4.3 Immersion and VR

Tracks
Track 3
Tuesday, June 25, 2024
10:30 AM - 12:30 PM
Plaza P7

Speaker

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Ms Zhino Yousefi
Ontario College of Art and Design University

FP: Embosom: Reimagining Home in the Diaspora through a Multi-Sensory VR Art Installation

10:30 AM - 10:55 AM

Abstract

This paper explores how individuals of Asian diasporic backgrounds perceive and reimagine transitioning between homes through Embosom, a multi-sensory Virtual Reality (VR) installation. The project objective is to awaken emotions, resilient stories, and memories. Insights into participants' emotional feedback are collected through a case study based on an interview questionnaire and survey. Unlike studies focusing on specific locations, this project blurs the lines between reality and the virtual realm, creating a reverie of imaginary remembered spaces. The project combines a physical sculpture with VR visuals and sound to evoke a sense of “home.” Participants, while seated on a soft sculpture, are immersed in a VR scene featuring cultural symbols and walls that shimmer with sparkling particles. Enhanced by a subtle soundtrack, the experience of Embosom, fosters a connection with their homeland. The project's methodologies, specifically phenomenology and the psychology of home, have informed its design and content. Insights from interviews and surveys indicate a reduction in anxiety and an increased sense of serenity among participants. The findings indicate that VR visuals were the most impactful element, evoking memories and instilling resilience in immigrants, thus fostering a feeling of home in their host country.

Final Paper

Biography

Zhino Yousefi, an Iranian-Canadian artist and engineer, resides in the California Bay Area. She holds a Master of Science in Electrical and Computer Engineering from the University of Toronto and a Master of Fine Arts in Digital Futures from OCAD University. Yousefi's artistic roots are in traditional Iranian paintings, reflecting Iran's rich cultural heritage. Her creative path has evolved into immersive art installations where art seamlessly integrates with technology. Utilizing electronics, sensors, Virtual Reality, and 3D design, Yousefi delves into themes of home, diaspora, and existentialism. Her art transcends conventional boundaries, igniting new conversations and presenting distinct perspectives on the human experience. Through her work, Yousefi masterfully blurs the lines between the physical and digital worlds, challenging viewers to explore these interconnected realms.
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Dr Claire Brunet
Associate Professor
OCAD University

Co-presenter

Biography

Dr. Claire Brunet, an Associate Professor at OCAD University and a professional sculptor, centers her artistic practice on the complex interplay between humans and their environment. Her research delves into the transformative impact of 3D digital technologies on the artist’s relationship with space and object interaction, as well as on the creative process itself. Known for engaging with temporal elements, Brunet’s works challenge and reveal the values inherent in our fast-evolving, hypermodern society. Her unique blend of digital methodologies and traditional sculptural techniques facilitates critical dialogues about the interconnectedness of living beings and their environments. In current research, Dr. Brunet focuses on temporality and the ephemerality of being, exploring the transition of forms from analogue to digital realms. Her work encompasses themes related to the natural world, environmental impacts, personal identity, and representation. Her innovative approach led to the presentation of projects and scholarly papers at international conferences, and publications.
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Dr Josh Harle
Tactical Space Lab

SP: What Good (and Bad) is VR

10:55 AM - 11:10 AM

Abstract

This paper discusses ethics around the creation of virtual reality experiences, through a critical examination of the allowances the medium offers to creative practitioners. It suggests that, while virtual reality was initially celebrated as “the ultimate empathy machine”, a robust argument can be made for VR’s capacity to desensitise participants.

Looking at the use of Virtual Reality for journalism, it acknowledges that the novelty of VR has exposed (particularly affluent) audiences to stories of humanitarian crisis, and explores the ethical implications of desensitisation and compassion fatigue of the audience to the subject.

Examples are given of VR for cue/exposure therapy for treatment of phobias and addiction, habituating muscle memory, HR training experiences for effectively firing workers, and drilling activities in simulated high-stress environments such as industrial safety and military applications. Military simulation VR will be explored further in the context of desensitisation and the historical development of military training from Dave Grossman’s book On Killing, arguing that its use allows for training that reduces empathy and the hesitation to kill.

Final Paper

Biography

Dr Josh Harle is a multidisciplinary researcher and media artist identifying as neurodivergent. His practice is informed by degrees in Computer Science & Cybernetics, Philosophy, and Fine Art, and a doctorate across Architecture & Design exploring representation of virtual space through an ARC scholarship. His recent practice investigates diverse forms of ‘sense-making’, technology as cultural practice, and the expressive potential of digital capture tools through hacking and repurposing. Harle lectures internationally on the creative applications of digital technologies, including robotics and virtual reality, and co-edited ‘Technology as Cultural Practice’, an open-access journal featuring critical essays from international contributors, showcases of contemporary Indigenous Australian VR and AR art projects, and interviews with their creators. Since 2017, as director of Tactical Space Lab, Harle has hosted an ongoing experimental VR studio program working collaboratively with established artists to explore innovative uses of virtual reality, photogrammetry, Computer Vision, Machine Learning and other emerging technologies.
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Miss Hsiang-Hua Chang
Graduate Institute of Art and Technology, National Tsing Hua University

SP: Integrating performance into atypical immersive spaces through motion capture technology

11:10 AM - 11:25 AM

Abstract

Motion capture technology and immersive theater have become increasingly popular in the performing arts in recent years. However, integrating these two elements in immersive theater is still uncharted territory. Our research delves into the combination of motion capture technology and performance elements to expand the creative possibilities within immersive theater. Drawing inspiration from the classic "Beauty and the Beast" story, we focus on the interplay between appearance and inner self, with motion capture enhancing character development. Performers seamlessly transition between virtual characters and objects, creating immersive experiences in unconventional venues. This innovative approach represents a significant advancement in motion capture technology in immersive theater. Future work could involve refining motion capture technology and exploring unique viewing perspectives. Our study offers valuable insights and inspiration for creators in this evolving field.

Final Paper

Biography

Master's student at the Graduate Institute of Art and Technology, National Tsing Hua University. Specializes in interactive design and AR, and VR applications. Proficient in 3D technology and game engines. The creations are characterized by childlike whimsy. The themes of the creations often focus on parent-child relationships.
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Associate Professor Chun-I Lee
National Taiwan University of Arts

SP: Hand Bone Frame Conversion for Motion Retargeting in a Body Motion Capture System to Manipulate Virtual Taiwanese Hand Puppet

11:25 AM - 11:40 AM

Abstract

Taiwanese hand puppet theater is a traditional craft with over a hundred years of history. This project merges Taiwanese hand puppet theater with technology, preserving its traditional quali-ties while breaking new ground. We used motion capture tech-nology for the transdisciplinary co-creation of three-dimensional animation and performance art. Taiwanese hand puppets are manipulated using the hand; the limitations of the bone frame of the hand create the unique movements of the humanoid puppets. Motion capture equipment cannot directly translate the human skeleton to the bone frame of the hand, and performers cannot physically imitate the motions of the hand. Thus, to enable motion capture equipment to manipulate a virtual Taiwanese hand puppet in real-time through a human body and make the virtual Taiwanese hand puppet move in the traditional manner, we wrote a puppetry system that converts the VRM of human skeletons to the bone frame of the hand. This system serves as reference for motion retargeting to ma-nipulate virtual puppets.

Final Paper

Biography

Chun-I Lee is an associate professor and chair in the Department of Multimedia and Animation Arts at the National Taiwan University of Arts. Chun-I has previously served as the director of the Innovation Center for Art and Technology. Chun-I was a recipient of the National Science Council's Thousand Miles Project grant, which allowed them to serve as a visiting scholar at the Digital Media Program of the Georgia Institute of Technology in the United States. He is currently dedicated to nurturing talent in experimental game development and promoting Taiwan's creative gaming energy on the international stage.
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Dr Jinsil Hwaryoung Seo
Associate professor
Texas A&M University

FP: Immersive Empathy: Developing Interactive 360-Degree Video Projects in Cylindrical Spaces for Social Awareness in a College Art Class

11:40 AM - 12:05 PM

Abstract

This paper explores the integration of immersive 360-degree video technology within the realm of art and design education, particularly highlighting its implementation in a college-level digital art class. Emphasizing the immersive nature of 360-degree videos projected in a cylindrical environment, the study investigates how such technologies redefine user experience by enhancing presence, engagement, and empathy. Unlike traditional videos, 360-degree videos envelop viewers in a spherical visual experience, creating a more profound connection to the content. The paper discusses the pivotal role of immersive experiences in art education, particularly in fostering a nuanced understanding of social issues and contexts. It demonstrates how such technology not only enhances the educational experience in art but also empowers creators and audiences to explore and understand complex social issues, opening new avenues for empathetic and socially conscious art creation. The experiences and outcomes of the students' projects illustrate the impact of immersive technology on both creators and audiences, suggesting a rich space for further research and development.

Final Paper

Biography

Jinsil Hwaryoung Seo is an interactive artist/researcher focusing on aesthetics of interactive experience. Currently she is an associate professor in the School of Performance, Visualization & Fine Arts and a faculty fellow in the Institute for Applied Creativity and the Center for Health Systems & Design at Texas A&M University. Seo received a Ph.D. in Interactive Art and Technology from Simon Fraser University in Canada and an MFA in Computer Arts from School of Visual Arts (SVA). With interdisciplinary, interactive art practice, Seo investigates the intersection between body, nature and technology. Seo has been focusing on the aesthetic qualities of human experience, the relationships that emerge through interactions within artworks, the underlying beauty and pattern inherent in the nature. Seo has chosen interactive art for her creative practice and research in particular as it encourages immersive and embodied relationships within a work of art and with participants.
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Mr Michael Bruner
Lecturer
Texas A&M University

Co-presenter

Biography

Michael Bruner is an interactive media designer and real-time developer living and working in Austin, Texas. Starting his career in game development and moving into live design, Michael uniquely understands the ins and outs of XR technology and live performance. He holds a M.F.A. in Design and Technology for live performance from the University of Texas with a specialization in Integrated Media. His research interests focus on exploring novel interactions and new modes of participation. Michael is currently a Visiting Lecturer in Interactive Design at Texas A&M's School of Performance, Visualization, and Fine Arts.

Session chair

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Neil Dodgson
Victoria University of Wellington

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