Published online by Cambridge University Press: 03 July 2025
Abstract: Guillaume Perreault-Roy has been working in the fields of virtual and augmented reality for many years, both as an artist and researcher. He is currently creative director (and author) of the VR video game Broken Edge (2022). As someone who has worked hands-on with early immersive technologies (including some prototypes which have been forgotten by most recent histories of the medium), Perreault-Roy developed a set of pillars for discussing technologically mediated immersion. Our discussion served to highlight some of the fundamental factors in the budding fields of virtual and augmented reality, but also to take a look at where these technologies might one day go.
Keywords: virtual reality, immersion, technology, research-creation
How did you get into the field of immersive media?
Guillaume Perreault-Roy (GPR): Since 2014, I’ve been involved in augmented reality (AR) and virtual reality (VR) in a variety of roles. This was a critical period for immersive technologies and their evolution has informed my creative process. While I now work as a creative director in an indie video game company specialized in VR, I’ve previously worked as a researcher, interactive designer, digital artist, and teacher. I’ve juggled these roles and the technologies, alternating between AR and VR. This plural approach allowed a direct, hands-on appreciation of these technologies and a point of view informed by various perspectives. The potentials and limitations of immersive media are my main interests and I developed a frame of analysis for both.
Back in 2014, I was working in a start-up where I initially designed an AR platform based on the first iteration of the Meta glasses. My main interest, then, until 2018, was presence, since the notion of “immersion” was thrown around a lot at the time, often in a very abstract sense. That's when I undertook an initial research project, with the first iteration of my project Espace & Présence, and when I came up with the idea of the “three pillars of presence” as an analytical framework. The key point of these pillars was to establish common dependencies of the effect of presence, both in augmented and virtual reality.
To save this book to your Kindle, first ensure no-reply@cambridge-org.demo.remotlog.com is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about saving to your Kindle.
Note you can select to save to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.
Find out more about the Kindle Personal Document Service.
To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.
To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.