heat or cold’ (Evans, 2018: 5). In the context of VR, then, a more
nuanced understanding of presence is required since it is precisely this experience that
facilitates the simulated transgression of place, which has long been a key feature of the
technology (Manovich, 2001).
A recurring description of the kind of experience commonly associated with VR is the
‘feeling of being present in an environment’ (Schroeder, 2010: 25; see all Rubin, 2018).
More succinctly, in much of the literature surrounding this technology, the elicited feel-
ing is defined as ‘being there’ (Saker and Frith, 2019; Bailenson, 2018; Evans, 2018;
Schroeder, 2010; Schubert, 2009; Slater and Wilbur, 1997). Helpfully, Bailenson (2018)
provides a vivid account of precisely what this sensation looks like when he describes
Mark Zuckerberg’s visit to the multisensory room in the Virtual Human Interactive Lab
(VHIL) at Stanford University in March 2014. As is common practice with new users,
Bailenson started Zuckerberg off on ‘The Plank’. This involved him experiencing the
sensation of ‘standing on a small shelf about 30 feet in the air, connected by a narrow
plank to another platform about 15 feet away’ (Bailenson, 2018). At the moment,
Zuckerberg’s legs began to buckle and he raised his hands to his heart, Bailenson (2018)
indicates he was experiencing ‘a taste of “presence”, that peculiar sense of “being there”
unique to virtual reality’ (n.p.) – which is also a ‘critical aspect of [its] commercial
appeal’ (Evans, 2018: 49). The presence VR can facilitate, then, is very much positioned
as being a ‘dimensional construct’ (Strack et al., 2016: 86; see also Botella et al., 2009;
Diemer et al., 2015; Slater and Wilbur, 1997). VR users are effectively transported to a
dislocated space (Saker and Frith, 2019) that is visually and audibly distinct from the
space outside of their headset.
As a by-product of this process, it is often assumed that the more sophisticated the
technology is the better able it is to simulate a ‘highly presence inducing’ (Slater, 2003)
experience. Certainly, ‘[the] unique selling point (USP) of VR is that this feeling of fidel-
ity with media is a part of the experience of VR’ (Evans, 2018: 50). And there is evidence
that the technology involved is implicated in the level of immersion experienced, and
therefore, the degree of presence felt, in a manner that exceeds non-VR based technolo-
gies. As Diemers et al. (2015) explains,
[although] some researchers have failed to find an effect of immersion on presence, in
general, research indicates that more sophisticated simulations (higher immersion) result in
increased presence, especially in virtual environments not designed to induce particular
emotions. (p. 89)
The suggestion, of course, that the more realistic an environment appears, the more
likely it is to ‘greatly influence the level of mental immersion experienced by the partici-
pant’ (Sherman and Craig, 2018: 383), as well as the ‘the presence experienced by the
user (Salen and Zimmerman, 2004: 450), is reasonable. For Calleja (2011),
[at] times immersion seems to be seen as something of a holy grail within the game industry
because of its connection with an engagement that draws players so deeply into the game world
that they feel as if they are part of it. (p. 25)
1434 Media, Culture & Society 42(7-8)
To be clear, however, this longing to create seemingly unmediated–mediated experiences
is not necessarily unique to VR. As François Laramée points out, ‘[all] forms of enter-
tainment strive to create suspension of disbelief, a state in which the players mind for-
gets that it is being subjected to entertainment and instead accepts what it perceives as
reality’ (cited in Salen and Zimmerman, 2003: 450).
A significant trope running through much of the literature on presence is ‘the percep-
tual illusion of non-mediation’ (Lombard and Ditton, 1997). Likewise, in the context of
virtual environments, Bolter and Grusin (1999) propose that the logic of transparency is
a salient feature of immersion. ‘Transparency erases the interface and offers the viewer
or user as direct an experience of the represented space as possible’ (Calleja, 2011: 23).
Regarding the experience of VR, then, the experience of presence can be understood as
the extent to which ‘one feels present in the mediated environment, rather than in the
immediate physical environment’ (Biocca and Levy, 2013: 36). Through this feeling of
presence, ‘[the] medium becomes invisible’ (Grau, 2003: 349). It is precisely this notion
of transparency, of physical removal, that is increasingly seen as being a desirable qual-
ity, particularly for game designers. Accordingly, the potency of VR lies in its ability to
create experiences that ostensibly transcend the concrete realm – albeit fleetingly – and
feel real to the extent that an awareness of their mediation is concealed. For Bailenson
(2018), recent developments in VR means that ‘the gap between “real” experience and
mediated experience is about to get a whole lot smaller (n.p.).
Yet, even if ‘immersion as absorption (Calleja, 2011, italics in original) were achiev-
able or desirable, the concrete setting would still frame the ensuing experience (Saker
and Frith, 2019). To be clear, just because physical space is not an explicit part of the
mediated display of VR, does not mean that it does not affect how any given VR applica-
tion is experienced. ‘If the same VR system and application are placed in two different
venues, such as an entertainment arcade versus the Guggenheim Museum, there will be
a significant difference in the way the experience is perceived’. At the same time, and
importantly, in the context of this article, it is equally our contention that the current
generation of VR involves a relationship between physical and digital space that has
moved beyond the implicit effect of the former on the latter, as well as its concealment.
More specifically, we argue that the balance between concrete space and the mediated
space of VR is subtly changing, as presence within virtual environments increasingly
involves physical space being aesthetically and coextensively woven into the experience
through the development of recent design features.
In the next section, we introduce the concept of coextensive space as a way of under-
standing the emerging relationship between the physical, digital and concrete reality
being enacted by current VR systems.
Wireless VR
Older forms of VR, such as the Oculus Rift, HTC Vive and PSVR, have necessitated a
reasonable sized room dedicated to the ‘dimensional construct’ (Strack et al., 2016) that
underpins the application of this technology (Karpathy, 2017; Kumparak, 2016). These
systems have also required that various sensors be placed around established play areas
for users to experience the full 6DOF within three-dimensional space. Because of these
Saker and Frith 1435
requirements, ‘traditional VR [has] necessarily [been] bounded and physically demar-
cated’ (Saker and Frith, 2019: 10) – and not particularly comfortable (Jenkins, 2019).
Consequently, the phenomenology of VR has been firmly hinged on the separation of the
physical from the digital. By focusing their primary senses on the mediated space of VR,
users are partially able to forget about the physical setting surrounding them. The role of
VR, then, has often been to transport users to a separate virtual environment that fleet-
ingly creates the illusion of difference by removing the visual inclusion of concrete real-
ity. As Manovich (2001) prophesised, ‘we are one step away from VR, where physical
space is totally disregarded, and all “real actions” take place in virtual spaces’ (p. 114).
The design features of the current generation of VR, however, go some way towards
reshaping this relationship between the physical, the digital and concrete space. Exploring
this development forms the exigency of our article.
Recent wired and wireless systems, such as the Oculus Rift S (released in March
2019) and the Oculus Quest (released in May 2019) differ from older VR systems when
it comes to establishing virtual environments, which is precisely why we have focused
on these headsets. As detailed earlier, both the Oculus Rift S and Oculus Quest enable
users to implement a play space without the need for external sensors, which has long
been a feature of this technology. The Rift S and Quest do this with the assistance of
several wide-angle cameras located on the outside of the headsets. Through the ‘Guardian
System’, as it is officially termed, users employ their hand controllers to mark out a
physical area that is then tracked within their display. Accordingly, both systems require
an acknowledgement of physical space and are similarly limited by the available space
of users. When a new user places the headset on, they are presented with the message to
draw their boundary. Oculus recommends the boundary be at least 6.5 ft
2
× 6.5 ft
2
, which
is a sizable space to carve out in one’s living area. Once a play space has been set up,
users are instantly alerted if they come close to breaching this boundary by the visual
inclusion of a red grid. Should this threshold be breached, users’ display quickly changes
to a monoscopic and monochrome image of their concrete surroundings, which Oculus
refers to as Passthrough.
To reiterate, while these systems exemplify the current generation of VR, there are
notable differences. The Oculus Quest is the first commercially available VR system that
allows users to experience 6DOF without needing the headset to be connected to a sepa-
rate and powerful personal computer (White, 2019). Consequently, this device can be
played practically anywhere (White, 2019), just as it can be used pretty much straight out
of the box. In contrast, the Rift S needs to be tethered to a Personal Computer that meets
the necessary specifications to run VR applications. This does mean, however, that the
Rift S can support more graphically intensive experiences. Likewise, while Passthrough
is only activated on the Quest when users breach their play space, Rift S users can manu-
ally activate this ‘on-demand’. It is our contention that this current generation of VR
implicates a relationship with concrete reality that markedly differs from older under-
standings of the phenomenological experience of VR; understandings that have previ-
ously been contextualised with surrounding notions of virtuality, immersion and
presence, alongside the implicit separation of the physical from the digital. More specifi-
cally, in this article, we suggest that modern VR systems are forging an altered relation-
ship between the physical, the digital and concrete space, through the mediated inclusion
1436 Media, Culture & Society 42(7-8)
of concrete reality. The work of Saker and Frith (2019) is helpful in beginning to unpack
this conceptual shift.
Saker and Frith (2019) examine emerging uses of Mobile Virtual Reality (MVR) sys-
tems in outdoor environments. In particular, their analysis focuses on the employment of
related headsets (such as the Oculus Go) in public spaces, like a crowded subway on the
way to work. Here, the employment of MVR effectively permits users to temporarily
remove themselves from their concrete surroundings and inhabit a different, digital
domain. It would be wrong, however, to suppose the ‘dislocated space’ this practice is
predicated on is exempt from the effects of concrete reality. As they explain,
our conceptualization of MVR as dislocated space is not a straightforward return to earlier
conceptualizations of mobile media use as ‘separate’ or ‘absent’ from the physical. Rather, the
shared norms of actual space dislocate the user, but remain a constraint upon actions in the
virtual space. (Saker and Frith, 2019: 10)
What changes with the current generation of VR, then, is that recent systems do more
than simply implicate physical space in a manner that remains either implicit and outside
of the mediated experience or limited in its relational dynamism. Significantly, the MVR
Saker and Frith (2019) discuss involved headsets limited to three degrees of freedom
(3DOF). Only ‘the rotation of the tracked object is being reported to the software, but the
position is not’ (Pangilinan et al., 2019: 140). In other words, while users might experi-
ence the digital simulation of ambulation, actual physical movement beyond the rotation
of the headset is not mirrored in the display of their headset. In contrast, the development
of 6DOF coupled with the design features of current systems (exemplified by the
Guardian System and Passthrough outlined earlier) means that the actual space envelop-
ing the use, and indeed user, of VR is integrated into the digital space of VR in a manner
that differs from the spatial practice of MVR. To be clear, these differences equally
extend to older forms of tethered VR.
To account for this shift, we introduce the term coextensive space as a useful way of
understanding the changing relationship between the physical, digital and concrete real-
ity enacted by current VR systems. Coextensive space describes a symbiotic relationship
between physical and digital that is increasingly proximate, extensive and transforma-
tive. This relationship is twofold. First, movement within the digital realm of VR is mir-
rored in the physical, and vice versa, with actual space visually encroaching upon the
digital display, should a threshold be reached. Second, concrete reality can be included
in the mediated space of VR, either in the form of a relational grid or a monoscopic and
monochrome image of the concrete surroundings outside of the headset. An important
part of the development of VR, then, is specifically this visualised symbiosis between the
physical and digital. The purpose of this assimilation, which moves beyond the contigu-
ous and interstitial, is not so much to deny the concrete setting outside of the system, as
might have been the case with older VR, as well earlier forms of MVR predicated on
3DOF, but to incorporate concrete surroundings into the digital site of play. And the
development of coextensive space has a number of implications for theorising the phe-
nomenological experience of this technology.
On a macro level, the fluid connection between the physical and the digital can be dem-
onstrated by the various VR experiences (e.g. Zero Latency) that are now available in
Saker and Frith 1437
many major cities around the world. These experiences (which include zombie out-
breaks, escape rooms and space explorations) are often termed location-based VR (Sag,
2019) and commonly offer warehouse-size spaces for small groups of users to play in.
As Jenkins (2019: n.p.) explains,
[these] are brick-and-mortar venues where participants use virtual reality in custom-designed
spaces freely moving alongside a small group of fellow participants who appear to each other
as avatars when wearing VR headsets manufactured by Oculus, HTC and others.
Importantly, the advancing freedom of VR means that players are not restricted to a
limited environment but can physically roam a much broader, coextensive space. Of
course, the scope of this extension is further accentuated through the advent of wireless
VR systems that allow 6DOF. In the context of location-based VR, then, concrete reality
is an integral part of the experience, with progression through certain gamic experience
explicitly centred on physical mobility and freedom within three-dimensional space.
Here, the gap between actual reality and mediated experiences, which is notably reduced,
fractures with the restricted experience of older VR systems.
Similarly, but albeit on a smaller scale, it is also our contention that this shifting rela-
tionship between the physical and digital through coextensive space can also be identi-
fied within the private sphere. As a result of the physical freedom of current VR systems,
multiple play spaces can readily be established in the setting of the home. Users’ aware-
ness of their physical environment, therefore, necessarily shifts depending upon what
experience they choose. Watching Netflix in a virtual log cabin, for example, might be
relaxing, but it is not physically demanding, nor does it necessitate a large play space. In
stark contrast, a boxing game like Thrill of the Fight, which can be experienced within a
400
2
ft game space, requires a much higher degree of mobility and interaction with the
physical surroundings. And the incorporation of concrete space here is more dangerous
because of the increased risk users have of accidentally injuring themselves (White,
2019). The developing nature of VR, then, means that users might think more critically
about the relationship between their physical setting and the gamic environment.
Accordingly, the visual integration of concrete reality through coextensive space is not
necessarily actioned to materialise its involvement per se but can also be included to
limit unwanted physical intrusions (White, 2019). In other words, the establishment of a
play space safeguards the digital from unexpectedly assuming a more tangible form.
However, in other instances, the inclusion of concrete reality is not undertaken to limit
its impact, but to allow it to seep into the game space of VR. Indeed, another important
facet of the transformative potential of coextensive space, and the higher degree of phys-
ical freedom it permits is the ability to instigate a different kind of relationship with the
social, which has always had a fragmented and tortuous relationship with the virtual, as
a result of the solipsistic nature of this technology. The experience of ‘being there’,
which is unique to VR, as explicated earlier, has conventionally implicated a ‘being
there’ that has heavily leaned on the digital side of this partnership and divide. As Saker
and Frith (2019) put it, ‘[corporeality] is not circumvented but rather incorporated into
the digital space contained within the headset’ (p. 9). Consequently, through the headsets
relying on external sensors, users’ dominant senses have been siloed into the digital
1438 Media, Culture & Society 42(7-8)
space of VR, which has meant the social connections outside of headsets have remained
on the outside. With coextensive space, this situation changes.
Concrete reality beyond the headset can now be incorporated as a monoscopic and mon-
ochrome image displayed within the mediated realm of VR. This is particularly the case
with current systems like the Rift S, which allows users to activate the Passthrough mecha-
nism ‘on-demand’, without physically breaching the established play space. As Oculus
(2019) states, ‘you’ll be able to check your surroundings without removing the headset any
time you want’. Through this mechanism users can quickly move between the virtual space
of VR and their concrete surroundings without needing to remove their headset. Equally,
users can socialise with those outside of the headset, who have been mediated into the digi-
tality of the display. In the context of the Quest, this also means users can navigate beyond
their established play space to undertake action in concrete space without needing to leave
the virtual realm of VR. While this might sound relatively insignificant and perhaps imma-
terial, this progression alludes to the developing relationship between the physical and the
digital, and the increasing inclusion of concrete reality in the digitality of VR. This is note-
worthy given the theoretical understandings of the virtual outlined earlier (Shields, 2003).
Furthermore, it is equally plausible that current systems might introduce new VR experi-
ences that are explicitly predicated on the ability of VR to move between these spaces. In
the near future, there might be additional opportunities for concrete reality to be more
purposely incorporated into the digital world of VR.
In sum, then, coextensive space establishes the conceptual advancement of VR. The
visual incorporation of concrete reality within the space of VR effectively transforms the
physical setting into a digital representation that is then aesthetically incorporated into
the physical–digital assemblage of the technology. Following this inversion, the virtual
is not limited to the realm of the real but can also encircle the realm of the actual. This
fluidity challenges previous understandings of presence in the context of the virtual
(Manovich, 2001), which have conventionally been measured by ‘the extent to which
one feels present in the mediated environment, rather than in the immediate physical
environment’ (Biocca and Levy, 2013: 36). With the introduction of recent design fea-
tures, the separation between ‘the mediated environment’ and the ‘immediate physical
environment’ is increasingly lessened (Bailenson, 2018). In the context of the current
generation of VR, then, concrete reality is no longer a problem to be transcended, but
rather blended and traversed within the coextensive space of VR.
Conclusion
VR has long been hyped as the next big thing. Yet, the technology failed to gain wide-
spread acceptance through the 1990s and 2000s, and it was not until the 2014 Oculus
Kickstarter campaign and Facebook’s later purchase of Oculus that we began to see a
possible VR renaissance (Evans, 2018). That renaissance is now in full swing, and the
2019 releases of the Oculus Quest and Rift S may be a watershed moment in the develop-
ment of the next generation of VR.
This article examined how this new generation of VR may subtly shift the relationship
between the body, the digital and physical space. We did so through a concept we termed
coextensive space, which captured some of the potentials of the new camera capabilities
Saker and Frith 1439
of newer VR systems. We argued that coextensive space conceptualises what happens
now that the physical and digital are dynamically intertown in new ways that move
beyond the contiguous, predicated on the ability of current systems to enact a pseudo-
camera view through the VR headset. This subtle shift in how the virtual and physical
relate may impact conceptualizations of VR and open up opportunities to blur the physi-
cal and digital in novel ways as the technology continues to advance.
At the same time, this concept also resonates with other media technologies that effec-
tively blur the boundaries between the physical and the digital aspects of daily life. This
kind of blurring can readily be identified with locative media (Frith and Saker, 2017;
Saker and Frith, 2018). And this is, especially, the case with early location-based social
networking sites (LBSNs). Though this kind of physical and digital blending has been
deftly conceptualised through De Souza e Silva’s (2006) seminal notion of ‘hybrid
space’, we would argue coextensive space has the potential to provide a complementary
approach to comprehending the nuanced phenomenology underpinning recent hybrid
reality games (HRGs), such as Pokémon Go. As surrounding research demonstrates, this
HRG can readily impact experiences of place, and reshape concomitant mobilities
(Woods, 2019). In the main, these contours coalesce around the augmented reality (AR)
functionality of this HRG. As Mäyrä (2017) explains, ‘[the] “augmented reality” . . .
component of Pokémon GO relies firstly on the (optional) use of camera and gyroscope
that are used to visually overlay available Pokémon to the actual physical surroundings’
(p. 2). Because of this, players are visually presented with a coextensive space where the
relationship between the physical and digital is similarly proximate, extensive and trans-
formative. Equally, concrete reality is effectively included in the mediated space of
Pokémon Go, as it precisely physical space that forms the visual foundation underpin-
ning the digital architecture of the game. While the sensorial implication of HRGs neces-
sarily differs from VR, we would nonetheless suggest that the relationship between the
physical and digital aspects of these games coextend in a manner that exceeds the limited
experience of early LBSNs. As a corollary, then, coextensive space can be applied to the
phenomenology of technologies beyond VR.
In conclusion, for a technology that has only recently begun to be widely adopted,
VR has a large body of academic theory that focuses on its impact. This article engaged
with that theory, particularly concepts of the virtual, presence and immersion. Part of
our argument is that future VR research should both rely upon extant research dating
back more than 20 years, while also examining how recent technological shifts may fit
within – and sometimes shift – the way we understand VR. This is just one early exam-
ple of one of those shifts, and with the massive investment from major corporations
such as Facebook in the VR space, we can expect to see additional developments in
future years that may further implicate the relationship between the virtual and physical.
It is, therefore, our intention that this article may serve as a primer for future discussions
about this advancing relationship.
Funding
The author(s) received no financial support for the research, authorship, and/or publication of this
article.
1440 Media, Culture & Society 42(7-8)
ORCID iD
Michael Saker https://orcid.org/0000-0002-7414-2840
Note
1. It should be noted that this feature is coming to the Quest in early 2020.
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