Immersive video, namely 180-degree and 360-degree video designed to be viewed through head-mounted displays, constitutes an important boundary case between interactive VR and conventional two-dimensional video viewing for reconsidering self-experience in XR. In immersive video, the user can select the direction of the viewpoint through head rotation, while being unable to actively change the recorded environment through walking, approaching, grasping, or manipulating. In many cases, no explicit body or avatar corresponding to the user is provided. This paper reinterprets presence in immersive video not as bodily extension or body ownership of an avatar, but as a form of self-experience in which self-location becomes relatively dominant under conditions of reduced body schema availability. This paper calls this condition a self-location-dominant state. In this state, viewpoint-directed agency is retained, whereas environment-directed agency and body ownership are constrained. Nevertheless, events such as viewpoint motion, impact, contact, and direct address may be experienced not merely as changes within an image, but as events concerning the viewpoint position at which the self is located. This paper examines this structure by connecting research on presence, the sense of embodiment, bodily self-consciousness, and the minimal self. The minimal self in immersive video is thereby redescribed not primarily in terms of agency or ownership, but in terms of viewpoint-based self-location established under conditions in which the contribution of the body schema is reduced. This perspective provides a basis for theorising self-experience in non-interactive immersive media and for reconsidering the relation between body, viewpoint, and presence in XR.
翻译:沉浸式视频,即通过头戴式显示器观看的180度和360度视频,构成了交互式虚拟现实与传统二维视频观看之间的重要边界案例,有助于重新审视扩展现实中的自我体验。在沉浸式视频中,用户可通过头部旋转选择视角方向,但无法通过行走、靠近、抓取或操作等方式主动改变录制的环境。在许多情况下,不提供与用户对应的明确身体或虚拟形象。本文重新阐释了沉浸式视频中的在场感——并非作为身体延伸或虚拟形象的身体所有权,而是一种自我体验形式:在身体图式可用性降低的条件下,自我定位变得相对主导。本文将这种状态称为“自我定位主导状态”。在此状态下,视角导向的能动性得以保留,而环境导向的能动性和身体所有权则受到限制。尽管如此,视角运动、碰撞、接触以及直接对话等事件,可能不仅被体验为图像内的变化,更被视为关乎自我所处视点位置的事件。本文通过连接关于在场感、具身感、身体自我意识及最小自我的研究来考察这一结构。由此,沉浸式视频中的最小自我被重新描述,其核心并非能动性或所有权,而是在身体图式贡献减弱的条件下基于视角的自我定位。这一视角为理解非交互式沉浸媒体中的自我体验提供了理论基础,并有助于重新思考扩展现实中身体、视角与在场感之间的关系。