Seeing in VR, without Seeing-In

In The Aesthetics of Virtual Reality (2022), Grant Tavinor claims that VR is a technologically fancy kind of picturing and, more specifically, that VR headsets elicit proper seeing-in experiences. According to Tavinor, seeing a virtual environment through a stereoscopic headset elicits the same twofold experience as ordinary pictures: users simultaneously perceive the three-dimensional depicted scene – the virtual environment – and the bidimensional surface responsible for displaying such a scene. In this critical note, I argue that this is a wrong characterization of the visual experience VR stereoscopic headsets elicit. I maintain that VR visual experiences are not twofold but onefold. When using a VR headset, we do not perceive the configuration as an organizational structure; our visual system does not represent, even unconsciously, the properties of the configuration as such. My argument proceeds in two directions: first through a phenomenological analysis of VR experience and, second, by corroborating these phenomenological observations with evidence from perceptual psychology. I conclude that, if VR environments are to be considered bona fide pictures, it is not because they elicit a twofold seeing-in experience.

Authors

Publication Details

Journal
Estetika The European Journal of Aesthetics
Published
2025-03-18
DOI
https://doi.org/10.33134/eeja.534
Citations
2
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
3.87
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article

Seeing in VR, without Seeing-In

Luca Marchetti
2 citations
Estetika The European Journal of Aesthetics
Virtual Reality Applications and Impacts
3.87
article

Seeing in VR, without Seeing-In

Luca Marchetti
article en
2 citations

Abstract

In The Aesthetics of Virtual Reality (2022), Grant Tavinor claims that VR is a technologically fancy kind of picturing and, more specifically, that VR headsets elicit proper seeing-in experiences. According to Tavinor, seeing a virtual environment through a stereoscopic headset elicits the same twofold experience as ordinary pictures: users simultaneously perceive the three-dimensional depicted scene – the virtual environment – and the bidimensional surface responsible for displaying such a scene. In this critical note, I argue that this is a wrong characterization of the visual experience VR stereoscopic headsets elicit. I maintain that VR visual experiences are not twofold but onefold. When using a VR headset, we do not perceive the configuration as an organizational structure; our visual system does not represent, even unconsciously, the properties of the configuration as such. My argument proceeds in two directions: first through a phenomenological analysis of VR experience and, second, by corroborating these phenomenological observations with evidence from perceptual psychology. I conclude that, if VR environments are to be considered bona fide pictures, it is not because they elicit a twofold seeing-in experience.

Estetika The European Journal of AestheticsVol. 62(1)
Reduced inequalities
Openalex Percentile: Top 9%
Virtual Reality Applications and Impacts
3.87
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