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Articles 1 - 18 of 18
Full-Text Articles in Art and Design
Designing The Prosthetic Appearance In Virtual Reality With The Collaboration Of Participants And Users, Ming-Huang Lin, Ling Lee
Designing The Prosthetic Appearance In Virtual Reality With The Collaboration Of Participants And Users, Ming-Huang Lin, Ling Lee
IASDR Conference Series
Based on the approach of research through design, this research combines virtual reality (VR) and participatory design method to develop and customize the appearance of wearable assistive devices. It attempts to test the efficiency of developing designs with the help of VR, especially the collaborative capabilities with various participants and users without design background. The study cases are three wearable assistive device users (one shoulder amputation (AE) case and two hand deformity cases) at our partner institution, Disabled Reconstruction Center of Taipei Veterans General Hospital, with the design goal of helping them design prosthetic accessories. The research focuses on testing …
Design For Expanding Interaction And Cognitive Enhancement In Virtual Reality, Youngil Cho
Design For Expanding Interaction And Cognitive Enhancement In Virtual Reality, Youngil Cho
IASDR Conference Series
How does a human have a natural interactive feeling in the virtual space as the same or more as in the real world? For the expanding interaction in the virtual space which is the more important axis of evaluation between “I” as subject-oriented and “target” as object-oriented? The present research gives an insight into the role of self-consciousness in embodied cognition, the ability to recognize an object's physical location as well as the physical relationships between objects with a focus on the evaluation axes between the subject and object. The results show that self-consciousness types and oriented evaluation axis influence …
Determining American Sign Language Joint Trajectory Similarity Using Dynamic Time Warping (Dtw), Rohith Mandavilli
Determining American Sign Language Joint Trajectory Similarity Using Dynamic Time Warping (Dtw), Rohith Mandavilli
Computer Science Senior Theses
As American Sign Language (ASL), the language used by Deaf/Hard of Hearing (D/HH) Americans has grown in popularity in recent years, an unprecedented number of schools and organizations now offer ASL classes. Many hold misconceptions about ASL, assuming it is easily learned; however due to its rich, complex grammatical construction, it’s not mastered easily beyond a basic level. Therefore, it becomes ever more important to improve upon existing techniques to teach ASL. The Dartmouth Applied Learning Initiative (DALI) at Dartmouth college in coordination with the Robotics and Reality Lab developed an application on the Oculus Quest that helps D/HH individuals …
Arts Technology
SIGNED: The Magazine of The Hong Kong Design Institute
Extended Reality (XR) is a fast-developing technology with huge potentials yet to be discovered. Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR) are affiliates under this broader term. They can be used in combination or individually and can be applied in many fields, such as entertainment, art, education and professional training, just to name a few.
Web-Based Ives For User Experience Evaluation In The Architecture Studio, Faithful Oladeji
Web-Based Ives For User Experience Evaluation In The Architecture Studio, Faithful Oladeji
Frameless
Research on the use of immersive virtual environments (IVEs) in architectural design has rapidly permeated the practice for the last few decades, largely driven by a single prospect: the possibility of sufficiently simulating the genuine interactions and experiences of a design well before it is actually built. The implications of this achievement when fully realized would revolutionize the profession, effectively igniting a new period of David Harvey’s space-time compression in the industry, such that IVEs would enable designers to, symbolically, cross temporal distances, and bring a legitimate experience of their final products to the present, at any point in their …
Ikkuma: An Artistic Vr Storytelling Experience, Yangli Liu
Ikkuma: An Artistic Vr Storytelling Experience, Yangli Liu
Frameless
Ikkuma is an interactive storytelling experience utilizing Tilt Brush and Unity. It is about a land being swallowed by the sea, where conflict cracks ice and fire tears families apart. Ikkuma is the Inuvialuit word for fire, a central element to the work. The fundamental theme of Ikkuma is global warming and its impact on the Arctic ecosystem. The players must learn to tame the fire in their hearts and the Inuit traditional knowledge if they hope to survive the harsh yet fragile Arctic tundra.
Embodimap Vr. A Tangible And Immersive Body-Mapping Experience., Volker Kuchelmeister, Jill Bennett, Gail Kenning, Natasha Ginnivan, Lydia Gitau, Sophie Burgess
Embodimap Vr. A Tangible And Immersive Body-Mapping Experience., Volker Kuchelmeister, Jill Bennett, Gail Kenning, Natasha Ginnivan, Lydia Gitau, Sophie Burgess
Frameless
EmbodiMap is a creative research and therapeutic tool that enables users to connect with and explore how thoughts, sensationsand emotions are experienced in the body. It extends existing body-mapping research and protocols by facilitating a tangible immersive experience.
The Visit Vr. An Immersive Experience To Counteract Stigma About Dementia., Volker Kuchelmeister, Jill Bennett, Gail Kenning, Natasha Ginnivan, Melissa Neidorf
The Visit Vr. An Immersive Experience To Counteract Stigma About Dementia., Volker Kuchelmeister, Jill Bennett, Gail Kenning, Natasha Ginnivan, Melissa Neidorf
Frameless
The Visit is an interactive 6-dof real-time Virtual Reality experience, developed from an interdisciplinary research project conducted by artists and psychologists working with women living with dementia. Visitors are invited to sit with Viv, a life-sized, realistic and responsive character whose dialogue is created largely from verbatim interviews, drawing us into a world of perceptual uncertainty, while at the same time confounding stereotypes and confronting fears about dementia. The characterisation has scientific validity but also the qualities of a rich, emotion-driven film narrative. The point of the work is to draw the viewer into the emotional/perceptual world of Viv.
Physical To Virtual: A Model For Future Virtual Classroom Environments, Stephen J. Fink
Physical To Virtual: A Model For Future Virtual Classroom Environments, Stephen J. Fink
Masters Theses
Virtual reality is a technology that has seen unprecedented growth since the turn of the century with increasing applications within business, entertainment, and educational applications. As virtual reality technologies continue to develops and markets expand, the world may see an increased demand for virtual classrooms: virtual environments (VEs) that students may access through immersive virtual reality technologies to receive guided instruction, conduct simulations, or perform tasks typical in a classroom setting. While many studies document how virtual reality is beneficial to educational processes, there is little discussion on how virtual environments should be architecturally designed. Thus one may hypothesize that …
Utilizing Vr For Manufacturing Learning And Training, Jetrin Wichienwidhtaya
Utilizing Vr For Manufacturing Learning And Training, Jetrin Wichienwidhtaya
WWU Honors College Senior Projects
This paper looks into the world of virtual reality as seen from the manufacturing point of view, specifically inside manufacturing education. Virtual reality is growing within many industries including manufacturing and is a key piece in Industry 4.0. Every year, the capabilities of virtual reality grow as the resolution of screens progresses to the point where it can simulate near-perfect depictions of reality as processing power continues to grow. This opens a massive amount of potential into things like training. Especially in the current environment where learning virtually has become the norm, being able to have hands-on experience can help …
Statement Of Creative Practice: Creative Making And Vr Literature, Mez Breeze
Statement Of Creative Practice: Creative Making And Vr Literature, Mez Breeze
Journal of Creative Writing Studies
Editor's Note
Mez Breeze authored her artist’s statement in virtual reality. You can view Mez’s artist’s statement even without a VR headset. Just click this link: https://bit.ly/2Kov372
You’ll need this password to access it: XR_PlayG
Abstract
Constructing creative writing in XR (aka Extended Reality: an umbrella term that covers Augmented Reality, Virtual Reality, Mixed Reality, and a fourth category called Synthetic Reality), and VR in particular, is an exciting and recent phenomenon in the Electronic Literature field. This proposed Statement of Creative Practice will examine the scope and reach of XR artforms while focusing in particular on the subset of …
Altered States: Creative Arts, Virtual Reality, And The Human Condition, Sophia Gebara
Altered States: Creative Arts, Virtual Reality, And The Human Condition, Sophia Gebara
Honors Theses
Virtual reality (VR) is a medium that is cutting-edge and novel, creating fully immersive experiences for diverse audiences. Able to fabricate endless opportunities of hyper-realistic scenes, virtual reality provides a specific kind of space for self-reflection and empathy that no other medium can match. VR can take the viewer to the night of the shooting of Trayvon Martin, or next to families trying to survive the genocide in the Nuba mountains of Sudan, or even alongside a NASA scientists atop a sheet of ice in Greenland measuring the rising sea levels. This thesis explores the discourse and critical commentary surrounding …
Cedar Hill: A Case Study In Preservation And Education In A Digital World, Lin Barnett
Cedar Hill: A Case Study In Preservation And Education In A Digital World, Lin Barnett
Senior Projects Spring 2019
Visit Cedar Hill (now Annandale-on-Hudson) as it stood over a century ago, reconstructed in virtual reality. This interactive project retells an important aspect of Hudson Valley History, its mill communities, which do not get preserved in the archeological record and are not as closely maintained as its neighboring communities of Bard College and Montgomery Place. The project analyzes the structures' changing purposes, as well as their changing architectural qualities, to trace the story of the hamlet's decline.
Virtual Archaeology, Virtual Longhouses And "Envisioning The Unseen" Within The Archaeological Record, William M. Carter
Virtual Archaeology, Virtual Longhouses And "Envisioning The Unseen" Within The Archaeological Record, William M. Carter
Electronic Thesis and Dissertation Repository
We are of an era in which digital technology now enhances the method and practice of archaeology. In our rush to embrace these technological advances however, Virtual Archaeology has become a practice to visualize the archaeological record, yet it is still searching for its methodological and theoretical base. I submit that Virtual Archaeology is the digital making and interrogating of the archaeological unknown. By wayfaring means, through the synergy of the maker, digital tools and material, archaeologists make meaning of the archaeological record by engaging the known archaeological data with the crafting of new knowledge by multimodal reflection and the …
Mdocs Banner-2016-06-01, Walking The Line Fact And Fiction In Documentary Storytelling, Jordana Dym, Jesse Wakeman
Mdocs Banner-2016-06-01, Walking The Line Fact And Fiction In Documentary Storytelling, Jordana Dym, Jesse Wakeman
MDOCS Publications
Storytellers' Institute 2016 Walking the Line: Fact and Fiction
May 31 - July 1, 2016
THEME
This June, the MDOCS' Storytellers' Institute explores the theme of "fact and fiction." Documentary works are evidence-based stories, working with facts to render, reveal, and represent truth(s) to inform and, at times, inspire action. Despite relying on real people, depicting real places, and presenting real events, documentaries engage by interpreting and representing reality (Lamarre 2009).
In the words of John Grierson (1926) (considered the father of the term "documentary"), a documentary film is a "creative treatment of actuality." Tools in a documentarian's kit are …
From Celluloid Realities To Binary Dreamscapes: Cinema And Perceptual Experience In The Age Of Digital Immersion, Edwin Lloyd Mcguy Lohmeyer
From Celluloid Realities To Binary Dreamscapes: Cinema And Perceptual Experience In The Age Of Digital Immersion, Edwin Lloyd Mcguy Lohmeyer
Theses and Dissertations--Art and Visual Studies
Technologies in digital cinema are quickly changing the way contemporary filmmakers create films and how audiences currently perceive them. As we move onward into the digital turn, it becomes ever more apparent that the medium of film has been emancipated from its dependence on the photograph. Directors are no longer required to capture the objectively real as it sits before the photographic lens, but can essentially construct it via groundbreaking advancements in computer-generated imagery, motion capture technology, and digital 3D camera systems and display technologies. Since the origins of film, spectators and filmmakers have assumed an existing relationship between reality …
Vr Projects, P.D. Quick
Vr Projects, P.D. Quick
SWITCH
A description of three three projects having to do with virtual reality. The first is the Nanomanipulator, developed at the University of North Carolina Chapel Hill Department of Computer Science in conjunction with the UCLA Department of Chemistry in 1991. It is a machine that allows the user to interact with microscopic particles previously only visible in 2D from an electron microscope. The second project, The Augmented Reality Project, also developed at the Chapel Hill Department of Computer Science. This device used ultrasound images to be placed over a body allowing the user to see inside of it. The final …
Vrware Beware: Vr At Siggraph, P.D. Quick
Vrware Beware: Vr At Siggraph, P.D. Quick
SWITCH
The article uses the author’s experiences from the event of Siggraph ‘95 to comment on upcoming products using virtual or augmented reality. The article includes further discussion on the products’ effects on the psychology and physiology of consumers. Some examples include the “i-Glasses” from Virtual I/O, the “Smart Model” from Multigen, as well as the nanomanipulator created by University of North Carolina Chapel Hill Department of Computer Science, and the Phobia Project developed by the Georgia Tech Graphics Visualization and Usability Center. The article also covers not only the products of this event, but also the courses, panels, papers, and …