Virtual oceans: how VR technologies mediate oceanic space

In marine science, VR technologies are being used to model underwater space and enable virtual geoscience fieldtrips for teaching and research. The vast potential in adapting these technologies alongside their speedy application suggests challenges in relation to the standardization of these technologies and what forms of representation come to matter in these contexts. This raises the question regarding how the use of VR technologies produce and transfer knowledge about marine environments. To address this question, I explore VR technologies as tools for mediating human-ocean relations, analyzing processes and technologies used in marine science to produce VR models and digital environments of oceanic spaces that give meaning to the marine. Doing so, I argue that VR technologies flatten the vast materiality of the oceans to create an illusion of depth that is anchored in the "objectivity" of the visual. Additionally, VR oceans currently represent a shift from other representations of the oceans as global or planetary, as they are being used to assist the production of local, place-based engagements of the seas, specifically through positionality and spatial awareness (aka proprioception), which differs from previous representations of the sea based on sight.

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Publication Details

Journal
History & Philosophy of the Life Sciences
Published
2026-01-13
DOI
https://doi.org/10.1007/s40656-025-00714-1
Primary Topic
Geographies of human-animal interactions
Type
article
Field-Weighted Citation Impact
0.00

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article

Virtual oceans: how VR technologies mediate oceanic space

Jesse Peterson
History & Philosophy of the Life Sciences
Geographies of human-animal interactions
article

Virtual oceans: how VR technologies mediate oceanic space

Jesse Peterson
article en

Abstract

In marine science, VR technologies are being used to model underwater space and enable virtual geoscience fieldtrips for teaching and research. The vast potential in adapting these technologies alongside their speedy application suggests challenges in relation to the standardization of these technologies and what forms of representation come to matter in these contexts. This raises the question regarding how the use of VR technologies produce and transfer knowledge about marine environments. To address this question, I explore VR technologies as tools for mediating human-ocean relations, analyzing processes and technologies used in marine science to produce VR models and digital environments of oceanic spaces that give meaning to the marine. Doing so, I argue that VR technologies flatten the vast materiality of the oceans to create an illusion of depth that is anchored in the "objectivity" of the visual. Additionally, VR oceans currently represent a shift from other representations of the oceans as global or planetary, as they are being used to assist the production of local, place-based engagements of the seas, specifically through positionality and spatial awareness (aka proprioception), which differs from previous representations of the sea based on sight.

History & Philosophy of the Life SciencesVol. 48(1)
University College Cork (IE)
Irish Research eLibrary
Life below water
Openalex Percentile: Top 92%
Geographies of human-animal interactions
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