[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-0-en-105":3,"doc-seo-136470-105":59,"doc-detail-136470-en":130},{"code":4,"msg":5,"data":6},0,"success",[7,13,18,23,28,33,38,43,48,51,55],{"id":8,"doc_module":4,"doc_module_name":9,"category_name":10,"show_sort_weight":11,"slug":12},1,"Document","Story & Novel",90,"story-novel",{"id":14,"doc_module":4,"doc_module_name":9,"category_name":15,"show_sort_weight":16,"slug":17},2,"Literature",80,"literature",{"id":19,"doc_module":4,"doc_module_name":9,"category_name":20,"show_sort_weight":21,"slug":22},4,"Exam",70,"exam",{"id":24,"doc_module":4,"doc_module_name":9,"category_name":25,"show_sort_weight":26,"slug":27},5,"Comic",60,"comic",{"id":29,"doc_module":4,"doc_module_name":9,"category_name":30,"show_sort_weight":31,"slug":32},6,"Technology",50,"technology",{"id":34,"doc_module":4,"doc_module_name":9,"category_name":35,"show_sort_weight":36,"slug":37},7,"Healthcare",40,"healthcare",{"id":39,"doc_module":4,"doc_module_name":9,"category_name":40,"show_sort_weight":41,"slug":42},8,"Research & Report",30,"research-report",{"id":44,"doc_module":4,"doc_module_name":9,"category_name":45,"show_sort_weight":46,"slug":47},9,"Religion & Spirituality",20,"religion-spirituality",{"id":46,"doc_module":4,"doc_module_name":9,"category_name":49,"show_sort_weight":46,"slug":50},"World Cup","world-cup",{"id":52,"doc_module":4,"doc_module_name":9,"category_name":53,"show_sort_weight":52,"slug":54},10,"Lifestyle","lifestyle",{"id":56,"doc_module":4,"doc_module_name":9,"category_name":57,"show_sort_weight":24,"slug":58},19,"General","general",{"code":4,"msg":60,"data":61},"ok",{"site_id":62,"language":63,"slug":64,"title":65,"keywords":66,"description":67,"schema_data":68,"social_meta":123,"head_meta":125,"extra_data":127,"updated_unix":129},105,"en","nathan-bray-interactive-exploration-of-virtual-liminality","Nathan Bray - Interactive Exploration of Virtual Liminality","","The research investigates digital liminal experiences and examines how environmental design affects users’ comfort in virtual spaces. Three distinct environments were developed and tested: a desolate train station, a vacuous supermarket, and a forest containing mysterious structures. Participant feedback revealed significant differences in comfort levels, with level ambience, theming, and the absence of other people identified as key drivers of emotional response. The empty station and shop increased discomfort, whereas the forest promoted relaxation, strongly shaped by sound and visuals, especially within the forest.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/nathan-bray-interactive-exploration-of-virtual-liminality/136470/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/nathan-bray-interactive-exploration-of-virtual-liminality/136470.png","ImageObject",300,407,{"name":92,"@type":93},"Arica Lee","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-09-20","2026-08-22",true,{"@type":102,"interactionType":103,"userInteractionCount":34},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What is the focus of this study on digital environments?","Question",{"text":112,"@type":113},"The study focuses on how environmental design shapes users’ comfort within digital liminal spaces.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"Which virtual environments were created and tested?",{"text":117,"@type":113},"Three environments were tested: a desolate train station, a vacuous supermarket, and a forest with mysterious structures.",{"name":119,"@type":110,"acceptedAnswer":120},"What design factors most strongly influenced emotional responses?",{"text":121,"@type":113},"Level ambience, theming, and the absence of others were identified as pivotal factors shaping users’ emotional responses.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},136470,1787387267,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":34,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":139,"language":140,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":141,"faqs":142,"seo_title":143,"seo_description":67,"update_tm":129,"read_time":144},8796096645457,"https://ap-avatar.wpscdn.com/avatar/800003749518d68ffe3?x-image-process=image/resize,m_fixed,w_180,h_180&k=1779345340919836971","An interactive exploration into virtual liminality and the  \nimpact it has on users.  \nNathan Bray  \nMaster of Science by Research  \nUniversity of York  \nSchool of Arts and Creative Technologies  \nDecember 2023  \nAbstract:  \nThis study delves into the realm of digital liminal experiences, investigating how environmental design influences users' comfort in digital liminal spaces. Three distinct digital environments were created and tested for this study consisting of a desolate train station, a vacuous supermarket, and a forest full of mysterious structures shrouded infog. Participant feedback from this testing showed pronounced variations in comfort levels. Notably, level ambience, theming, and the absence of others emerged as pivotal factors shaping users’ emotional responses. The empty train station and shop, designed to replicate bustling social settings, evoked discomfort, while the forest environment came across as relaxation. Sound and visuals, particularly in the forest, played a crucial role in shaping comfort. Despite limitations in participant numbers, the insights contribute to a nuanced understanding of impactful design elements in digital liminality and provide the groundworks for future studies into liminality to build upon.  \nDeclaration: I declare that this thesis is a presentation of original work and I am the sole author. This work has not previously been presented for an award at this, or any other, University. All sources are acknowledged as Reference  \nAcknowledgments: I would like to acknowledge that, to the best of my knowledge, no publications have arisen from the work presented in this thesis.  \nI would like to thank my supervisors Sanjit Samaddar and Nick Jones, for their excellent supervision. They are a constant source of helpful advice into both the practical and theoretical parts of the MSc. I’d also like to thank my family and friends for their constant support throughout.  \nTable of Contents  \nChapter 1: Introduction: .................................................................................................................................................... 5  \nResearch Objectives ....................................................................................................................................................... 6  \nResearch Questions and Hypotheses............................................................................................................................. 7  \nSignificance of the Study................................................................................................................................................ 8  \nAdvancing User-Centred Design:................................................................................................................................ 8  \nContributing to Academic Knowledge: ...................................................................................................................... 8  \nSupporting Evidence-Based Decision-Making:........................................................................................................... 8  \nScope and Limitations .................................................................................................................................................... 8  \nScope: ............................................................................................................................................................................ 8  \nLimitations: .................................................................................................................................................................... 9  \nChapter 2: Literature Review: ............................................................................................................................................ 9  \nLiminality....................................................................................................................................................","cbCaiqgeTFfI0NI3","https://ap.wps.com/l/cbCaiqgeTFfI0NI3","pdf",4805617,78,"English","# Chapter 1: Introduction\n## Research Objectives\n## Research Questions and Hypotheses\n## Significance of the Study\n## Scope and Limitations\n# Chapter 2: Literature Review\n## Liminality\n## Uncanniness\n## Examples of media using uncanniness and liminality\n## Gaps in preexisting literature\n## Conclusion\n# Chapter 3: Design and Development of the Unity Testing Application\n## General Design Elements\n## The Design Process\n## Individual level design choices\n## Train\n## Forest\n## Shop\n# Chapter 4: Methodology","[{\"question\":\"What is the focus of this study on digital environments?\",\"answer\":\"The study focuses on how environmental design shapes users’ comfort within digital liminal spaces.\"},{\"question\":\"Which virtual environments were created and tested?\",\"answer\":\"Three environments were tested: a desolate train station, a vacuous supermarket, and a forest with mysterious structures.\"},{\"question\":\"What design factors most strongly influenced emotional responses?\",\"answer\":\"Level ambience, theming, and the absence of others were identified as pivotal factors shaping users’ emotional responses.\"}]","Nathan Bray - Interactive Exploration of Virtual Liminality | PDF",197]