{"id":{"repo_id":"uoit","oai_identifier":"oai:ontariotechu.scholaris.ca:10155/1679"},"canonical_url":"https://search.dev.ndltd.org/etd/uoit/oai:ontariotechu.scholaris.ca:10155/1679","repository":{"repo_id":"uoit","name":"Ontario Institute of Technology","base_url":"https://ontariotechu.scholaris.ca/server/oai/request"},"display":{"title":"An inquiry into virtual materiality","abstract":"“We shape our tools, and thereafter they shape us,&quot; this Mcluhanism demands that when we create, we do so thoughtfully. This thesis examines artists&apos; relation to VR tools for 3D shape modelling and their needs regarding VR creativity. A new interaction model is presented for sculpting in VR featuring physicalized tools which interact with mass-conserving voxel `clay&apos; material. The model is included in a pilot study comparing three sculpting methods using within-subject trials and a focus group with eight artists. Statistical analysis of questionnaire responses measuring six aspects of Creativity Support Index revealed that the new model was not favoured over industry-level software. Thematic analysis of feedback and observations characterized artists&apos; experiences in VR sculpting. The analyses suggest future VR sculpting tools should improve 1. Haptic Response, including Pseudo-Haptic techniques, and 2. Kinetic Response, leveraging the emotive nuance in the body, and respecting VR as an alternative reality.","abstract_html":"“We shape our tools, and thereafter they shape us,&amp;quot; this Mcluhanism demands that when we create, we do so thoughtfully. This thesis examines artists&amp;apos; relation to VR tools for 3D shape modelling and their needs regarding VR creativity. A new interaction model is presented for sculpting in VR featuring physicalized tools which interact with mass-conserving voxel `clay&amp;apos; material. The model is included in a pilot study comparing three sculpting methods using within-subject trials and a focus group with eight artists. Statistical analysis of questionnaire responses measuring six aspects of Creativity Support Index revealed that the new model was not favoured over industry-level software. Thematic analysis of feedback and observations characterized artists&amp;apos; experiences in VR sculpting. The analyses suggest future VR sculpting tools should improve 1. Haptic Response, including Pseudo-Haptic techniques, and 2. Kinetic Response, leveraging the emotive nuance in the body, and respecting VR as an alternative reality.","abstract_has_math":false,"creators":["Moo-Young, Joss Kingdom"],"institution":"University of Ontario Institute of Technology","degree_name":"Master of Science (MSc)","degree_level":null,"degree_discipline":"Computer Science","degree_department":null,"school":null,"contributors":[],"advisors":["Hogue, Andrew","Szkudlarek, Veronika"],"committee_chairs":[],"committee_members":[],"year":2023,"date_issued":"2023-08-01","date_published":"2023-08-01","updated_at":"2026-07-24T05:35:41Z","subjects":["Shape modelling","Digital sculpting","Human-computer interaction","Creativity support","Virtual reality"],"languages":["en"],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://hdl.handle.net/10155/1679","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.advisor","label":"Advisor","values":["Hogue, Andrew","Szkudlarek, Veronika"]},{"key":"dc:creator","label":"Author","values":["Moo-Young, Joss Kingdom"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2023-08-29T18:55:28Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2023-08-29T18:55:28Z"]},{"key":"dc:date.issued","label":"Date","values":["2023-08-01"]},{"key":"dc:type","label":"Dc Type","values":["Thesis"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Computer Science"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Master of Science (MSc)"]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["University of Ontario Institute of Technology"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Shape modelling","Digital sculpting","Human-computer interaction","Creativity support","Virtual reality"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["en"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://hdl.handle.net/10155/1679"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["“We shape our tools, and thereafter they shape us,&quot; this Mcluhanism demands that when we create, we do so thoughtfully. 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