In considering a VR space as affording a new kind of writing space, we see that, as opposed to the linear space of a printed book, the arguments and narratives are embodied in a physical space like a museum on three distinct levels: (1) the architecture of the space itself, (2) the collection, and (3) the individual artifacts. The levels can present multiple threads. From this perspective, the problem becomes how to organize and present elements at each level in order to facilitate the “reading” of the various threads by the user.
Architecture as Discursive Space
In the VR environment of RealityMedia, architecture serves as a medium for spatial discourse.
Rotunda
The central rotunda embodies the whole argument of the book and suggests how the various galleries are connected in a circle of key ideas.

Gallery as Spatialized narrative
RealityMedia also consists of a series of “galleries,” many of which clearly resemble the rooms of a conventional museum. Each gallery delivers an overarching theme of all the individual artifacts and content in the space.
Presence and Aura Gallery
Each of the three rooms in this gallery conveys a particular theme; discussions on what presence is, how presence manifests, and aura.

individual Artifact as narratives
Individual exhibits use typical conventions to organize and present their verbal ideas in the 2D space of a printed book: e.g. paragraphs, pagination, headings, chapters, and an index and reference list. In addition, RealityMedia also makes use of a set of expressive media forms possible only in the immersive medium of VR:
- the meaningful arrangement of 2D content in the 3D architecture of each room
- panoramic spheres and complete immersive experiences that are
“embedded” in galleries but visited as independent world spaces - 3D visualizations of the ideas contained in the printed book in the
form of “force graphs” - teleporting portals that connect stories by providing a transition
between galleries
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