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Virtual reality as a technology of memory: Immersive presence in Polish politics of memory

Published online by Cambridge University Press:  13 December 2023

Rūta Kazlauskaitė*
Affiliation:
Faculty of Social Sciences, University of Helsinki, Helsinki 00014, Finland

Abstract

Experiences that take place in virtual reality (VR) become part of users’ autobiographical memory. As memories can impact users’ self-perception, personal beliefs, and social interactions, storyliving in VR narratives can be used to manipulate memory and mould users’ self according to the preferences of the VR narrative creators. Poland's Ministry of Culture and National Heritage has, in recent years, generously invested in the production of VR films that depict events from the Polish historical canon. VR is a spatial technology that positions users ‘inside’ a virtual storyworld and leverages users’ sense of body position and movement to enhance memory and a sense of presence. Three dimensions of presence – self, social, and spatial – are relevant to understanding the role of VR in the politics of memory. The article interrogates a recent Polish VR production, Wiktoria 1920 (2020, dir. Tomasz Dobosz), and argues that VR representations exploit a sense of presence to shape users’ memory, perspective, and emotions in relation to the past.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
Copyright © The Author(s), 2023. Published by Cambridge University Press
Figure 0

Figure 1. Tracked physical hands in the visual field before jumping out of the plane.

Figure 1

Figure 2. Pointing the pistol at Pola on the orders of the Russian soldier. The outline of my tracked physical hands is visible on top of the hands of the virtual character.

Figure 2

Figure 3. Pointing the pistol at the Russian soldier. The outline of my tracked physical hands is visible on top of the hands of the virtual character.