Bauhaus Scenography for Virtual Environments
Joshua A. Fisher
Amit Garg
School of Literature, Media, and Communication
Georgia Institute of Technology
Atlanta, USA
[email protected]
School of Interactive Computing
Georgia Institute of Technology
Atlanta, USA
[email protected]
Wesley Wang
Karan Pratap Singh
School of Interactive Computing
Georgia Institute of Technology
Atlanta, USA
[email protected]
School of Interactive Computing
Georgia Institute of Technology
Atlanta, USA
[email protected]
Abstract— To achieve Sense of Presence (SOP), 1920’s
Bauhaus scenography is presented as inspiration for a design
language for immersion in virtual environments (VE). The
discipline’s tradition of immersion, raumempfindung, is the
construction of space to facilitate a tangible experience. It is
mapped into five categories for VR: movement, externals, tone,
time, and topology. This language informed the design of Ares, a
room-scale VR experience. A user study assessed the approach
and results indicated that the Bauhaus methodology benefits
immersion to support SOP.
Keywords—- Sense of presence, immersion, virtual environment,
design, performance studies
I. INTRODUCTION
In VR, considerable research is devoted to creating VEs that
engender a SOP [2,3,13]. This research has not resulted in a
universally applicable and transparent design language. Often
conflated, immersion, which is separate from but correlated to
presence, aids SOP [10]. Immersion is the affordance of the
technology to provide a vivid, extensive, and inclusive VE with
embodied interaction [10]. A user’s SOP is encouraged by the
intentional design of that afforded illusion. To that end, a
persistent and germane design language for SOP can be
established by situating the contemporary practice within an
existing tradition. The scenography of the Bauhaus, nearly a
century old, was implemented in the case study, Ares. It helped
design a VE with high immersion that contributed to SOP.
II. PRESENCE THROUGH MOVEMENT IN A VE
The embodied presence framework is utilized in this
research [6]. Mental representations of a space are determined
by the possible actions that the environment affords. Users mesh
these affordances with their memorized patterns of interaction.
This cognitive work results in a mental representation of the
relationship between the body and the environment for the user
[6]. To understand a new space, a user then moves through it,
and that afforded movement is a key aspect of immersion. The
extent to which this movement influences presence is dependent
upon the navigation technique employed in the VE [6, 8]. It is
hypothesized that the more involved the body is during
navigation and interaction within a VE, the more likely a user
will experience SOP. For example, engaging a user’s natural
mode of locomotion to explore a VE could increase presence as
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it involves the entire body [4]. These same observations being
made by contemporary Human-Computer Interaction (HCI)
researchers were also recognized by Bauhaus educators such as
Oskar Schlemmer and Lothar Schreyer.
III. BAUHAUS SCENOGRAPHY
Scenography’s design language has been used for over a
century for the construction of physical sets for performances.
Scenography is the integration of “space, text, research, art,
actors, directors and spectators [which] contributes to an original
creation” [11]. Schreyer, in his short tenure as the Bauhaus
theatre director, recognized that basic shapes and “pure colors”
afford immersive illusions. Through the staged composition of
spatial and aesthetic relations, scenographers facilitate an
audience’s perception of an experience’s space.
A. Raumempfindung: Feeling Space
The Bauhaus sought raumempfindung, immersive space that
could be felt by both the audience and performer(s) [9, 12].
Schlemmer’s system was based on the belief that space is made
up of malleable material. As a performer moves through this
material, it hardens around them into “felt space”. In 1927’s
Dance in Space, a performer moves from one partitioned square
to another. The space around them becomes hardened as a
negative form, encasing them within a newly created room [9].
This is the effect of raumempfindung. The composition of
malleable space, which hardens into felt performance space,
may be translated into VR where space, both physical and
digital, meld into new structures open for interaction. In Fig 1,
Schlemmer’s line geometry demonstrates how a tight-cubic
space might be partitioned into various spatial planes through
the movement of the performer. In VR, these planes may be
activated by a user’s movement into different scenes within an
expansive VE.
Figure 1. Oskar Schlemmer’s, “Figure in Space with Plane Geometry and Spatial
Delineations” on the left. Shading added in center and right side to illustrate how
a user’s movement spurs the creation of new spaces through the solidifying of
negative forms.
Transmogrifying Bauhaus scenography for VR means
taking their all-encompassing approach. As such, the following
inclusive design aspects are put forward.
• Movement governs energy on the stage and creates space.
The movement of objects may direct user attention [12],
enable change blindness [8], and occur at various perceptual
depths-of-field. Further, movement enables impossible
spaces and antechambers, design tactics that power the VE’s
immersion.
• External scenography is what the audience knows outside of
the theater [6], the physical characteristics of the
performance space, and the broader culture [11].
• Tone, includes color, sound, light and the composition of
objects [11]. The afforded interplay between these facets
creates a kinetic symphony [11].
• The perception of time in VR is influenced by spatial primes
[8] to achieve an interplay between Ergodic-time and
Negotiation-time [5]. These elements can dissociate the user
from atomic-time and increase SOP.
• Topology, the aspects of scale and depth can be manipulated
to encourage user curiosity in the VE and encourage SOPinducing exploration. The use of “peepholes” or “vistas” can
give the illusion of larger VEs by alluding to far off spaces.
IV.
SCENOGRAPHY IN ARES
The expression of scenographic considerations is reviewed
below. Following, the potential effects of these immersive
choices upon SOP is evaluated.
A. Movement
In Bauhaus scenography, movement of the body to achieve
raumempfindung creates new immersive space for exploration.
[3]. Beginning in the antechamber, Ares affords a user’s natural
mode of locomotion as part of its immersion.
The antechamber, uncovered by Oculus Story Studio,
solves the issue of orienting the user in a VE so that they start
where a scenographer intends [4]. It is the initial orientating
aspect of the VR experience. The antechamber has a tantalizing
object incites the user’s curiosity. In Ares, this object is a
glistening space pod. The object is positioned in a location that
initially affords the user with the most freedom of movement,
away from physical boundaries. Commonly, antechambers are
presented as dream sequences or spaces imbued with diegetic
information to prime the user for the narrative.
TABLE I.
BAUHAUS INFLUENCED VR SCENOGRAPHIC TERMS
Element of
Scenography
Design Considerations
Movement
User movement, antechamber, impossible spaces
External
Broader culture, immediate architecture
Tone
Color, sound, light, object placement
Time
Topology
Atomic, ergodic, negotiation
Scale, depth
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The antechamber in Ares consists of two levels connected
by an elevator. On the top floor, diegetic audio was used to
introduce the narrative to the user. On the second floor, the
space pod’s position was intentionally placed to maximize a
natural mode of locomotion after a crash landing.
Impossible spaces are structural illusions that are built to
provide the user with the largest feasible amount of navigable
space through their natural mode of locomotion. The key to an
effective impossible space architecture is to maintain the user’s
sense of spatial perception while the structures shift around
them unnoticed. This occurs through change blindness, when
users fail to recognize a change in the environment outside of
their visual field [3]. A hallway can be moved when a user looks
away to subtly reorient them to walk down a new path. Through
the constant shifting of virtual architecture, it is possible to
maintain the user within the immediate physical space while
driving them deeper into an ever-expanding VE. As long as the
structures overlap by at least 50%, the user will not perceive a
difference [4]. Impossible space structures operate along the
Aristotelean understanding of physical space as a container full
of malleable space. The structures of the performance space—
in this instance the VE—can be reconfigured in ways as finite
as the immediate physical space will allow. The container itself
doesn’t change, only the perception of the space, the
raumempfindung, experienced by the user.
Once the user is past the antechamber and in the cavern,
they are positioned to allow the most movement according to
their immediate physical architecture. From there, three
structural shifts occur in which overlapping architectures move
like tectonic plates into position as the user makes their way
through the experience.
B. External Scenography
External scenography encourages the use of cultural mores,
contemporary news, and mainstream ideologies to ground users
in an experience. The culture in which Ares was produced
sought to exploit late-capitalism, post-modern society’s
obsession with celebrity, and the 2016 US presidential election.
As such, a story world in which users have to compete to win a
reality TV show in space because the president had defunded
NASA is presented. This is a speculative, possible reality that
the researchers hoped users may have a connection to. We
hypothesize that this situates them within the VR world.
Initially, ARES was demoed in a busy lab at the Georgia
Institute of Technology on the HTC Vive. This very chaotic
space detracted from the user’s sense of presence. In fact, the
move into a quieter lab with a more organized space informed
the importance of appreciating the immediate physical
architecture for immersion in a VE. Both the labs
accommodated a play-space with a tracking area of 4m x 3m.
C. Tone
The tone shifts twice in the ARES experience. In the
antechamber, constructed as the International Space Station, the
tone is sterile. The base colors are white, black, and a
comforting light-blue hue. The light is bright and implies the
safety and structural integrity of the VE.
The first tone shift occurs when the user awakens inside the
underground cavern. The sounds of tumbling rocks echo in the
distance, dirt and sand shift overhead, and a deep rumbling
comes from below. The soundscape is meant to increase anxiety
by sonically positioning the potential of danger from all sides.
The dark reds of the cave walls and floor, along with narrow
passageways, form a claustrophobic underworld. In ARES,
tunnels cue the viewers to duck and crawl; the ledges and
narrow spaces cue the viewers to walk sideways or shimmy; the
discoloration of rocks beckons the user in a particular direction.
The dark brown lights in the underground cave reflect off of the
particle system of dust to cloud the user’s vision and impede
their progress.
The second tone shift is when the user makes their way to the
surface of Mars. The cave rumbles below them but the Martian
sky is full of interstellar commuters. Billboards satirizing the
external culture of Ares provide aesthetic enjoyment in Fig 2.
The sense of familiarity is meant to achieve comedic relief.
D. Time
Ares is meant to take about five minutes to complete. The
diegetic-time is in the not-too-distant future and spans events
across a 12-hour period. Ergodic-time and negotiation-time are
governed by the amount of oxygen the user has available upon
awaking in the crash-landed spaceship. If the oxygen runs out,
which takes seven minutes, the user dies and they restart at the
beginning of the cave. If the user does not trigger the right
impossible space shifts, runs out of oxygen, fails to break
through rocks, or falls while climbing, ergodic-time might
extend diegetic-time and consume more atomic-time.
E. Topology
Ares' scale is constructed through the use of impossible
spaces. Each new cave structure adds to the scale of the
experience. The diegetic scale of the VR experience spans from
the Earth to Mars. However, the scale of playable VE is causally
related to its number of impossible spaces.
Depth is used in three ways. First, within the antechamber,
the user is able to see Earth in one direction and the vastness of
space in the other. The design signals to the user that their
adventure is somewhere in the infinite expanse. Second, within
the cave, vistas are used to cue the user to navigate a certain
Figure 2. Satirizing contemporary culture as part of the external
scenography to enhance immersion in Ares.
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way. When looking through a peep-hole, a small hole in the
wall, a user can see an expansive space. This extends the
perceptual stage of the VE. Third, depth is used to indicate
where action is about to take place. In the final room of the cave,
the user looks up a great distance to see a friendly astronaut
calling out to help.
V.
ARES USER STUDY
The purpose of this study was to understand the extent to
which Bauhaus-inspired scenography was successful in
communicating diegetic ideas and enhancing immersion for
SOP. The study is not comparative between different VEs, but
rather an evaluation of the Bauhaus design approach for VEs.
Since SOP is correlated with the afforded immersive illusion,
presence can be used as a baseline measure for evaluation [1].
The study was divided into three parts: First, participants
completed an informed consent and demographic survey before
spending two minutes in a tutorial VR scene unrelated to the
narrative; second, they completed and evaluated the Ares
experience, on an HTC Vive and afterwards were asked to
sketch their perceived layout of the VE with pen and paper;
third, participants were asked to complete the core items from
the Presence Questionnaire [PQ] v3.0 [1] and answer structured
interview questions posed by a member of the team to gather
qualitative data regarding the design of the narrative. Audio
from the interviews was recorded using QuickTime on a
MacBook Air. After the study, researchers transcribed the audio
and coded the transcriptions using grounded theory.
TABLE II.
Element of Presence
PRESENCE SCORE
Max Pt. Possible
Avg.
Std. Deviation
Involvement
63
49.9
5.7
Interface Quality
14
8.2
2.3
Adaption/ Immersion
Visual Fidelity
42
14
34.2
10.4
5.7
2
Total
133
103
13.4
A total of 14 respondents participated in the study, 10 males
and four females, between the ages of 22 and 60 (M = 32.5, SD
= 10.9). They were recruited locally through a Facebook event,
a department-wide email, and flyers. One participant’s data was
eliminated due to being primed about the study’s goals and
design. All analyses were completed with the remaining 13
participants. Eleven participants had never used a consumer VR
HMD, 2 participants had worn one within the month prior to
the study. Two participants were currently involved in other
projects related to VR research and design, and 6 participants
considered themselves “video gamers”.
All participants expressed a PQ value higher than the
expected value (76, a neutral rating of 4 on all 19 items). The
overall minimum was 78, and overall maximum was 122. Users
felt a high sense of involvement and control; they were able to
adjust to the VE quickly and the perceived sensory fidelity of
the VE was high. Interface Quality lagged behind the other
three factors due to ambient light polluting the field of view and
the HMD cords tangling, which reminded users of being
tethered to the physical world. Although this was not a
comparative study, it is useful to reference to two other studies
that used a version of the PQ. For example, the results of [7]
show a similar breakdown of PQ factors when they compare
three different platforms, one of which was a VR tool. Because
they do not mention which version of PQ they used (likely the
29 or 32 item version of PQ 3.0, and not the 19 core items), an
empirical comparison cannot be made. However, their results
demonstrate a VE that engenders high SOP, to which Ares’
results closely matched. Additionally, [13] present data on a 20item PQ, which has the 19 core PQ 3.0 items, in an analysis of
a VR aircraft inspection training simulator. The overall PQ
average of the 19 core items was 92.15, with a breakdown of
23.71 (Involvement), 9.57 (Interface Quality), 30.15
(Adapation/Immersion), and 8.79 (Visual Fidelity). Moreover,
the authors claimed that their results indicated a high level of
presence using a domain specific VE for education. Our results
suggest an even higher level of presence in Ares, using the
Bauhaus approach.
VI. APPLYING BAUHAUS SCENOGRAPHY IN ARES
For external scenography, Ares commented on society’s
obsession with celebrity and corporations. Most participants
recognized the intention, and it contributed to immersion. In
response to tonal choices, participants felt claustrophobic in the
caverns. They contorted to fit through digital cracks and tunnels.
Further, the escape route provided a sense of tonal movement.
For time, participants estimated that between seven and 10
minutes of atomic-time had passed from the beginning to end of
Ares, which is true. However, many thought that the story of the
experience ranged anywhere from 15 minutes to one hour. This
embodied temporal dissociation afforded by immersion signals
SOP. Concerning topology, more than half of the participants
thought that the VE felt about 6 x 6 meters and 12 meters
underground. However, three participants estimated that the VE
could be the size of a planet. The play area was 1.5 x 1.5 meters.
Regarding movement, almost all participants perceived the cave
as a ‘maze'. These sentiments were supported by both interviews
and sketches of sprawling caverns. Interviews highlighted the
need to appreciate different modes of human locomotion and
variety of body types, some users perceived their physical
bodies were too large to proceed through tight sections in the
VE.
Study results suggest a higher level of presence in Ares,
using the Bauhaus scenographic approach for the afforded VE,
as compared to similar studies [7]. The parallel between
raumempfindung and the impossible space design tactic for
immersion underscores these results.
VII. DESIGN IMPLICATIONS AND CONCLUSION
Achieving SOP through increased immersion in a VE may
be enhanced through the Bauhaus approach. Study results
suggest that users experienced a higher SOP in Ares than in
comparable studies. The interview results indicated that the
approach was particularly effective in external scenography,
time, and movement. The presented language provides a
clarifying framework to guide design deliberations for
immersive settings that contribute to presence. A VE designer
does not need to be an expert in any one of the Bauhaus
scenographic elements, but they must strive to be a generalist
capable of weighing and understanding the interplay of a
variety of aesthetic dimensions in relation to user movement.
The Bauhaus’ raumempfindung clarifies this reciprocal
relationship between a user’s movement in the VE and SOP.
Each new environment blossoms around the user’s movement
as felt space, affording opportunities for dramatic agency in a
VR experience. As sensing technologies become more robust,
this research informs design considerations for VEs instantiated
in unique architectures and for a diverse range of bodies.
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Figure 3. Maps of the VE drawn by users as part of the study.
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