Abstract
dc:description.abstract“We shape our tools, and thereafter they shape us," this Mcluhanism demands that when we create, we do so thoughtfully. This thesis examines artists' 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' 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' 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.
Degree
thesis:*- Name thesis:degree_name
- Master of Science (MSc)
- Discipline thesis:degree_discipline
- Computer Science
- Grantor
- University of Ontario Institute of Technology
- Year dc:date.issued
- 2023
Author and committee
dc:creator, dc:contributor.*- Author dc:creator
-
- Moo-Young, Joss Kingdom
- Advisors dc:contributor.advisor
-
- Hogue, Andrew
- Szkudlarek, Veronika
Subjects
dc:subject × 5Rights
- Language dc:language.iso
- en
Identifiers
dc:identifier.*- Handle dc:identifier.uri
- https://hdl.handle.net/10155/1679
- OAI identifier oai:identifier
- oai:ontariotechu.scholaris.ca:10155/1679