Virtual realm: An exploration of stimulating virtual space
dc.contributor.author | Ye, Jiaming | |
dc.contributor.department | Chalmers tekniska högskola / Institutionen för arkitektur och samhällsbyggnadsteknik (ACE) | sv |
dc.contributor.department | Chalmers tekniska högskola / Institutionen för arkitektur och samhällsbyggnadsteknik (ACE) | en |
dc.contributor.examiner | Lundberg, Jonas | |
dc.contributor.supervisor | Lundberg, Jonas | |
dc.date.accessioned | 2024-07-03T13:36:48Z | |
dc.date.available | 2024-07-03T13:36:48Z | |
dc.date.issued | 2024 | |
dc.date.submitted | ||
dc.description.abstract | The increasing technological sophistication and widespread availability of digital modeling and visualization tools have led to a growing interest among designers, artists, scientists, and architects in the development and design of virtual places. As Grosz (2001) comments, VR has the potential for a world of unfettered choice. From ‘Pygmalion’s Spectacle’ in the 1930s to the current prominent VR productions such as HTC Vive and Meta Oculus, ‘virtual reality’ is gradually and quietly changing our way of observing the World. The virtual space is a secondary creation of the physical space relying on the perception of it, and virtual creation is a way for designers to show and communicate their creativity. Therefore a vessel that combines technological interchangeability with the concepts of social participation and improvisation, the Fun Palace paradigm space, can provide a platform for designer dynamism and creativity (Mathews, 2006) At the same time, virtual environments as a vessel need to be constantly formatted in the base scenario to respond to the multiple creativity of designers, as in the case of the Black Box Theater (Ö zel, 2017) Based on the inspiration of the Fun Palace and the Black Box Theater, the thesis assumes the author as a social architect and discusses the virtual and reality environments that stimulate visual, auditory, and tactile multi-sensory experiences from the perspective of designers. The case study analysis of virtual architectural design, the literature review of VR interactions, and the virtual environment and creativity provide the theoretical support for developing a collaborative environment for the designers to create a multi-sensory experience that can stimulate the visual, auditory and tactile senses The Virtual Realm enhances the physical simulation of the environment through ventilation, materials, and tactile senses to fully immerse the user in the experience. The design in the form of a warehouse community facilitates interaction between designers and stimulates reflection on the creation and thinking of virtual places. | |
dc.identifier.coursecode | ACEX35 | |
dc.identifier.uri | http://hdl.handle.net/20.500.12380/308236 | |
dc.language.iso | eng | |
dc.setspec.uppsok | Technology | |
dc.subject | Virtual Reality, Immersive Multi-sensory, Creativity, physical stimulation, Community | |
dc.title | Virtual realm: An exploration of stimulating virtual space | |
dc.type.degree | Examensarbete för masterexamen | sv |
dc.type.degree | Master's Thesis | en |
dc.type.uppsok | H | |
local.programme | Architecture and urban design (MPARC), MSc |
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