The Full Dive


In the video ‘The Full Dive’ I wanted to explore the traditional concept of immersion, and show that through new technology, this idea of being completely immersed in something has changed dramatically.

I give examples of times in my life where I have felt completely immersed, at least in the traditional sense. Then go on to explain the concept of the ‘full dive’, a level of immersion where a person can no longer tell the difference between the real world, and that of the virtual one.

Whilst the ‘full dive’ may seem like something from a movie (Inception, The Matrix, Avatar), with new technology, it is closer to reality than you think.

The Process


Once I had completed my script, the first thing I did was record myself reading it out, and then placed that in my Premiere timeline. This audio track formed a solid base for my video, and allowed me to plan out on the timeline what overlay footage, images, and sound effects, I needed to record or source to complete the video.

Framing and positioning

As per my previous videos, I followed the rule of thirds by positioning myself left of centre and having my eyes line up with the base of the top third.  Unlike previous videos, this time I allowed more space between the top of my head and the top of the frame.

Shot composition

I chose to shoot my ‘speaking to camera’ scenes in my living room rather than my office. After watching back some of my previous videos, I realised that I wanted a narrower depth of field, and because my office was much smaller, it didn’t allow that.


As I mentioned earlier, having the narration down as a base made the editing process fairly straight forward. Knowing that I would be using a lot of overlay, I set up a series of folders on my computer in advance, to help with sorting the downloads into categories.

Source Material

There is a lot of different overlay footage/images used in this video. I spent many hours trawling the internet finding appropriate creative commons footage to use. To allow for easier referencing at the end, whenever I found an asset that I thought might be useful, before downloading it, I bookmarked the page. This is a process I will use again.

Audio recording

One thing that bugged me when I re-watched my last video was the obvious difference in audio from the narration, to the speaking to camera. Even though they were recorded using the same equipment, the microphone had been positioned differently, and the external noise (mostly wind) had impacted the final sound. This time I made sure to measure the distance from my mouth to the microphone and replicated it in both scenarios. There’s still a difference, but it is much smaller than last time.


Immersion was also the theme I chose for my previous video. Although they’re very different videos, I wanted a way to link the two of them. I did this by using the same background music, thus, creating a subtle connection between the two.


I’m a terrible writer, and by that, I mean I get high levels of anxiety when it comes to writing. This is the reason my current enrolment is my third attempt at a bachelor’s degree. I love all aspects of the production (filming/editing), but writing the narrative for the video, that is something that genuinely scares me.

The previous videos seemed to be ok due to their shorter length, but this one was a tough slog (even only at 6 min). That might not seem like a genuine challenge, but for me it is.

Lessons Learned

Engagement with audience

Once I had finally written the script, I hadn’t allowed myself much time to record footage of my own. This meant using mostly overlay footage in my video. On reflection, I feel that this created less engagement with the audience than what could have been possible with more of me on the screen.

Looking down the lens

My late script writing also led to small windows of opportunity to film my on-camera scenes. This resulted in a small number of takes and not allowing myself time to memorise the script meant for most of the time I was not looking at the camera. This unfortunately has resulted in a lack of connection between me and the viewer.

Maybe We Could’ by Restless Modern (CC BY 3.0)

Sound Effects
Heartbeat, Regular, Single, 01-01, LOOP.wav’ by InspectorJ (CC BY 3.0)
Human has been Nutralised’ by cityrocker (CC0 1.0)

Harry Potter : The EXHIBITION’ by Flywithinsun (CC BY-NC 2.0)
Call of Duty Modern Warfare Gamescom 2019’ by dronepicr (CC BY 2.0)
Matrix-2354492_960_720’ by Tobias_ET (Pixabay License)
1404589’ by Unknown (CC0 1.0)
Matrix office workspace’ by Dan LeFebvre (Unsplash License)
IMUwe-p1yqs’ by Lucrezia Carnelos (Unsplash License)
‘859007’ by Unknown (CC0 1.0)
woman using black VR headset’ by JESHOOTS.COM (Unsplash License)
1315258082980’ by Melissa Bube (CC BY-SA 2.0)

Making of Nimbus 2000 New Edition 2019 | Harry Potter | Cinereplicas’ by Cinereplicas (CC BY 2.0)
100th page drawing challenge. Harry Potter.’ by The Average Artist (CC BY 2.0)
Sydney to Melbourne BY CAR | Cronulla’ by Peregrination (CC BY 2.0)
My Lazy Fortnite Gaming Setup – PC Gaming on Couch?! 😱’ by Premium Aphid (CC BY 2.0)
Heart Rate Monitor | 4K Relaxing Screensaver’ by Josu Relax (CC BY 2.0)
Army Soldiers Train with Virtual Reality Systems’ by The U.S. Army (CC BY 2.0)
Europe’s first Virtual Reality cinema’ by samhoudinspirations (CC BY 2.0)
StarVR One – The New King Of High End Virtual Reality – MRTV StarVR One Hands-On Review’ by MRTV – MIXED REALITY TV (CC BY 2.0)
Should I buy the Oculus Quest or wait for the Oculus Quest 2? Metaverse Show 001’ by VR Essentials (CC BY 2.0)
Teslasuit – Full Body VR Suit, CES 2019 [4K Video]’ by Uniglobe Kisco (CC BY 2.0)
Harry Potter Theme’ by SmartGear Factory (CC BY 3.0)
HTC Vive Philippines Unboxing’ by Hardware Sugar (CC BY 2.0)
Walk In VR: How Good Is The Cyberith Virtualizer 2? Omnidirectional Treadmill Tested!’ by MRTV – MIXED REALITY TV (CC BY 2.0)
Tesla Suit Hands on Impressions’ by Research VR Podcast (CC BY 2.0)

Golosovskaya, A 2019, Full Dive Virtual Reality: How Unrealistic is Diving Deeply into the Dream?, Invisible Toys, retrieved 28 September 2020, <>.

Shin, D 2019, ‘How does immersion work in augmented reality games? A user-centric view of immersion and engagement’, Information, Communication & Society, vol. 22, no. 9, pp. 1212-1229.

Witmer, BG & Singer, MJ, 1998, ‘Measuring Presence in Virtual Environments: A Presence Questionnaire’, Presence, vol. 7, no. 3, pp. 225-240.

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