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Interactive Arts Commons

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Articles 1 - 3 of 3

Full-Text Articles in Interactive Arts

Full Bloom: Diegetic Ui For Musical Phrases In Virtual Reality, Peter Armstrong, Elliot Cole, Peter Ferry, Joe Geigel, Susan Lakin, Richard Swientonioski, Zachary Talis, Jennie Thomas Jul 2021

Full Bloom: Diegetic Ui For Musical Phrases In Virtual Reality, Peter Armstrong, Elliot Cole, Peter Ferry, Joe Geigel, Susan Lakin, Richard Swientonioski, Zachary Talis, Jennie Thomas

Frameless

We propose a novel system for communicating musical note pitch and sequence information to users within a virtual reality environment. Our approach utilizes ‘Blooms,’ objects that resemble flowers with various petal arrangements. These formations, when constructed in view of users, act as diegetic, user-parsable encodings of their inputs. Blooms exist within the virtual space as simulated physics objects that collectively serve the role of a user interface.


Web Derive 01 - An Online Art Vr Work By The Transeuntis Mundi Project, Cândida Borges, Gabriel M. Velez Dr. Jul 2021

Web Derive 01 - An Online Art Vr Work By The Transeuntis Mundi Project, Cândida Borges, Gabriel M. Velez Dr.

Frameless

The Transeuntis Mundi(TM) Project explores the complexity of the millennial human journey and the resulting cultural diversity. It investigates how it can be approached through artistic research and be converted into a nomadic creative practice in transmedia arts, using emerging technologies to generate an archive of human legacy.

Compositions are based on field recordings in public spaces of multiple cities around the world, using 3D technology for sound and image, following Careri's (2002) methodology of Walkscapes. The power of interactivity and immersion through 360o image and ambisonic sounds are crucial to insert the visitor in a global cultural …


How Mixed Reality Will Impact Product Design, Wyatt Coe Jul 2021

How Mixed Reality Will Impact Product Design, Wyatt Coe

Frameless

Mixed reality technology promises to merge our digital and physical worlds, unlocking new realms of experience and design. Designers must consider how this will impact future products and experiences now, to identify the most desirable solutions and applications of this technology. The capability of software to simulate reality could fundamentally shift the way we produce and experience physical and digital products, allowing for simplified physical products that support digital experiences.