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Embodied by Design: The Presence of ...
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Pissini, Jessica.
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Embodied by Design: The Presence of Creativity, Art-Making, and Self in Virtual Reality.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Embodied by Design: The Presence of Creativity, Art-Making, and Self in Virtual Reality./
Author:
Pissini, Jessica.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
Description:
255 p.
Notes:
Source: Dissertations Abstracts International, Volume: 82-08, Section: A.
Contained By:
Dissertations Abstracts International82-08A.
Subject:
Communication. -
Online resource:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28287796
ISBN:
9798698586869
Embodied by Design: The Presence of Creativity, Art-Making, and Self in Virtual Reality.
Pissini, Jessica.
Embodied by Design: The Presence of Creativity, Art-Making, and Self in Virtual Reality.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 255 p.
Source: Dissertations Abstracts International, Volume: 82-08, Section: A.
Thesis (Ph.D.)--The Ohio State University, 2020.
This item must not be sold to any third party vendors.
From computational and scientific viewpoints, virtual reality (VR) is a well-researched technology, platform, and mode of communication. However, from an arts perspective, virtual reality has very few, if any, defined parameters as an artistic medium. This study aims to explore the technical affordances and the experiential and creative phenomena of art-making in virtual reality in an effort to establish VR as a contemporary artistic medium framed within an arts and museum education context. The embodied, open-ended play of art-making with the virtual medium presents a different kind of user experience than most other VR applications, which deserves alternative ways of classifying the immersive elements of virtual art-making. By using the social cognitive framework (Bandura, 1986) to guide my research, I consider the dynamic relationship between environment, person, and behavior in order to understand not only the technical elements, but also what type of immersive process and embodied creativity virtual artists experience and what types of art can they make. Through a phenomenological framework, design-thinking approach, and an arts-based research methodology, this study analyzes data collected from participants and uses data visualizations to bring the research to life and make it accessible for all audiences and fields of study. Additionally, this project aims to discover how artists and educators can use the virtual medium to inspire creativity and impactful art experiences within museum spaces in ways that transport the visitors from viewer-of-art to maker-of-art.
ISBN: 9798698586869Subjects--Topical Terms:
524709
Communication.
Subjects--Index Terms:
Virtual reality
Embodied by Design: The Presence of Creativity, Art-Making, and Self in Virtual Reality.
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From computational and scientific viewpoints, virtual reality (VR) is a well-researched technology, platform, and mode of communication. However, from an arts perspective, virtual reality has very few, if any, defined parameters as an artistic medium. This study aims to explore the technical affordances and the experiential and creative phenomena of art-making in virtual reality in an effort to establish VR as a contemporary artistic medium framed within an arts and museum education context. The embodied, open-ended play of art-making with the virtual medium presents a different kind of user experience than most other VR applications, which deserves alternative ways of classifying the immersive elements of virtual art-making. By using the social cognitive framework (Bandura, 1986) to guide my research, I consider the dynamic relationship between environment, person, and behavior in order to understand not only the technical elements, but also what type of immersive process and embodied creativity virtual artists experience and what types of art can they make. Through a phenomenological framework, design-thinking approach, and an arts-based research methodology, this study analyzes data collected from participants and uses data visualizations to bring the research to life and make it accessible for all audiences and fields of study. Additionally, this project aims to discover how artists and educators can use the virtual medium to inspire creativity and impactful art experiences within museum spaces in ways that transport the visitors from viewer-of-art to maker-of-art.
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28287796
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