Developing arts-based methods for exploring virtual reality technologies: A university–industry case study

S. Gray, C. Bevan, K. Cater, Jo Gildersleve, C. Garland, Oliver Langdon
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引用次数: 1

Abstract

Collaborations between human–computer interaction (HCI) researchers and arts practitioners frequently centre on the development of creative content using novel – often emergent – technologies. Concurrently, many of the techniques that HCI researchers use in evaluative participant-based research have their roots in the arts – such as sketching, writing, artefact prototyping and role play. In this reflective paper, we describe a recent collaboration between a group of HCI researchers and dramatists from the immersive theatre organization Kilter, who worked together to design a series of audience-based interventions to explore the ethics of virtual reality (VR) technology. Through a process of knowledge exchange, the collaboration provided the researchers with new techniques to explore, ideate and communicate their work, and provided the dramatists with a solid academic grounding in order to produce an accurate yet provocative piece of theatrically based design fiction. We describe the formation of this partnership between academia and creative industry, document our journey together, and share the lasting impact it has had upon both parties.
开发基于艺术的方法来探索虚拟现实技术:一个大学-工业案例研究
人机交互(HCI)研究人员和艺术从业者之间的合作经常集中在使用新技术(通常是新兴技术)开发创造性内容上。同时,HCI研究人员在基于参与者的评估性研究中使用的许多技术都源于艺术,例如素描、写作、人工制品原型和角色扮演。在这篇反思性的论文中,我们描述了一组HCI研究人员和沉浸式剧院组织Kilter的剧作家之间的最近合作,他们共同设计了一系列基于观众的干预措施,以探索虚拟现实(VR)技术的伦理。通过知识交流的过程,合作为研究人员提供了探索、构思和交流他们工作的新技术,并为剧作家提供了坚实的学术基础,以便创作出一部准确而又具有煽动性的戏剧设计小说。我们描述了学术界和创意产业之间这种伙伴关系的形成,记录了我们共同的旅程,并分享了它对双方的持久影响。
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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