VR Research Papers: Part 1/2
This week I have been madly collecting some research papers for an Annotated Bibliography Project. Some of these papers were really interesting and spiked some more investigation into Virtual Reality and the Creative Industry. Two research papers that I thought were fascinating and would like to share were: Opening the Mind: Designing 3D Virtual Environments to Enhance Team Creativity (2016) and The collaboration of two different working practices enabling autonomous virtual reality artwork (2011).
Opening the Mind: Designing 3D Virtual Environments to Enhance Team Creativity
By: R. Minas, A. Dennis, & A. Massey. (2016)
This paper investigates whether the design of a 3D virtual environment can be used to influence deliberately, the scope of attention and engagement during electronic brainstorming, which results in team creativity advancement.
This paper has the following hypothesis. ‘Teams generating ideas in a perceptually open environment will generate more ideas than teams generating ideas in a perceptually closed environment’ and ‘Teams generating ideas in a perceptually open environment will generate more a) novel, b) workable, and c) relevant ideas than teams generating ideas in a perceptually closed environment.’ The investigation followed an experiment where 140 students used Open Wonderland (toolkit used for creating collaborative 3D environments) while participating in idea generation tasks. The result proved that the above hypothesis as true.
The author was motivated by 3D virtual environments, electronic brainstorming, Priming, attention and creativity and how all these factors can come together to help creatives. While this paper only uses the Virtual Environment ‘Open Wonderland’, it demonstrates the potential of how VR technology can be used to help creatives in their teams with generating ideas and creative thoughts.
The Collaboration of Two Different Working Practices Enabling Autonomous Virtual Reality Artwork
By: K. Badni. (2011)
This paper documents the journey of the artist (Jo Fairfax, a successful sculptor), the author (Kevin Badni, trained VR product designer and senior lecturer) and their collaborative creative project. The artist’s (Fairfax) goal of the project was to create a new form of art using VR technology. This paper documents the discussions, problems, solutions, iterations, technical process, research and design process behind the collaborative, 13 months long project. This project (the final artwork) was displayed in Leicester City’s Art Gallery with over 2000 people experiencing it.
The project concluded with both the author and the artist creating a unique piece of artwork that included 5 individual virtual worlds, the VR headset and a custom built throne for the users to sit in to experience the virtual worlds. Each world was different. Each world used soft aesthetics, animations, 3D sounds, and 3D models. The user experienced their own unique journey within the VR project. The author describing it as a ‘dream’ like state, with no predetermined linear narrative. The author also noted that the working relationship (between him and the artist) had been very successful.
Jo Fairfax wanted to create extraordinary artwork, using Virtual reality as the tool. The artist wanted to produce his own unique aesthetic and immersive experience. A ‘dream like’ experience for the user, with no gravity. This paper is a great example of how collaboration from two different industries can produce amazing and successful projects. Virtual reality technologies combined with the skills and background attributes from two industries, (Creative Industry and Information Technology Industry) can produce very productive and successful project.
This week, my work also involved reviewing the Project Schedule. Due to some issues I was experiencing, I have had to push the completion date of the Capstone Project forward. Below are the changes I have made to the schedule. Lucky I had previously scheduled some ‘non-working’ days and I was able to use these days for finishing the Capstone Project.
Thanks for reading. Zoe
Progress Report Week 8
Minas, R. K., Dennis, A. R., & Massey, A. P. (2016, January). Opening the Mind: Designing 3D Virtual Environments to Enhance Team Creativity. In 2016 49th Hawaii International Conference on System Sciences (HICSS) (pp. 247-256). IEEE.
Badni, K. (2011). The collaboration of two different working practices enabling autonomous virtual reality artwork. Digital Creativity, 22(1), 49-64.