Humanistic Tool-Building in Virtual Reality: An Audio-Driven Approach

Uloženo v:
Podrobná bibliografie
Vydáno v:ProQuest Dissertations and Theses (2025)
Hlavní autor: Kim, Kunwoo
Vydáno:
ProQuest Dissertations & Theses
Témata:
On-line přístup:Citation/Abstract
Full Text - PDF
Tagy: Přidat tag
Žádné tagy, Buďte první, kdo vytvoří štítek k tomuto záznamu!

MARC

LEADER 00000nab a2200000uu 4500
001 3275492484
003 UK-CbPIL
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