Annotated Bibliography
- 1
Biskjaer, M. M. & Halskov, K. (2014) Decisive Constraints as a Creative Resource in Interaction Design. Digital Creativity, 25 (1) January, pp. 27–61.
In this article, the authors explore and tries to explain the constraints in a creative practice experienced by designers in their respective fields of arts. Shedding light on the concept of constrains and how it affects the progression of a design process. Interestingly in this article authors do not label the constraints as problems or obstacles experienced by the creative agents, the designers, have to overcome or find solution to but the properties of the constraint be examined. This article enables the designer to strategically analyze and find solutions to their problems thus better understand the design.
- 2
Aeon (n.d.) Digital Art Is What You Can Do, Not How You Did It – Tom Uglow | Aeon Essays [Online]. Aeon. Available from: <https://aeon.co/essays/digital-art-is-what-you-can-do-not-how-you-did-it> [Accessed 15 October 2018].
In article is written by Tom Uglow, who is the Google’s Creative lab in Sydney, His works are particularly concerned with cultural and creative organizations around the world. In this article, the author is exploring the intersection between technology and the arts. He asserts that it is inherently humanistic restriction shown to change that digital arts still haven’t drastically, if not completely, taken place of conventional analog actions and interactions. He believes digital is a tool rather than a medium. Also, showing concern over the way we ‘digitize’ our lives and it is beyond returning back but shows optimism that the interface, our interaction with digital information, will mimic natural actions. This article is an excellent read for designers to widen their scoop of knowledge and just refreshing the mind with a unique perspective.
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Kim, S. (2018) Virtual Exhibitions and Communication Factors. Museum Management and Curatorship, 33 (3) May, pp. 243–260.
This article will help in the research by explaining the importance of virtual exhibitions in our modern society due to the penetration of technology in all spheres of life. The article asserts that virtual exhibitions are effective forms of communication and with world turning into a global village the number of diverse visitors shall better connect through the virtual medium. This article aids in the research of applications of using virtual environments as a form of communication with the user. This article outlines some design guidelines for the systematic and pragmatic research on virtual exhibitions. These guidelines can aid in making effective communication between visitors and virtual exhibitions. This article also shows the application techniques and insights for communication between the design and user.
- 4
Barricelli, B. R., Gadia, D., Rizzi, A. & Marini, D. L. R. (2016) Semiotics of Virtual Reality as a Communication Process. Behaviour & Information Technology, 35 (11) November, pp. 879–896.
This article explains the communication link between the immersive virtual reality and the human beings. This article outlines the features that are of immense values for the mediated environment to possess in order to link up with its users, in this case human beings. The authors examine visualization and other sensory simulations as key for the communication to initiate. This article uses tools of semantics, pragmatics, and syntax in order to analyze the virtual communication. This article will aid the designer in exploring the aspects and characteristics of the VR communication design and what principles can be adopted for a VR application. Also, it enables to learn more about different virtual reality systems.
- 5
Llobera, J., Blom, K. J. & Slater, M. (2013) Telling Stories within Immersive Virtual Environments. Leonardo, 46 (5) October, pp. 471–476.
This article will shed light on how to create a compelling story narrative in a virtual environment. Exhibit the story within the immersive virtual environment. Since in the immersive virtual environment the user has the liberty to interact and navigate wherever or whatever therefore the storytelling dynamics are unique. The designers need to give attention to the decisions taken by the virtual characters and someway evaluate to human participant’s actions. The authors breakdown the nature of decisions and dwell in detail whether decisions are based on principle of free will or fate. Providence is also mentioned with other approaches to better the understanding of user decision making for the designer.
- 6
Holte, Robert C., and Berthe Y. Choueiry. (2003) Abstraction and Reformulation in Artificial Intelligence. Philosophical Transactions: Biological Sciences, vol. 358, no. 1435, 2003, pp. 1197–1204., http://www.jstor.org/stable/3558211.
This paper contributes in two ways. Firstly, it tries to exhibit that there are compelling reasons motivating the use of abstraction in the computational realm of artificial intelligence and secondly it gives example of abstraction process that are currently employed in developing artificial intelligence. This will help in my research by allowing me to explain how specific abstraction is done for narrow context whereas how this could lead to richness and variety of abstraction in the future.
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Cummings, J. J. & Bailenson, J. N. (2016) How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence. Media Psychology, 19 (2) April, pp. 272–309.
In this article extract, the authors examine the relationship between the immersive quality of a mediated environment (virtual environment) against the level of presence, which is the feeling of being contained inside a virtual environment, experienced by the user. The authors challenge some widely held assumptions about what virtual immersion system needs in order to generate substantial user presence. In this article extract, the authors examine the relationship between the immersive quality of a mediated environment (virtual environment) against the level of presence, which is the feeling of being contained inside a virtual environment, experienced by the user. The authors challenge some widely held assumptions about what virtual immersion system needs in order to generate substantial user presence.
- 8
Rodríguez-Ardura, I. & Martínez-López, F. J. (2014) Another Look at ‘Being There’ Experiences in Digital Media: Exploring Connections of Telepresence with Mental Imagery. Computers in Human Behavior, 30 January, pp. 508–518.
This article explores the phenomenon of telepresence, feeling of being in an environment other than the current location, and how it is experienced by users of online social networks and other digital media products that exhibits hedonistic values. Since digital media arts is concerned on the new avenues to explore and utilize maximum utility for users to connect with the application or exhibit. Social media and advancements in new immersive features enable the user to dwell more and experience better simulation of emotional arousal. This article has high value since it provides pragmatic insights such as telepresence ability to provide incremental levels of enjoyment due to the telepresence intrinsically holds entertainment values. This article holds importance for designers of digital media as it could aid in helping better design an application or environment that can reap better user experience.
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Cleland, K. (2010) Mixed Reality Interaction: Audience Responses to Robots and Virtual Characters. Digital Creativity, 21 (1) March, pp. 30–38.
This article focuses on the difference in audience response in a virtual gallery space and between robotic images and screen images. It also asserts the importance of replicating or mimicking user body language, gaze behavior and voice or text-based interactions. Furthermore, when designers need to design virtual environments that creates social engaging encounters. The experiences felt by users of digital mediums can not only stimulate one dimension but hit tetra directional. It triggers emotional, psychological, and physical engagement. Lastly, this article helps to understand how different approaches can arouse diverse responses and how a designer recognize this and help it to better its product.
- 10
Online, S. B. (n.d.) Storytelling for Virtual Reality [Online]. Available from: <https://www.safaribooksonline.com/library/view/storytelling-for-virtual/9781351809245/> [Accessed 15th November 2018].
This article is an excellent insight for designers as it comprehensively outlines the different aspects of storytelling in a virtual reality. There are many topics of interest for many in this article but for designers concerned with virtual environments this includes some interesting reads such as design an immersive narrative, characters in VR, and creating narrative structures. This also includes diverse case studies and theories of practice. Designers are also given and understanding of the philosophical thought of some mediums for better immersive design. As it is important to be aware of the discourse of one’s practice this article helps learn information which evolves the designer in its own field of work.
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Online, S. B. (n.d.) Virtual Reality Filmmaking [Online]. Available from: <https://www.safaribooksonline.com/library/view/virtual-reality-filmmaking/9781315280394/> [Accessed 18th November 2018].
This article helps in research of a designer concerned with creation and design of an immersive environment. The article shares insight in a lot of important aspects of virtual reality technology. The different kinds of game engines such as Unity and other are also mentioned along with advancements in VR headsets. This article particularly talks filmmaking in “make a film in VR from start to finish” which tells new strategies that can be used for storytelling as well as explains in details the intricacies of VR technologies. The excellent part of reading some of the entries are the saying from the virtual research market leaders such as Wevr, Hololens and HTC which can be motivating as well as informative.
