Humanistic Tool-Building in Virtual Reality: An Audio-Driven Approach
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| Vydáno v: | ProQuest Dissertations and Theses (2025) |
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| 020 | |a 9798265429643 | ||
| 035 | |a 3275492484 | ||
| 045 | 2 | |b d20250101 |b d20251231 | |
| 084 | |a 66569 |2 nlm | ||
| 100 | 1 | |a Kim, Kunwoo | |
| 245 | 1 | |a Humanistic Tool-Building in Virtual Reality: An Audio-Driven Approach | |
| 260 | |b ProQuest Dissertations & Theses |c 2025 | ||
| 513 | |a Dissertation/Thesis | ||
| 520 | 3 | |a This dissertation investigates the philosophy, frameworks, design methodology, and practices of humanistic tool-building in virtual reality (VR) through the lens of computer music. Humanistic tool-building refers to designs that prioritize values such as creative expression, aesthetics, social wellbeing, and culture. VR is a computer-generated, audiovisual medium that provides an enhanced sense of presence and immersion through fantastical environments and interfaces. Audio-driven creative expressions place music and sound as the first-class modality of the design experience. An overarching question of this dissertation is: How do we artfully integrate these three elements (humanistic tool-building, VR, and an audio-driven approach) to design tools for creating, performing, and engaging with music in VR for human flourishing? I explored this question through practice-based research with two projects.Chapter 1 introduces the background and definitions of humanistic tool-building, audio-driven approach, and VR. Chapter 2 presents an exemplary design methodology for humanistic tool-building, called thematic alignment—a metaphor-based framework for crafting audiovisual interactions. Chapter 3 explores audio-driven creative expressions in VR, organized into three sections: creating, performing, and engaging with musical VR experiences. Chapter 4 describes the first case study of large-scale VR works, VVRMA: VR Field Trip to a CCRMA, which investigates VR as a pedagogical and expressive tool for computer music. Chapter 5 describes the second case study, SVOrk: Stanford VR Orchestra, which explores VR as a musical, creative, performative, and social tool. Chapter 6 concludes the paper with the overall summary, future work, and personal remark of this dissertation. | |
| 653 | |a User interface | ||
| 653 | |a Design | ||
| 653 | |a Computer music | ||
| 653 | |a Audiences | ||
| 653 | |a Metaphor | ||
| 653 | |a Research & development--R&D | ||
| 653 | |a Field trips | ||
| 653 | |a Virtual reality | ||
| 653 | |a Musical performances | ||
| 653 | |a Information technology | ||
| 653 | |a Music | ||
| 773 | 0 | |t ProQuest Dissertations and Theses |g (2025) | |
| 786 | 0 | |d ProQuest |t ProQuest Dissertations & Theses Global | |
| 856 | 4 | 1 | |3 Citation/Abstract |u https://www.proquest.com/docview/3275492484/abstract/embedded/L8HZQI7Z43R0LA5T?source=fedsrch |
| 856 | 4 | 0 | |3 Full Text - PDF |u https://www.proquest.com/docview/3275492484/fulltextPDF/embedded/L8HZQI7Z43R0LA5T?source=fedsrch |