Virtual Craft: Experiences and Aesthetics of Immersive Making Culture

IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Humanities (Basel, Switzerland) Pub Date : 2023-09-15 DOI:10.3390/h12050100
Minhyoung Kim
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Abstract

As immersive media, including VR, AR, MR, and XR, continues to expand rapidly during the pandemic era, there remains limited research on its comprehensive characteristics and its potential to create new forms of experience and aesthetics. This may be attributed to a lack of an understanding that immersive technologies exist encompassing both realms of reality and virtuality, leading to misconceptions that they are radically disconnected from traditional notions of materiality. In contrast, this study identifies an emerging trend characterized by the material implementation of immersive technologies in the domain of making culture in VR, which is referred to as “virtual craft” in this research. By reviewing studies on immersive media, materiality, making culture, and triadic semiotics, an integrated conceptual framework was developed to assess the experiences, aesthetics, and potential of immersive making culture. This framework is then applied to a specific case study involving virtual craft, with a particular focus on the 3D painting application, Tilt Brush, and related applications that the author has observed and tested. In conclusion, this paper presents a vision of the future of virtual craft and discusses the sustainability of immersive making culture, highlighting the potential for continued innovation and integration in various fields.
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虚拟工艺:沉浸式制作文化的体验与美学
随着包括VR、AR、MR和XR在内的沉浸式媒体在大流行时期继续迅速发展,对其综合特征及其创造新体验和美学形式的潜力的研究仍然有限。这可能是由于缺乏对沉浸式技术存在于现实和虚拟领域的理解,导致误解,认为它们与传统的物质性概念完全脱节。相比之下,本研究发现了一种新兴趋势,其特征是沉浸式技术在VR制作文化领域的物质实现,在本研究中被称为“虚拟工艺”。通过回顾沉浸式媒体、物质性、制作文化和三元符号学的研究,我们开发了一个综合的概念框架来评估沉浸式制作文化的体验、美学和潜力。然后将该框架应用于涉及虚拟工艺的特定案例研究,特别关注3D绘画应用程序,倾斜刷以及作者观察和测试的相关应用程序。最后,本文展望了虚拟工艺的未来,并讨论了沉浸式制作文化的可持续性,强调了在各个领域持续创新和整合的潜力。
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