ABSTRACT
This study seeks to provide insight into two-dimensional (2D) artists' approach to three-dimensional (3D) creativity within a virtual environment. Specifically, this research investigates the widespread assumption that Virtual Reality (VR) provides a natural interface by which traditionally 2D-centric artists may explore 3D content creation. Using a prototype of Canvox, a VR tool that uses voxels to represent 3D space with a single stroke [1], we performed a qualitative study in which artists were observed producing familiar assets in a virtual space. Here, we present data on 2D artists' expectations for the User Interface (Space, Navigation, Scale, Tool Accessibility, Lighting), Functionality (Tool Functionality, Materials, Brushes, Primitives), Applications (Communication Mechanisms, Use Cases), and User Mindset (Ideation, Creation, Opportunities) for VR creation. Our results offer insights into the bifurcations between artists' mental models of 2D and VR creativity: in VR, artists expect to create content, while in 2D, artists expect to render representations of content. We also demonstrate the potential use cases of this emerging creative platform.
- Ericsson Yeojin Kim, Byungmoon Kim, Jiyang Kim, Young J. Kim. 2017. CanvoX: High-resolution VR painting in large volumetric canvas. arXiv (Technical Report), 1--22.Google Scholar
- David Gustavsson. 2014. Interaction with a 3D modeling tool through a gestural interface. An evaluation of effectiveness and quality. Master's Thesis.Google Scholar
- Michael Chen, S. Joy Mountford, Abigail Sellen. 1988. A study in interactive 3D rotation using 3D control devices. Comp Graph 22, 4, 121--129. Google ScholarDigital Library
- Melanie Tory. 2003. Mental registration of 2D and 3D visualizations (an empirical study). IEEE Visualization. Google ScholarDigital Library
- Hitendra K. Pillay. 1994. Cognitive load and mental rotation: structuring orthographic projection for learning and problem solving. Instr Sci 22, 2: 91--113.Google ScholarCross Ref
- Takeo Igarashi, Satoshi Matsuoka, Hidehiko Tanaka. 1999. Teddy: A sketching interface for 3D freeform design. Proceedings of ACM SIGGRAPH, 409--416. Google ScholarDigital Library
- Lynn Eggli, Chiang-yao Hsu, Beat Bruderlin, Gershon Elber. 1997. Inferring 3D models from freehand sketches and constraints. Computer-Aided Design 29, 2: 101--112.Google ScholarCross Ref
- Steve Tsang, Ravin Balakrishnan, Karan Singh, Abhishek Ranjan. 2004. A suggestive interface for image guided 3D sketching. Proceedings of ACM SIGCHI, 591--598. Google ScholarDigital Library
- Yotam Gingold, Takeo Igarashi, Denis Zorin. 2009. Structured annotations for 2D-to-3D modeling. ACM Transactions on Graphics 28, 5: 1--9. Google ScholarDigital Library
- Gabriel Evans. 2018. Development of a 3D conceptual design environment using a commodity head mounted display virtual reality system". Graduate Theses and Dissertations.Google Scholar
- Doug A. Bowman, Ernst Kruijff, Joseph J. LaViola Jr., Ivan Poupyrev. 2015. 3D User Interfaces: Theory and Practice. Pearson Education Inc, Boston, MA.Google ScholarDigital Library
- Kurt Satter, Alley Burler. 2015. Competative usability analysis of immersive virtual environments in engineering design review. J Comput Inf Sci Eng, 19, 2, 1--12.Google Scholar
- David R. Millen. 2000. Rapid Ethnography: Time deepening strategies for HCI field research. Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques, 280--286. Google ScholarDigital Library
- K. Andrews Ericsson, Herbert A. Simon. 1984. Protocol Analysis: Verbal Reports as Data. The MIT Press, Cambridge, MA.Google Scholar
- Rebecca R. Springmeyer, Meera M. Blattner, Nelson L. Max. (1992). A characterization of the scientific data analysis process. Proceedings of the IEEE Conference on Visualization, 235--252. Google ScholarDigital Library
- Paul Davies. 2012. Awakening: The Art of Halo 4. Titan Books Limited, London, UK.Google Scholar
Index Terms
- Virtual Artistry: Virtual Reality Translations of Two-Dimensional Creativity
Recommendations
Virtual and augmented reality in the art of Lucio Fontana
EVA '16: Proceedings of the conference on Electronic Visualisation and the ArtsVirtual Reality and Augmented Reality are cutting edge technologies that can be used for several purposes, from entertainment to telemedicine. The attention given by experts and researchers from several different disciplines led us to investigate on the ...
Adaptation to Force in the Haptic Rendering of Virtual Environments
EuroHaptics '08: Proceedings of the 6th international conference on Haptics: Perception, Devices and ScenariosRealistic haptic rendering is one of the most challenging issues in the field of virtual reality. The intent is for the user to experience the same kinesthetic sensations in the virtual realm as they would in the real world. Therefore, we need to know ...
Virtual environments before pixels: Yayoi Kusama's impact on virtual reality
EVA '17: Proceedings of the conference on Electronic Visualisation and the ArtsHistory of art, among several subjects, is the result of the evolution of the intrinsic trends of the topic, merged with the influences of the social aspects of the present and past eras. The current historical moment is characterised by a strong ...
Comments