closely related to the context, usage, and intermediate
medium.
Kwastek (2013) states that interactive media must
begin with active entities from several parties
involved. Artists or designers are individual subjects
and not just "the tailor" of the interaction systems.
Therefore, the aesthetics of interaction should
prioritize individual perceptions and interpretations.
Perception and interpretation appear subjectively and
cannot be generalized. The creator of interactive
media still plays an important role in the aesthetics of
his artwork. Artists will create proportions of
interaction through design and programming as a
form of system implementation by selecting,
constructing, and uniting digital assets that have been
prepared. Kwastek adds in the perspective of the
users of interactive art, they feel that the beauty in
interactive works is moments that are unthinkable and
unidentified situation emerged outside of
preconception. Creating interactive media is building
an interactivity framework in the context of the
process of using the intuition.
Kwastek (2013) also states that aesthetics in
interaction projects can be affected by decision-
making by interactive media users, even though the
interaction is actually planned in advance. So in
reality, users can experience immersion through their
play experience and skip some interactions that are
available by design. The emergence of real
contradictions between the desire to admire artworks
and the need to control those feelings are
characteristics of interactive art. In other words, the
absence of artists/ designers in the interactive media
interaction process is recognized as part of the
interactivity characteristics. Their role is only at the
beginning of creating. The dynamics of interactivity
are fully a process of interaction between the system
and the user. Interactive project is built through
gradual processes and iterations, where artists/
designers test potential interactions according to their
imagination and design as a form of verification and
possible modifications in these interactive media
systems. It means the artists/ designers are the first
users of their own works. Therefore, to get a more
ideal verification, several test-plays are needed in the
process of building interactive media by involving
potential users or certain groups who have an interest
in interactive media.
Blunck (as cited by Kwastek, 2013) suggests that
a certain form of aesthetic experience is possible if
we experience a situation not by truly experiencing
"its sensual presence", but by "imagining it in its
absence, imagining it sensually and in such a way as
to direct it to presence of its aesthetic ".
2.2 Narrative as Virtual Reality
In the digital world, opinions emerged regarding the
use of virtual reality technology, including VR will
replace reality; including the opposite of VR will not
be able to replace reality, VR will question the
concept of reality, VR will rediscover or explore
reality, VR will enhance the user's mind, VR is a
riskless pleasure so it can be considered immoral, VR
will question the uniqueness between fiction - reality,
etc. (Ryan, 1999). In his study, Ryan analyzed VR as
a semiotic phenomenon and explored its implications
for literary theory and textuality problems. Narratives
play an important role in interactive media, as a result
of the interaction plot and interaction experience
depend on the storyline that was designed
beforehand.
In VR technology, there is immersion and
interactive elements that generated by computers.
Ryan (1999) sees that this immersion and
interactivity are characteristics of data used to create
reality experiences through virtual reality. According
to Steuer (as cited by Ryan, 1999), these two data
characters will present the term telepresence; the
condition where you feel the presence of environment
that is developed virtually, rather than the real
environment directly. Telepresence is related to
presence, just as virtual reality relates to reality. Ryan
describes that an interesting part of this interactive
media is when it can transfer the concept of
immersion and interactivity into a literary
perspective. So the narrative has the potential to be
applied textually into VR technology. This is related
to interactivity, which is considered to have its own
aesthetic value through post-modern theories. On the
other hand, immersion is often ruled out as a form of
illusionary aesthetic suspension from the reference to
its use in the narrative. Therefore, the immersion has
the power of the presence of reality (Ryan, 1999).
2.3 Immersion
According to Ryan (1999), immersion depends on
clarity, where technological equipment has an
influence in representing reality. In this case,
immersion will be stronger when projecting a three-
dimensional display, the illusion of depth through any
space. Through VR technology, the boundaries of
space are lost so users feel they are in the virtual
world. Steuer (1992) states that there is a depth of
information in VR media as a function of display
resolution. Steuer also adds about the breadth of
information as the number of sensor dimensions that
are simultaneously displayed through media images,
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