Virtual Artistry: Virtual Reality Translations of Two-Dimensional Creativity

L. Herman, Stefanie Hutka
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引用次数: 9

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.
虚拟艺术:二维创意的虚拟现实翻译
本研究旨在深入了解二维(2D)艺术家在虚拟环境中实现三维(3D)创造力的方法。具体来说,这项研究调查了一个普遍的假设,即虚拟现实(VR)提供了一个自然的界面,传统上以2d为中心的艺术家可以通过它来探索3D内容的创作。使用Canvox的原型,这是一种使用体素用单个笔画表示3D空间的VR工具[1],我们进行了定性研究,观察艺术家在虚拟空间中制作熟悉的资产。在这里,我们展示了2D艺术家对VR创作的用户界面(空间,导航,规模,工具可访问性,照明),功能(工具功能,材料,画笔,原语),应用程序(通信机制,用例)和用户心态(构思,创造,机会)的期望数据。我们的研究结果揭示了艺术家对2D和VR创造力的思维模式之间的分歧:在VR中,艺术家希望创造内容,而在2D中,艺术家希望呈现内容。我们还展示了这个新兴创意平台的潜在用例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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