Virtual Reality Immersion Art

The 'Seeing I' Project Will Explore Our Relationship With Technology

British artist Mark Farid wants to spend 28 days isolated inside a virtual reality environment as part of a social experiment dubbed 'Seeing I,' which will attempt to explore how humans' relationship with technology can alter their inherent identity. Farid is currently operating a Kickstarter campaign to raise funds for his project.

If the project becomes a reality, Farid will spend 28 consecutive days wearing a virtual reality headset while locked away in a small room equipped only with a bed, toilet and shower. He will however be completely visible to the public.

His virtual reality headset will feed footage of the life of a person called 'The Other,' who will be sourced from the public. The Other will be required to record his life's events by wearing glasses fitted with lenses and microphones.

'Seeing I' will be filmed and cut into a documentary. A team of doctors and psychologists will be on hand to ensure that Farid doesn't suffer severe psychological damage from the experiment.

Virtual Reality Immersion
The 'Seeing I' Project explores the potential of virtual reality to deeply immerse individuals in a new digital environment.
Human-technology Relationship
The 'Seeing I' Project explores how prolonged exposure to technology can alter one's inherent identity and relationship with technology.
Crowdsourced Experiences
The 'Seeing I' Project leverages the public's participation in recording and sharing their personal experiences for virtual reality immersion.

Where This Applies

Art
The 'Seeing I' Project presents opportunities for artists to create immersive experiences that blur the boundaries between reality and virtual reality.
Entertainment
The 'Seeing I' Project showcases the potential for virtual reality to revolutionize the entertainment industry by offering audiences deeply immersive experiences.
Technology
The 'Seeing I' Project sparks innovation in the development of virtual reality headsets and applications by pushing the boundaries of the human-technology interaction.
SCORE
4.1 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 62%
Activity 52%
Freshness 8%

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